Here's my design, first thing you do is drop eggs into this:
Then they turn into chickens and split up here:
Finally some go to the left side where they are burned by lava and drop cooked chicken and feathers, and others go to the right side where they are used to make more eggs:
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So this is going to be fairly bare-bones, and I apologize for that. There's way more than what I have here, and I've been steadily developing this for the last 3.5 years or so. But I'm literally on the verge of replacing the Stages' content outright. I finished the skeleton for the new format within the last couple of days, and don't want to type everything up, then type it BACK up a little while later.
Contrary to some beliefs, there was a complete data dump when the old wikispaces went subscription-only, and there's even a web.archive backup that holds most of the information. Very little information about this Challenge has been lost.
Currently, the Challenge lives on both in its birthplace on the Feed the Beast Forums and a Wikia.
Welcome to the Refugee to Regent Empire Building Challenge.
Basic Concepts and Preparation
This Challenge was born on a forum, but lives on a wiki. Easier formatting, no character limits, and easy ability to see the history of a page--for me, the advantages are endless. Follow the links, and you'll find the Challenge's home wiki, where there may be more detail than here.
Rule of Cool
The Rule of Cool is the first and most important rule in the entire Challenge. It states that any rule may be waived for whatever reason, if it will make the experience better. This is not intended as an Easy button.
Mineshafts:
It's Lonely to go Alone.
While you are building, it can quickly become a ghost town. It is highly recommended that you, at the very least fill your constructions with Villagers. If you don't or can't, consider some of the following mods that help your towns quickly feel a lot more populated and homey.
On "Tiers" when it comes to Mods, Technology, and Magic
Sometimes it may be very clear what a Tier may be, other times it may not be. Needless to say, staying current on every single popular mod in several versions of Minecraft and keeping it up to date--then keeping the Tiers updated would be a full-time job. So I'm going to trust you, Challenger. You decide what constitutes a Tier. Please keep it fair.
Housing
*Standard Designs Not Currently Implemented*
In this challenge, most types of Housing are Standardized, so you won't find the Housing goalposts moving from stage to stage. However, you will gradually be building bigger and better Housing as you progress further into the Challenge, because you are attracting more wealthy immigrants and become better able to generate wealth and products within your own borders.
Next we come up with the real meat and potatoes of the Challenge The Stages. We're under a bit of a rewrite at the moment, so we don't have as much content as we once had, but this should be changing very soon. However, everything should be far more fleshed out relatively quickly. What is actually posted is slightly out of date, but I will post what I have. Right now it's written as more of a city building challenge. The rewrite will see a Kingdom/Empire Building Challenge, with more specialized towns and outposts encouraged (see: Races, Heroes, and Guilds).
Races, Heroes, and Guilds
This section has a LOT of content, and could easily spiral out of control. Do not be afraid to Rule of Cool it down to a size that is manageable for you. Whether that is a small portion of this, or going with everything.
Races
Each Race has specific Bonuses and Drawbacks. Bonuses stack up to 3x, and are multiplicative. Drawbacks stack up to 2x, and are multiplicative.
The Player Race is not intended for NPCs, and may be edited however you want if you don't want a true neutral for yourself.
More races are planned, but will remain at this level for now. Additional Races will probably be added with the Rogue Guilds, with Bonuses that help 'em out in that regard.
Player: Ruler only, no Benefits nor Drawbacks
Humans: Crafters, not Merchants
Testificates: Merchants, not Crafters
Gnomes: Technology, not Magic
Pick one Racial Bonus, not both.
Witches: Magic, not Technology
Pick one Racial Bonus, not both.
Dwarves: Mining, not Agriculture
Elves: Agriculture, not Mining.
Guilds:
Most activities can be found within the major 6 Guilds, or the Military. Within each Guild there may be sub-Guilds, or branches of the military. Each Major Guild and the military send an Advisor to help the Challenger run his Empire where it comes to their Guild's activities.
If you have the time, it is recommended to give each Guild a unique Banner.
The Major Guilds:
and the Military.
On top of this, there may be additional, lawless Guilds that operate within your territory, such as (still to be implemented. Feel free to come up with your own rules):
Again, this is a LOT. If you only use this for a bit of fluff and flavor, you're still going great!
Guild Schools
Guild Schools allows a civilization (or Guild) to pump out trained Guild Members quickly. It only takes one turn for someone enrolled in the School to become skilled at the Guild Member level. However, there must be at least 2 Masters teaching at the School.
Now, normally, using this system, it would take a long time to get people up to scratch when it comes to training new people. The answer to this is usually a Guild School. They go by many names, but their primary purpose is to churn out a great number of highly talented Guild Members as quickly as possible. Guild Schools are usually quite large, and have everything they need to train people from scratch to Member level as quickly as possible. Their training equipment may not be as large or as extensive as if they were performing their Guild's function full time, but it is still there.
If you have the time, it is recommended to give each School a unique Banner and/or Shield.
Bonus Structure:
A simplified Table can be found at the bottom of the Races page on the Challenge's Wiki.
Heroes
Heroes are intended to be every character from the Challenger him/herself to the lowliest Farmer. Each Hero has a unique Races that gives distinct bonuses, and every Hero can have a different skill level, which allows them to either be a next-to-useless Apprentice or an over-powered Guild Master.
Heroic Hierarchy:
An optional means to help your cities grow slightly more organically, Heroes may be picked out of the unwashed masses, and be set upon the path to greatness. to Mastery in one of the Major Guilds, or even an Advisor to the Ruler! This system can be applied to anything in the Challenge (with the exception of the Military, which will have its own version of this) rather easily.
Note: Agricultural numbers are intended to be focuses. Pick one of the bonuses, per Apprentice/Journeyman/Guild Member. Guild Masters can pick an additional focus Master, for a total of 2 foci--AND perform every other function of the Guild, albeit at Guild Member level. Grand Masters get 3, and can perform every other function of the Guild at Guild Master level. This also applies to other Guilds, if such things can apply.
Apprentice
Journeyman
Guild Member
Guild Master
Grand Master (Advisor)
Dirt Hovel Stage:
Build yourself a Dirt Hovel
Supports must be built every 3 blocks if the ceiling extends away from walls.
Clay Community:
A Harder version of the beginning Stage.
Clay Cabin
Clay Cottage
Congratulations. You've beaten Stage 1. It only gets worse from here.
Heh.
Wood Settlement
Housing
Player Estate
You're going to want to have some room to play that is solely yours now, won't you? Let's face it, you're kind of a big deal.
Advisors
You should have at least 6 Settlement Shacks built for each of your advisors. If possible, they should be built to favor each of their specialties:
Settlement Shacks
Immigrants
Build 4-8 Settlement Shanties to house incoming Immigrants
Build a Museum
This may be used in conjunction with Collections or separately.
Build a Settlement Center
Collections
Intended to be started or
stopped any time, this is simply a list of things that can be easy or
difficult to collect. Recommended to build a museum to house your Collections.
*Coming Soon*
Stockpiles
Intended
to be something that can be started or stopped at any time for an
additional challenge, this will have stage-by-stage or just general
stockpiles that you can aim for.
*Coming Soon*
Again, I apologize for how little content is actually posted here. There's lots more, but I thought that it would be a good idea to get my own thread on the Minecraft Forums back up. WAAAAY more content that I've been curating over the last 3.5 years, and formatting fixes forthcoming soon.
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Reserved.
Yeah, it's that big.
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I have on reason and one reason only to want to play Minecraft Windows 10:
My nephew likes Minecraft, and only has Minecraft on his X-box. with W10, I can play on the same server as him.
But for personal play, definitely 1.8/snapshots of 1.9
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Villager Bazaar Sub-Challenge:
Build a bazaar/marketplace that has one of every type of Villager available to you (includes mod VIllagers, if applicable). Villagers must be safe from zombies. More than one Villager of a type is allowed and encouraged. In this way, you will always have at least some Villagers always in one spot and easy to find, but if the Village is wiped out by Zombies, you will always have a protected breeding stock.
Cross-posted from the Refugee to Regent Challenge, and both Fantasy City Build threads.
8
.
Progress continues to be made on the Challenge (seeProgress continues to be made on the Challenge (seeFTB thread for details), and this Challenge will be reposted to the Minecraft Forums shortly. It will be begun in a new thread so I can have an extra post or two so there's room to post as much of it as possible. for details), and this Challenge will be reposted to the Minecraft Forums shortly. It will be begun in a new thread so I can have an extra post or two so there's room to post as much of it as possible.
Once the new thread is up I will edit this post to send people to the new thread. I apologize for the inconvenience.
Have you ever wanted to build a complete Kingdom from scratch in Minecraft? Let me guess, you got bored and quit, or you just got overwhelmed and ragequit. While I can't help too much with the former, I am here to help with the latter.
You begin as a simple refugee, running from Jeb knows what. You are starving, you are desparate, and can barely manage to build a Dirt Hovel to keep yourself from the mobs that roam the night. But as you get your feet under you, you slowly build up a Settlement, and others come and join you. Slowly, you and your Town get larger. Other Settlements begin to appear near yours, and your main City becomes a Capital. And before you know it, you are Emperor of a vast Empire.
The Refugee to Regent Empire Building Challenge is intended for is the uncreative, or those that have just gotten bored building yet another all-in-one superbase that, while functional, is nothing more than a hole carved into the side of a mountain. It is not something that can be completed in a day, and will be pretty big if you play any difficulty but Fast Track. It is a self-policing challenge where you intentionally withold some of the better tools from yourself.
But then, if you wanted something easy, you REALLY shouldn't be reading any further.
I'm not going to pull my punches. If you accept this Challenge, you will be building. A lot. This Challenge is intended for Survival Difficulty, and not for any Creative shenanigans. But, of course, the Rule of Cool applies to everything.
Just follow the ten-step program, and you will soon (relatively speaking) have a complete Kingdom, from a Dirt Hovel to a Diamond Capital! Advance through many stages, at each stage unlocking new materials and tools for use. Every stage you advance requires more and more Houses, Community Buildings, expansions to your Village Center/Town, City Hall/etc tools, food stockpiles, resource stockpiles, eventually additional towns and villages, and more.
There are three difficulty settings currently. Fast-Track, Normal, and Hardcore.
Normal is where the Challenge really starts to come into play. You'll be wanting at least 10 square kilometers. No, not really kidding. It may end up less than that, but you'll be doing a LOT of building.
Hardcore--I'm just trying to crush your soul. If you can manage to make it through the entire Challenge, you have my respect. How much land do you need? I honestly have no idea. Let's just say All of It.
Therer are 7 main areas that you will build up your Capital, and, eventually, your Empire:
Elders--Purely an early-Challenge device, during the early days of your Settlement/Hamlet, you will have Elders. They assist you in the Administrative tasks of running your town. They don't have homes as nice as yours, but they are better than the commoners.
Nobles--A late-Challenge resident, the Nobles are the elite. The rich, the powerful, the well-bred--the Reality TV stars. They demand excellent accomodations, and return little to the community.
Residents--The working-class citizens that make the world go round. They live in houses or apartments, and do the jobs that you are too busy to do.
Slum Residents--If you choose to build Slums, then these residents live in crappy, tightly-packed buildings. The introduction of Slums increases the level of Crime in your city.
Commercial--A sort of catch-all for everything that doesn't fit anywhere else, and includes various administration buildings and buildings that will increase your citizens' quality of life.
Tribulation Tower--Controlled mob spawner.
Town Mines--Not your own, personal mines, but the official Town Mines
Hospitals
Schools and Colleges
Stores
Entertainment
You get the Idea
Transportation--Roads, Railcarts, and Nexuses oh my!
Railways--who doesn't love a roller coaster between towns?
Livery Stables--You need a place to store horses
Other, similar means of transport
Agriculture--They're responsible for putting food on the tables.
Plantations--Crops that don't feed your population, but are otherwise useful. Cotton, Cactus, Sugar Cane, etc.
Ranches--Breeding, care, and slaughter of Livestock. Sheep, Cows, Pigs, Chickens, and more.....?
Kennels/Stables--Breeding and care of pets. Dogs, Cats, Horses, and more........?
Apiculture/Lepidopticulture--The breeding and care of Bees and Butterflies.
Arboriculture--The care, breeding, harvesting, and processing of wood, saplings, fruit, and all other tree products.
Outliers--You're not just building a City-State. You're also building all the Cities that pay tribute to your Capital. You're going to be an Emperor, after all!
Agricultural--Feed your nation.
Residential--Who doesn't love a commute
Commercial--Trade hubs
Fortifications--Military bases. Armories, barracks, ICBM silos?
Magical--A place for magical experiments, far from your capital, in case you make catastrophic mistakes? a Portal Nexus?
Technological--Power Generation? AE Storage? Massive Ore Processing Facility? Roving Quarry?
Fortifications--What, you thought you could just leave a massive empire alone, and those nasty mobs would play nice? Take a bath, hippy! This covers offense, defense, and everything in between. From Watchmen to mobile TNT cannons, it's all going to be covered here.
Regulars--Meat for the grinder.
Watchmen--Sound the alarm if trouble comes near
Royal Guard--Somebody needs to help keep you safe.
Technology--Quarries, Minecarts, Pistons, Drills, Solar Panels, and more. If it's technological, it belongs here.
Dirt Hovel
No tools, no wood, mo' problems. Survive with just your fists and your wits, and fight to survive.
Not a full list, see the Wiki for full list.
Skip this Stage
Residential:
Build a Dirt Hovel out of Dirt, Sand, Gravel, or Clay.
Agriculture
Get some food. Plants that require tilled soil may only be planted in Testificate Villages.
Residential
Build a Dirt Hovel out of Clay
For Bonus points, build 3 Hovels. The people who dwell in these Hovels will be your Elders in the Wooden Settlement stage.
Furnish all Dwellings. This can be Crafting Benches, Filled Item Frames, Paintings, etc.
Commercial
Build a Granary building to store all your food.
Technology
Get as many Tinker's Construct books as you can.
Magic
Build a shrine to the Bearded Creator
Build a shrine to Jeb.
Get an Ars Magica Arcane Compendium
Transportation
Connect all buildings together via pathways
Agriculture
Farms
Plant some crops. Crops that need tilled soil may only be planted in Testificate Villages.
Ranches (and Kennels/Cables)
Tame 3 wolves
Tame 3 Horses
You've survived. For now. But people are settling down around you. Use your Wooden Tools and help them survive too.
3) Stone Hamlet
Your small hamlet is beginning to thrive. Your new Stone Tools are just what the doctor ordered, and the Stone you're mining below the surface is just the thing to reinforce the buildings in the village.
4) Iron Village
It's time to put the metals you've found in your mining forays beneath the town to good use. Start down the path of Magic, the path of Technology, or both, with the help of your new metal tools, but don't forget your people. Make sure that they are healthy, happy, safe, and well educated.
5) Redstone Discovery
Your newly educated populace is rapidly discovering more and more ways to use Magic and Technology, and how to apply them to their everyday lives. Essence, Aura, Mega-Joules, Electrical Units.....the terms fly quickly and the terms fly furiously. There are few citizens whose lives and livelihoods the new discoveries do not touch.
6) Gold City
Having come to terms with the new discoveries, your citizens have pushed themselves to further refining their discoveries. People are coming from all over just to see what you have rediscovered of the ancient arts of Technology and Magic. Many are coming to stay, while others are content to build embassies. There are whispers from what few tomes of the Ancients that have been recovered of a hellish landscape that lies not that far from our own. Of horrors--and treasures. What could that possibly mean?
7) Glowstone Upgrade
You have breached the Nether. And while you stare into it, it lobs fire and lava right back at you through the Portal! It will take nerves of steel to settle and conquer this savage place. It will not be easy, but you know that it can be worth it.
8) Lapis Lazuli Stronghold
It's time for an upgrade! Your civilization is booming, and you are expanding. It's time to build a new, Royal City just for you!
9) Emerald Kingdom
Will your Kingdom stand, or will it Wither?
10) Diamond Capital
Your Empire stands as a Beacon of hope in a harsh world. How do you suppose it will End?
Post-Challenge) Nether Star Imperium
That's a niccccce Empire you have there.
Though there are 10 Stages to the Challenge, there are 5 major upgrade points in the Challenge, where you get a significant boost beyond what you've had before.
2) Iron Village: The use of ALL Metals is unlocked. No, you don't need to wait for the Gold stage to start using Gold. Limited use of Redstone, mainly Redstone Dust and some vanilla machines is available as well.
3) Redstone Discovery: Tech mods begin to kick in
4) Gold City: Diamonds are unlocked
5): Glowstone Expansion: The Nether is unlocked.
This is a small taste of the massive undertaking I have begun. I have big plans for it, and am adding new stuff all the time. Whether it's being inspired by the Fantasy City Build and adding in new, Minecraft/Dwarf Fortress amalgam races to add a little spice, or adding in Bonus Points for bragging rights, I keep trying to push the limits of what I'm capable of. Then there's the whiny Nobles who insist on being treated extremely well, the problem of Criminals, and possibly even Rebellions?
Lore:
Long ago, when the Seed was first named, there lived a man. He was a simple man, and worked by the sweat of his brow. Over the course of his life, he attracted a large following, and eventually founded Cities and Kingdoms. His men delved beneath the earth, their Mineshafts seeking the riches of the ground. They built Strongholds deep underground, and mastered the art of creating new worlds. He and his mystics discovered the Nether, and then found a way to travel there. They built massive Fortresses to keep his people safe.
When at last his work was complete, he was named the Nether Star Emperor, and for a time he rested. Secure in the knowledge that his fair laws were applied equally to all his subjects, human and Testificate alike, across his entire world. and the worlds beyond.
But trouble brewed. Some of his Kingdoms decided to rebel, that THEY wanted to become the Nether Star Emperor. The war saw terrible magics cast from both sides. But in the end, the Emperor Ended the wars. From this point on, he was known as the Ender Emperor--the man that ended the fighting. His elite warriors that fought at his side became known as his Ender Men.
Years later, trouble again brewed. Some of his Ender Men were jealous of his power, and decided to challenge his throne yet again.
The Empire split apart as the Ender Emperor fought his Endermen, twisted by horrible magics. They summoned dragons, and harnessed the proud beasts with magic. This was the evolution of the Ender Dragons. The Emperor denounced the magics his foes unleashed, and returned to his former title of Nether Star Emperor, only to see one of the rebels take up the title of Ender Emperor. The two Emperors clashed in one of the last Written Ages that remained in the last battle of the war.
With the last of his strength, the Nether Star Emperor destroyed nearly the entire Age, wiping out all Linking Books that connected the two Ages. The Nether Star Emperor and all of his men were killed, and most of the Ender Emperor's men were killed as well--trapped in a void of an age, wrecked by the foul magics they had conjured.
But the Endermen found their way back to this world. They found they could not speak as they once could, and grew jealous of the forms that they had formerly had.
The Empire, without the Emperor, withered and died. The magics that had been unleashed were largely lost. But their effects remained--the dead did not always stay dead. They sometimes returned to life as zombies or even as skeletons. The creatures known as Creepers, created by one or both sides during the war as living weapons, continue to roam the land in their lonely wanderings. There are few creatures that have been unaffected by the sheer volume of magic that was unleashed.
But the Nether Star Emperor was not entirely vanquished. His physical body utterly destroyed, it's said that he still travels the Overworld, looking for the human or Testificate that might one day raise up a city, a Kingdom, or an Empire that might equal his own. The one to slay the final Ender Dragon that still lingers where he met his End.
It's said that he possesses books--and that through them teaches what needs to be done to bring the kingdom back to its former glory.
Note: This list is nowhere near complete, and is just a rough suggestion if you want to add some flavor to your challenge.
The Rules on the Wiki are the base rules. Each Race modifies the required number of buildings needed. Apply the changes required to the base rules to find what you will actually need to build.
This can and probably will be changed before it is finalized. I try to have one main race and a sub-race that is the polar opposite--the exception being Goblins and Kobolds. They were inspired by Dwarf Fortress' Goblins and the Dwarf Fortress Kobolds. The Kobolds are sort of the Goblin sub-race.
Humans
Humans: Greedy, Expansionistic, and Militaristic, they want to own or lay claim to every last Chunk on this Jeb-forsaken Cube. Their militaries tend to be 125% stronger than the average, and tend to have more Outliers than any other Race. Unfortunately, in their mad dash to have everything, they are very sloppy in their Agricultural techniques, and have to build 125% more Food Sources per population.
Humans have 125% more soldiers in their Military (Includes Watchmen)
Starting at Iron village, Humans build 2 Outliers every other Stage (Iron Village, Gold City, Lapis Lazuli, Diamond Capital).
Humans suck at farming. They need 125% more Food Sources per population than any other Race.
Human Sub-Race: Investment Bankers
Investment Bankers are the most hated creatures on the face of this Cube. These humans care only for themselves, and build massive, opulent Estates for themselves. They tax whatever poor workers happen to live in their towns, and keep them all in poverty.
Investment Bankers may not make Outliers
Investment Bankers quadruple the number of Nobles in a given Stage.
If there are no Nobles in a given Stage (from Wooden Settlement on), there must be at least 2-4 Baron/esses.
All Buildings in Investment Bankers towns must be built to Slum standards.
All Dwellings in Investment Bankers towns must be based on the "Settler's Shack" "Refugee Refugee Refuge" or "Settler's Shanty"
Testificates--Pacifist, Agricultural
Testificates are a quiet, hard-working people. They are always willing to lend a helping hand, and will gladly help anyone in need. They are by far the most skilled healers on this Cube, so they are at peace with nearly every single other Race out there. They are content to farm their land, and smelt what little ore they need for their tasks. Both their farming fields and Furnaces are free for all to use.
Testificates may not build any Military
Testificates may not build Walls
Testificates only need half as many Food Sources per population than the standard.
Up to 4 Testificates may live in any Dwelling (Max 2 per Bedroom)
Testificate Sub-Race: Witches
The Testificate Witches have gotten a bad rap since the Great Ending War. It is true that many fought with the Endermen and the Ender Dragon, but many forget that many Witches also fought against those self-same forces. They spend their days in Magical pursuits, and tend to try to hide their settlements. Nearly any Race that happens across the Witches attack them, so the Witches tend to make the first strike.
Witches may start Magic at the Wooden Settlement Stage.
Witches may be used to found a Capital.
The Maximum Population for a Witch Settlement is 75. Any more than that and other Races tend to come together and wipe them out. Once the Settlement Population Cap is reached, an Outlier must be founded to progress.
Witches may not have Nobles.
Witch Player Characters may not have Estates. Witches have to pool all their resources in order to survive.
Dwarves--Drunken, Surly Midgets (Industrial, Xenophobic)
Dwarves are a newer race to the Cube. Nobody knows quite when they appeared, but everyone agrees that they build the finest weapons around. They are most commonly spotted by their short height and voluminous amounts of body hair. 90% of a newborn Dwarf's body weight is hair, though that ratio tends to even out at about 50/50 when fully grown. Dwarves are very fond of alcohol, and can literally make alcohol out of anything. Grass, Wheat, Barley, Pebbles, Dirt, Stone, Clay. Anything. Dwarves are actually born drunk, and need alcohol to get through the working day. They are very protective of their Mountainhomes, and while they do not generally venture out much, they defend their Mountainhomes to the Death.
You must build 7 Hovels in the Dirt Hovel stage.
Dwarves may not build traditional Outliers.
Dwarven Outliers must be built to the Iron Village stage after a brief Hovel stage.
Dwarven Outliers may only be built in the Gold City, Emerald Megalopolis, and Diamond Capital stages.
Only 7 Dwarves are sent out to colonize each new Mountainhome. Migrants come by the Creeperload once it is successful, however.
The Dwarven Capital and Outliers are known as the "Mountainhomes."
Dwarves may start with Technology mods at the Wooden Settlement Stage.
Dwarves may use tools, weapons, and armor that are one Stage higher than their current stage. (Wooden Tools in Hovel Stage, Stone Tools in Wooden Settlement, etc).
90% of all Dwarven Buildings must be underground.
All Entrances to Dwarf Fortresses should be thoroughly trapped against intruders.
Dwarves should have 125% more military than standard.
Dwarf Sub-race: Sober Dwarves
Every so often, the most horrible thing imaginable happens to Dwarves--they lose all alcohol from their bodies, and become sober. This is a most terrible affliction, and Sober Dwarves are instantly called "Boring" or "Squares" and cast out from the Mountainhomes. Sadly, once Sober, Dwarves are immune to the effects of alcohol. Sober Dwarves are far more friendly than standard Dwarves, though they maintain their Technological edge, and their ability to make superior tools.
7 Hovels are required in the Dirt Hovel stage.
Sober Dwarves build half the standard military
Sober Dwarves may start Technology at the Wooden Settlement Stage.
Sober Dwarves may use tools, weapons, and armor that are one Stage higher than their current stage. (Wooden Tools in Hovel Stage, Stone Tools in Wooden Settlement, etc).
Sober Dwarves follow standard Outlier ruleset
Sober Dwarves build 1 extra Outlier in the Iron Village, Gold city Stages (from standard ruleset).
Sober Dwarves may build above or below the surface--up to you.
Elves--Frumpy, Hippy Tree-huggers
Elves are amongst the most stuck-up creatures that walk this cube, second only to Investment Bankers and Used Kar Kobolds. They are blessed with an extraordinarily long life, and for some reason have become overly attached to nature. Because they live so long, they learn skills far faster than the average person, and don't need as many people per Settlement. Also, they institute a tree-cutting quota to themselves and anyone they trade with.
Double the amount of nobles in any given Stage.
1 Baron/ess must move into the Wooden Settlement.
2 Barons/ess must move into the Stone Hamlet.
2 Baron/ess and a Count/ess move into the Iron Village.
2 Baron/ess and 2 Count/esses move in during the Redstone Discovery.
Elves need only half the Agricultural Resources per person than the standard ruleset.
only 1 Tree may be cut down in the Dirt Hovel stage.
Only 4 Trees may be cut down in the Wooden Settlement.
Only 10 Trees may be cut down in the Stone Hamlet
Only 15 Trees maybe cut down in the Iron Village.
Only 20 Trees may be cut down in the Redstone Discovery.
Only 25 Trees may be cut down in the Gold City.
Only 30 Trees may be cut down in the Glowstone Expansion.
Only 45 Trees may be cut down in any subsequent stage.
Elf Sub-race: Necrotic Elves
Another race left to suffer after the Great Ending War, the Necrotic Elves were ensorcelled by both sides to become masters of the Necromantic arts. Their skin was permanently stained black or grey, their lifespan shortened to that of a mere human, and were hunted nearly to extinction in the years since the Great Ending War. However, because of the powers granted to them as a direct tradeoff during the War, and the fact that Elves are not naturally peaceful like the Testificates, they have proven to be far more resilient than the Witches. Their magical powers are incredible, but as a result Technology tends to malfunction when Necrotic Elves are around. They were among the most powerful of the enchanted races in the Great Ending War, and remain to be a powerful, albeit rare, force to be reckoned with.
Necrotic Elves may begin Magic at the Dirt Hovel Stage.
Necrotic Elves may not begin Tech until the Gold City Stage.
Necrotic Elves build 150% more military than standard.
Necrotic Elves must build walls around everything they build in every stage.
Pigmen: Endangered Forerunners
The Pigmen race was nearly wiped out in the Great Ending War, but were among the first of the Races to walk the face of this Cube. both sides used their Magics on the Pigmen to make them stronger but different. There are only a few pockets of Pigmen left anywhere on this Cube. What few Pigmen remain are incredibly powerful in the Magical arts, and still remember the ancient Crafting secrets.
Pigmen may use Tools 2 Stages above their Current Stage.
Pigmen may use Magic starting at the Dirt Hovel Stage.
Pigmen may only build an Outlier during the Gold City and Diamond Capital Stages.
Pigmen build only 50% of standard constructions.
Pigmen may build only 25% of the standard Residences.
Pigmen Sub-Race: Zombie Pigmen
Out of all the races that were scarred by the Great Ending War, the Zombie Pigmen are actually the best off of them all. They still retain their mental faculties, are effectively immortal unless slain in battle, and retain much of the Magical potential they had as Pigmen. Though the fact that they are now Zombies does lessen their Magical Potential somewhat. Though they have been largely driven out of the Overworld because of their Zombie appearance, they are content to live in the Nether, and welcome all travelers. However, if attacked, the entire Zombie Pigmen community will attack the offending party. Never underestimate the fury of a Zombie Pigman.
Zombie Pigmen may only be used as an Outlier Race at or after Glowstone Expansion.
Zombie Pigmen build 150% magic than standard
Zombie Pigmen learn magic 150% faster than standard.
Zombie Pigmen build 125% more military than Standard.
Zombie Pigmen standard armament is Iron Armor with a Golden Helmet, enchanted Golden Sword.
Goblins: Pillaging Murder Machines
Goblins do not set down very many roots. They are motivated by only one thing: War. They love it. They crave it. They would do anything to have it. While they will attack nearby weak races, they prefer to fight people at or above their current strength level.
Goblins Must build 175% more Agriculture per population.
Goblins may only build Slums
Goblins may use Tools that are a Stage Higher than they are (Wood Tools in Dirt Hovel, Stone Tools in Wood Settlement, etc)
Goblins may not build walls.
Goblins build 150% more military than standard.
Goblin "Sub-race": Kobolds
While not technically the same race as Goblins, Kobolds are generally considered the same as Goblins--a nuisance. Kobolds are weak creatures that survive by stealing from stronger parties They are generally scared off by a show of force, but are quick to exploit any weaknesses they find.
Kobolds may not build Outliers
Kobolds have a population cap of 50.
Kobolds must build 200% more Agriculture than standard
Kobolds are generally found harassing trade routes between other race's Outliers.
Kobolds aren't really intended as a Player race.
Kobolds are intended to be used interchangeably with Bandits in the Crime section.
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to be honest, it kinda depends on what you want to do and what kind of a plyer you are. Just like any Sandbox game, there are many ways to play, and they are all equally valid. If all you're looking for is difficulty ramping up but not wanting to change your playstyle, I can't offer any suggestions.
If you're interested in trying new things out, I do have a few suggestions, in the form of building challenges.
Iamchris27's classic City Construction Challenge is a great place to start.
If that interests you, theFantasy City Build is popular around here and well worth a look.
Other examples include the Tree Spirit Challenge, and the Castle Building Challenge.
or I suppose I could pimp my own challengethat's hosted on the FTB forums, theRefugee to Regent Empire Building Challenge (though fair warning it's in a bit of shambles atm due to a restart after the old wiki that hosted the Challenge went pay to play)
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New stuff:
A short, green-skinned race of creatures with an intense curiousity about the world around them. Unfortunately, their curiousiy tends to backfire on themselves and causes disasters everywhere they go. Kerbals have an extremely high death rate, rivalled only by their prodigious birth rates. They accomplish by trial and death toll what other races accomplish by trial and error--though it can't be denied that most Kerbals have the time of their lives when they inevitably die horribly. They are generally hated by most other races, and are occasionally called (incorrectly) "G'home Gnomes"
+50% food consumption
+50% Housing Required
-80% Magic Requirements
+60% Technology Requirements
Can Access Galacticraft earlier than other races.
Heroes:
Jebediah Kerman
Bill Kerman
Bob Kerman
Pre-requisites (for all Heroes): None. They are the Eternally Starting Trio.
Stockpiles page--filler atm, will be filled out. Will eventually be a source of bonus points for all you/we MC hoarders out there.
Tech Tree has some interesting stuff on it.
Some Mini-Challenges to keep you busy.
Mini-challenges from the main FTB thread to keep you busy on a small(ish) scale:
Build an Inn (Healing) with a tavern (because all D20 campaigns start in a tavern, right? )
Build dungeon for adventurers
Leave some kind of treasure at the botom of the dungeon.
I SWEAR I had more for that when it popped into my head at work.
Somewhere in the Empire must be:
Pokemon Colosseum/Stadium
Should have ample room for battling (may have Type Themage if desired)
Should have plenty of seating.
Colosseum/Stadium should have 4 rooms for Elite 4 and a Champion's Arena
Green Rooms/living quarters for the Elites/Champion?
Room of Succession
Must have PC, Healing Table (if using Pokemobs)--should be finely decorated, as this is where the former Champion takes the new Champion to formally pass down the title.
Each Settlement participating must have:
Pokemon Center
Have rooms for travelling trainers to stay in at night as part of their service?
Pokemon Mart
Suggestions:
Pokemon Gym (themed for a type)
Pokemon Stables (with provisions for specific types ie Grass, Fire, Water, Electric)
Electricity Generators powered by Electric Pokemon (for Electric types)
Pokemon Groomery (with provision for specific types)
Waste Management Facility (for Muks, Garbodors, et al)
Pokemon (Mini-)Challenge was written more for the folks that don't have Pokemobs but still like Pokemon, but if you have the Pokemod and like the Pokemobs, feel free to get your Pokechallenge on.
Don't forget the Pokeballs or you are Pokescrewed.
I can't Pokestop.
Basic Outline of where I want to go with Magic post-rewrite:
http://refugee-to-regent.wikia.com/wiki/Magic
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Teeshy--at the moment I'm working on making it vanilla-friendly, but it started as a challenge for mods, and I do want to get back to the moddy roots. But I don't want to ever make it so mod-infused that vanillaites can't do anything.
Sorry about the wiki shutting down like that, wasn't my idea. I was actually out of the country when it happened, and didn't have internet access. but I got the notification a month or two ago and did make a .pdf backup (the wikispaces was not edited after the .pdf was made)
Old rules can be found here:
https://www.dropbox.com/s/obpnrsifqbz1sx8/refugeetoregentchallenge_20141016.pdf?dl=0
All sections are sorted alphabetically in the table of contents. Also, links do not work--they link to the defunct wiki. Sorry about that.
and the new wiki:
http://refugee-to-regent.wikia.com/wiki/Refugee_to_Regent_Challenge_Wiki
I'm working on a complete rewrite to make things flow a bit better for people who have build styles that are different than mine. Basically most things will earn you points, and once you cross a certain threshold you can advance to the next Stage (or stick around for more points to add to your point total), but the total number of available points will be 2-4x the advancement threshold, once I finish up.
There have also been requests for a tech tree, and I will be trying to work that in, but my main focus is getting things back up and running.
The wiki may move its home to Obsidian Portal, because I know from experience their wikis are a dream to edit--wikia's is a pain, and the ads annoy the crap out of me. If I do move to OP, all existing R2R wikia pages will be set to redirect to their respective OP pages.
I'm gonna try to actively post over here a bit more, but if you ant to keep up to date I tend to post in the FTB thread this challenge stated in than over here. Bt I'll make an effort to post on the minecraft forums a bit more. Both threads need their OP edited but I'm a little busy IRL atm. I'll get to it as soon as I can.
Vapo, thanks for the offer to pay for it to be reinstated, but I'm a bit leery of paying for a wiki for something that for me is just for fun. and I'm especialy more leery about letting someone else do it for me. I'll stick to free wikis for now.
But thanks for the offer.