ChanceSettlement Guide
#1
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In Meranthe, players can freely construct settlements and other buildings. This guide outlines what's available and the general coin cost, as well as what's expected of settlement leaders in terms of quality of roleplay and OOC conduct. 

Settlement Landmark
To found a settlement, you must have the available coin and a guild. Leaders and co-leaders of the guild will be able to freely decorate within the settlement radius, including custom props. They can also place buildings for a coin cost. You can upgrade the size of your settlement with the 'Upgrade Settlement' command for the coin cost of the higher radius.

Keep/Castle: 31x31 Radius, 200,000c
Village: 41x41 Radius, 500,000c & 50,000 Influence (Total: 700k/50k)
Town: 51x51 Radius, 1000,000c & 100,000 Influence (Total: 1.5mil/150k)
City: 75x75 Radius, 2,000,000c & 100,000 Influence (Total: 3.5mil/250k)
Kingdom: 101x101 Radius, 3,000,000c & 250,000 Influence (Total: 5.5mil/500k)
Settlement Buildings
Buildings have an initial coin and maintenance cost. The latter is 100c and can be paid by interacting with the door (X key or click) by the other or co-owners. Buildings also come with their own lot which lets you exercise around the outdoor area.


Most buildings in the game are themed towards a particular faction, and only the official guild of that faction has access to the designs. But we also have a range of public options, and map editors can very easily add new templates for players to enjoy, or you can pick up the map kit and make a submission yourself. 



Watchtower

A watchtower can be constructed outside of a settlement but is linked directly to it. It grants scouting bonuses to members of the guild nearby it. Watchtowers can be freely destroyed by enemy combatants (a process that takes several hours and can be interrupted via defeat in combat). 



Public Buildings
Buildings that do not require a settlement. These are unique designs you'll encounter in the wild, such as a cottage or hut. There's only a limited quantity to avoid map clutter, and they're typically pricy to build.



Map Editors
These are trusted editors of the world. Map editors have a role that allow them to edit settlements freely, including custom props and décor. They're here to keep things tidy and advise players
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#2
SETTLEMENT RULES


You must have an active representative in the official Discord #council chat for any needed OOC communication.

Faction discords are not allowed in any shape or form. You should keep your organization primarily IC by roleplaying with characters and using the tools given to you (public and private guild announcements, IC forums, etc). Group DMs (10 or less members) however are permissible for organizing between higher ups, but avoiding as much OOC as possible is the ideal.

Be aware that recognized mappers of the game have full access to decorating and editing settlements, for aesthetic purposes. If they see that a prop doesn't fit the art style of the game, they may delete it for example. 

All settlements are potential targets of warfare, but we expect a reasonable level of quality from leaders. It should be built up in interesting narrates that have genuine plot purpose.

Don't build a settlement near the Tower of Aetius.
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#3
On Custom Props
You can upload custom props to the game as well as access our community database in the Decoration menu. It's the last category, custom, with various sub-categories beneath. There are some basic rules to follow, outlined below, but nothing that'll really get you reprimanded.

Do not upload a prop that's taken from an online resource... the most common one being RPGMaker (which is illegal to use / copyrighted). Additionally, the sprite should match the established style of art and not conflict. To get an idea of what that's like, as well as reference material that you're free to edit or recolor, see the 'prop' section of our public sprite folder. Props that do not meet the style of the game or have copyright issues will be routinely purged from the database.
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#4
Keep/Castle: 31x31 Radius, 200,000c
Village: 41x41 Radius, 500,000c & 50,000 Influence (Total: 700k/50k)
Town: 51x51 Radius, 1000,000c & 100,000 Influence (Total: 1.5mil/150k)
City: 75x75 Radius, 2,000,000c & 100,000 Influence (Total: 3.5mil/250k)
Kingdom: 101x101 Radius, 3,000,000c & 250,000 Influence (Total: 5.5mil/500k)

Current costs updated, with the addition of Influence as a requirement.

To build:
  • Place a descriptor on your intended land plot, mark it as indefinite expiration.
  • Open a ticket stating this. It may take a year or two for the construction process (assuming there are no objections ICly)

The keep & castle tiers are great for outposts; since being able to decorate around the building and get to customize the region flavor text is nice. Make sure to name/describe things properly. Such as 'a hamlet' or 'a castle' if 31x31 or below rather than giving the impression of a standard settlement. 

Additionally, keep/castle settlements are vulnerable to destruction via raids. These are typically smaller battles (3v3-7v7) with a coin cost to fund the mission.
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#5
Spawn-A-Soldier
Costs: 50'000 Coin & 30k Influence

Grants one (1) Emporium PC. Can do multiple if you have the resources to do so, but a limit of three every 12 years (3 OOC months). They spawn in at Level 180 and are a trained (or in training) recruit within your faction. They may choose to begin with one of the following,
  • Faith
  • Book of Shadows item
  • Medic
  • A soulbound unique weapon (Arcanium tier with the Soulbound Item Modifier)

To do so, make a ticket with your intentions and once the resources are taken, you may post the emporium thread.
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#6
(05-13-2024, 06:48 AM)Chance Wrote: Keep/Castle: 31x31 Radius, 200,000c
Village: 41x41 Radius, 500,000c & 50,000 Influence (Total: 700k/50k)
Town: 51x51 Radius, 1000,000c & 100,000 Influence (Total: 1.5mil/150k)
City: 75x75 Radius, 2,000,000c & 100,000 Influence (Total: 3.5mil/250k)
Kingdom: 101x101 Radius, 3,000,000c & 250,000 Influence (Total: 5.5mil/500k)

Current costs updated, with the addition of Influence as a requirement.

To build:
  • Place a descriptor on your intended land plot, mark it as indefinite expiration.
  • Open a ticket stating this. It may take a year or two for the construction process (assuming there are no objections ICly)

Removed the initial influence cost, as to not inhibit new factions.
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#7
Settlement Type

Conqueror: A settlement with a primary interest in strengthening its own territories and expanding outwards.
Warfare - 30k influence. Additional bonus of up to 3 C-Grade special resources in the aftermath of an offensive raid.
Siege Resources - Claim a resource area and make it settlement locked via a watchtower, granting +2 cap roll. Can be contested.
Champion - 100k influence. Forge a mighty, stylized unique helmet and anoint a warrior as a Champion of your nation.

Commerce: A settlement primarily focused on producing and selling goods.
Trade - Exchange 150k coins for 30k influence. 
Resource - 100k influence. Forge a C-Grade special resource using high grade metals (req. 10x rare ore).
Artisan - 50k influence & 100k coin. Once every three years, the Artisan tag may be applied to the nation's group project.
Greed - Liable to raids by other settlements that may reduce overall coin / items (pilfering) stored in chests.

Progressive: A settlement primarily focused on harbouring positive diplomatic relations.
Declare Military Support - 50k influence. Up to three magi may aid an allied settlement in a defensive raid, and vice versa, as if they were faction members. Duration of 4 years or change of IC circumstance.
Declare Enemy - 50k influence. Faction members may escalate dangerous encounters to a standard of Cap 2 against faction members of the declared enemy. Duration of 4 years or change of IC circumstance.
Deep Magic - 100k influence. Once every two years, a faction or allied member may get lost in the knowledge of the grimoires of your nation; emerge more spiritually refined in the aftermath (+5 Spell Points, can only be used once per character).

Devoted: A settlement primarily focused on honouring the tenets of their god.
Honor the Divine - 100 Faith & 50k coin. Constructs a statue/outdoors temple of their god; grants three unique stylized pendants blessed by the priesthood. May serve additional means dependent on circumstance. Cooldown of 3 years.
Crusade - 50 Faith. Declares a holy war against the chosen pantheon member(s). A raid that focuses on razing and destroying religious icons of the target, as well as the settlement itself, granting a unique on victory.
Heresy - 10k influence. Outlaws all other religions and forbids public worship beyond the chosen pantheon member & their known close allies. After a period, if all faction members have been converted or expelled, grants 100 faith to the head priest & possibly a bonus unique depending on the circumstances.



Settlements should declare their Settlement Type via a State of Meranthe post. Settlements may change their type at a cost of 50,000 influence; this takes into effect after a transitional period of two years.


If utilizing a Settlement Action, please make a ticket with 'Faction Name - Action'. These actions can only be authorized by leaders and co-leaders of a faction.
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