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The Age of Colonies: Aceon Rule Supplement/Revision for Aceon Rev. 0

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Ragolution

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« Last Edit: 17-04-2013 by Maxi96203 »



Ragolution

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1 - No Griefing;
The world Griefing used here includes but is not limited to: Filling stuff with liquids, placing blocks where they shouldn't be or in someone else's construction site, burning something down that isn't yours, killing people for no reason, killing people randomly, destroying something that isn't yours via axe pick hoe shovel hand and so on. A person who participates in Griefing is called a "Griefer"1
Possible Punishment: Anywhere from a temporary to a permenant ban depending on severity. Also de-whitelisted.

2 - Stay In Character; Aceon has a local chat mod that makes it so only people who are nearby you can hear what you say. Use /me for OOC chat for now
Punishment: Warning, Kick, then Temporary ban unless perceived as "Trolling"2 or "Griefing"

3 - Do not mix Genres!
                          Aceon is a MEDIEVAL RP SERVER; Meaning? No lasers and no goddamn jetpacks.
                          Genres like steampunk and other things reasonably close, technologically, are acceptable.
                          There are no machine guns here.
Possible Punishment: Warning, Kick, then Temporary ban unless perceived as "Trolling"2 or "Griefing"

4 - Don't build floating castles! Castles in the sky are bad. This applies to ALL floating buildings. Not just castles.
Possible Punishment: Your castle will be destroyed. Possibly a temp. ban if repeat offender.
* - Refer to HGN Standard Rules for a more extensive list of behavioral and meta-dictated rules.
 
 

1 -Griefers - Differ from typical players in that they do not play the game in order to achieve objectives defined by the game world. Instead, they seek to harass other players, causing grief. In particular, they may use tools such as stalking, hurling insults, and exploiting unintended game mechanics.
2 - Trolling - A troll is someone who posts inflammatory, extraneous, or off-topic messages in an online community, such as an online discussion forum, chat room, or blog, with the primary intent of provoking readers into an emotional response or of otherwise disrupting normal on-topic discussion
« Last Edit: 17-04-2013 by Maxi96203 »



Ragolution

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The City Building System
 
ALL MEASUREMENTS IN THIS DOCUMENT ARE X Y Z COORDINATES.
A VALUE LIKE 10x9x8 MEANS 10 BLOCKS FORWARD/BACK, 9 BLOCKS TO EITHER SIDE, AND 8 BLOCKS UP/DOWN.

To start a village, please make sure you fit these requirements before you begin!
Someone intending to found a village must...
  • Not be in a Faction
  • Have a building that is at at least 4x4x4 designated as the "Village Assembly"
  • Notify an Admin/Super Mod
  • Have at least two people (yourself included) who want to start a village.
A village assembly can just be like a tent or a deck or even a gazeebo.

Step One - Finding a location.

Villages are pretty easy to find locations for. Just look for somewhere with a good amount of trees, maybe near a river and at least one location you can designate as a "mine" or a "quarry". Quarries take up a lot of space, so be aware of that.
    Check off every location you find that..
       
    • Has water nearby.
    • Has trees nearby.
    • Has ore or strong stone nearby.
    • Is at least 5 chunks away from the nearest village/town/city. (A chunk is 64x64)

    Once you  find a location that meets all of these requirements, you've found the perfect place for your village to grow into a town/city!
    (( NOTE THAT IF YOU ARE NOT FIVE CHUNKS AWAY FROM THE NEAREST SETTLEMENT, YOU WILL NOT TURN INTO A CITY, YOU WILL MERGE WITH THEM WHEN YOU WOULD TURN INTO A TOWN. ))

Step Two - Building your Village

A village must have:

    • A leader(s) for life. (The Village Founder becomes this.)
    • Aforementioned Village Assembly location.
    • At least two houses.
    • A stockpile building

Step Two - Becoming a Town

After you've grown for some time, your village will have an (obviously) larger population: it is at this time your village becomes a town and adopts the local currency or adopts communism.

 A town must have:
 
  • Upgraded Village Assembly location. Must be fully enclosed 8x8x5 building. (AT LEAST)
  • A cobble or stone-brick road connecting all buildings to the assembly.
  • A leader(s) for life. (The Village Founder stays this unless ousted.)
  • At least 8 houses.
  • At least 7 members/citizens.
  • An enlarged stockpile building. (Minimum 4x4x2)

All towns operate AS THEY CHOOSE; You can pick any type of economic operation  but the three most common are Capitalist, Communistic and Fascist.

Step Two - Becoming a City

Becoming a city is a HUGE deal, and a very big feat in terms of playership.

A city must have
  • A Town Hall: A 3-room building at least 500 m3 in volume. (AT LEAST)
  • A stone-brick road connecting all buildings to the Town Hall.
  • A Leader
  • At least 30 houses.
  • At least 30 members/citizens.
  • A stone-stonebrick-cobblestone wall that is at least 5x3
  • A Government Warehouse building. (Minimum 8x4x3)
[/list][/list]
« Last Edit: 17-04-2013 by Maxi96203 »



Ragolution

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To Start a Guild/Faction
IN ORDER TO START A FACTION, ONE MUST:
  • Have builder's permissions
  • Create a Faction Thread
  • Have at least two other members. (Not including you.)
A three day waiting period is allowed for new factions that do not yet have 3 members.
If a faction does not have 3+ members by 12AM Midnight of Day 3, they will be disbanded.

Guild Halls

A faction is eligible to construct a Guild Hall if
  • They have 5+ members
  • They have a registered Architect
  • They have enough money to hire a construction team
  • OR
    • They have enough laborers to build it themselves
    • They have admin or moderator's permission

    BUT WHERE SHOULD I PUT MY GUILD HALL, MAXI?

    GUILD HALLS CAN BE PUT:

    ANYWHERE. IT WILL BE CONSIDERED PART OF THE NEAREST SETTLEMENT WITHIN 10 CHUNKS.

    NOTE: YOU CANNOT START A VILLAGE OUT OF A GUILD HALL. VILLAGE COMES FIRST.

« Last Edit: 17-04-2013 by Maxi96203 »



Ragolution

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DOMAIN HIERARCHY AND PVP

There will be a number of Countries.
Each country will (most likely) be owner of one city. There may be only be one country for a very long time.

For each City, there will be a number of towns.
For each Town, there will be a number of villages.

VILLAGE - Populations of 2 - 6
TOWN - Populations of 7 - 29
CITY - Populations of 30+

For all intents and purposes, any Town within a reasonable distance of a City is owned and controlled, but not managed by that City.
For all intents and purposes, any Village within a reasonable distance of a Town is owned (BUT NOT CONTROLLED, NOR MANAGED) by that Town and its Owner (Its City).

If there is no City in range of a Town, it'll be isolated until a city pops up.
If there is no Town in range of a Village, it'll be owned and managed by the nearest City until a town pops up.
If there is no Town OR City in range of a Village, it'll be isolated until it fits a requirement.

Cities are the owner of any town.
Towns are the owners of any village.
Factions can control any town or village through different means.

Controlling a Town

To take control of a town or village, you can do one of four things:
 
  • Buy the deed to the town/village from the City.
  • Take control of the town, by force.
  • Take control of every village owned by the town.
  • Make the town vote to make you thier controller.
If someone tries to compete with you (IE Tries to take over the same town as you and gets 2/4 Villages.)
If another faction (other than the owner) ever controls a village owned by the same town you're trying to take over, (and already control a village of) you will be engaged in a "Faction War"

Faction Wars are pretty simple.
For every village there is, you have a battle.
The battle will be done in emotes.


REMEMBER! - People are not your serfs! They will leave you if you fuck with them.

Alternatively you can always try to recruit people from a town into your faction.


Taking over a city works in very much the same way, (replace village with town, etc) except once you Control a City, you also Own it.
You cannot take over a city by force unless you own more than 50% of its towns and villages. (50% towns AND 50% villages (or more))
You obviously cannot buy a deed to a city.
It's probably the easiest to try to get a City to vote you into power.

PLAYER VERSUS PLAYER

IF YOU DIE IN COMBAT VERSUS ANOTHER PLAYER, YOUR CHARACTER DIES. PERMANENTLY.

YOU WILL HAVE TO MAKE ANOTHER CHARACTER WITH A DIFFERENT NAME ETC.
We do not support the NLR
« Last Edit: 17-04-2013 by Maxi96203 »



Maxi96203

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UPDATED 4/17/13

Unlocking for feedback.

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CoolFeerman

Sounds great. I don't see any major changes that Maxi made, if any, but I do think that we should start enforcing this more. I suppose the current, BIG, factions that we had could easily adopt this. It also might be a good idea to edit out the Builder's Rights, if we aren't going to enforce that either. Otherwise, we might try to build a city, or a town that we can start in, that's actually controlled by a faction for new players to start.

Otherwise it's great.



DasHeadCrap

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Would be nice for who ever wins the Judona/Mardra war to make a spawn city controlled by them. And of course with villages and hamlets surrounding it. Other wise I agree with Feerman.

Listen, man, humanity dreams of the stars for one reason and one reason only. Hot xeno ass. Don’t fail us now.


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