[ROUND 3] Dwarf Government/Districts Compilation

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[ROUND 3] Dwarf Government/Districts Compilation

Post by Mattcraft on Tue Dec 07, 2010 5:13 pm

So, reading what everyone had as an idea for R3 government/construction, I've drafted my idea of a layout for the Dwarves.

It's just an idea so feel free to remake or criticize. Organization should help a lot next round!

Gontuzic's revised government system
Spoiler:
Gontuzic wrote:

This is the Revision of my proposal of the Dwarven Government for Round 3. The revision has been made the government simpler, and still restricts access to the noble district and should lower any feelings of superiority.

Also just as a general rule. Dont make giant letters to spell things out, It's just ugly.

First I will start with the meanings of colors of the picture above.

1. The giant Red dot in the middle is the Dwarven Leader
2. The Blue dots are Guilds.
3. the Yellow dots are members of each guild.
4. the Green Dots are Commoners and slummer.

Second I will give definitions for this segment.

1. Guild: A group of individuals no more than 4 players who have a common style of building, or desire to do something. Such guilds that I have thought of are...

- Tinkerer's Guild - A guild based on finding as many exploitations of redstone as possible and putting it to use.

- Fisher's guild - A guild tasked with the great hunt for fish and creating environments in which fish are abundant. This includes getting plots to construct fishing wells, lakes and ponds districts. Fisher's guild may sell fish in the trade district.

- Warrior's Guild - A guild tasked with becoming superior Fighters in the arena, battle grounds and creating environments in which people will have enough armor and weapons for battle. Warrior's Guild may sell weapons in the trade district if desired.

- Miner's Guild - A guild in which members who enjoy digging out large areas are allowed to group together to make their job simpler. Miners are encouraged to sell their goods at the trade district.

- Disciples of the Ancestors Guild. - A guild specifically for the worship of our ancestors, They enjoy creating ancestor specific monuments.

2.WASTE OF SPACE- Any building that is worth less than the space it takes up so if I decide to build a Unbrella monument that stats off with one single block tower and covers up a lot of space preventing others from building more useful structures, that is a waste of space.

3. profane - making a giant boob monument or a middle finger.



Finally I will go into specifics.

1. The Dwarven Leader will be elected as in round 2 for now, later we can tweak it if we like.

2. Guilds will be formed when a group of no less than 3 individuals and no more than 4 choose to group together for a common reason such as the examples given before.
- There will be a Guild HQ and secondary Guild hall for each guild. The HQ will be created in the "Guild Sector" which will be able to be constructed after dwarves reach metropolis.
- The Secondary Guild hall will be located in the most relevant sector I.E. Warrior's guild Arena district. Miners Guild, Mining District and so on.
- Not all guilds will be readily available at the start, some will have to wait until we reach a certain stage.
- Guilds must have a real reason to be a guild, not just because "We're friends Very Happy" A guild must offer some kind of specialization besides "being really really nice and awesome and suffs, like forrealz."
- Each Guild MUST participate in monument construction, and are encouraged to team up with other Guilds for constructing Large monuments.
- In the event of an idea for a large monument, it must be discussed between the Guilds, Dwarven Leader, and any active member wishing to participate.
- If a Guild doesn't do what It was created to do, it will be disbanded.

3. Guild Members, Guild members are allowed to live in the nobles district.
- Guild members retain their creative desires, and may build WHATEVER they like, in the event that it isnt profane or a waste of space.
- No drugs
- If you do nothing, you will be removed from your guild, and your house in the noble district taken by the state.

4. Commoners - You can do whatever you like so long as it isn't in the way, a waste of space, profane, and it sticks to the rules. You still retain the ability to live in the noble district, but you must prove that you are an asset to the faction. Guild members are only able to get into noble districts by joining a guild because they are essentially taking an "OATH" to be an asset.

5. slummers - Work your way up to Commoner, then we'll talk 8^P
Do so by showing you're an active member.

Gontuzic's idea for Districts/Building
Spoiler:
Gontuzic wrote:NOTE: This is potential not written in stone. If it does not carry through Thats a bummer. But Considering Me and Ardogen are definitely going to be Dwarves next round There is a higher chance it will.

Branching off from the central hub that is likely to be provided by PurpleSkull there will be Four Large Hallways roughly 10 Width and 5 height. These hallways will go on indefinitely in all Four directions. These Hallways will be the superhighways of the Dwarven nation and they will link the major sectors which will be listed bellow. Each sector will be a branch off of the superhighway their entrance will include a 4x4 pathway leading to a 2x2 iron combination lock door.






Each member of the Dwarven nation will be given the combination to each sector. Newer Dwarves will not get every combination immediately, this is of course for griever protection.
On a side note, The main entrance will also have a combination lock that will be reset by walking over a specified pressure plate. This means when you enter the city the doors will shut behind you. There will also be a exit only door. which will allow you to leave the city closing the door behind you. All Dwarves will be provided the entry sequence.

All Moderators and admins will be provided the entry sequence as well. This will allow new Dwarves to enter the city if no Dwarves are online. Non-dwarven personal who are neither
moderators nor Admins may or may not be provided the entry sequence into the Dwarven city based upon the level of trust that is emanated from the user. Trusted Users who are not admins nor moderators such as Nimphix, Goldmarine, decibert and a several others will of course be provided the code of entry. But being that they are not Dwarves, they of course will not have every code to each sector.


Major Sectors
1. Slums - The housing sector for the new Dwarves as they get a feel for the city. If the new Dwarves are remain active they will be eligible for housing in the commons.
- Slums will be mildly regulated but will have quite a few rules.
- houses must be single story and cannot exceed 3 blocks high and 5x5 in size.
- Crime within this sector will not be reported to admins nor will anyone care.
- BE WARNED Crime taking place within this sector will be considered in allowing you into higher tiers of the Dwarven city.
- No one outside of the Dwarven Faction Who is not a Admin or Moderator will be allowed in this sector at ANY time. I am also requesting that Admins and Moderators do not physically interfere with anything that happens in this sector. If The members in this sector are in fact breaking server rules Admins and Moderators will always have the right and there will be no objection from ANY dwarf if rule breaking members are banned.
- When You are eligible to move to the commons and you choose to move to the commons you must remove any claims to property
Including signs.
- When you move new dwarves may either take over your "house" or demolish it to build their own.
- If you are proven to not be active, your property will be taken back by the state.
- Acceptible building materials for the slums are: Dirt, Gravel and Wood. this includes all applications of wood. Meaning you can have wooden fences for windows and wooden doors.
- You may build houses on top of other houses
- no private mines will be allowed. There will be a single public mine




2. The Commons - This is the Sector where New Dwarves are Officially accepted into the Dwarven family. This is also where most of the Dwarves will have their homes.
- You no longer have to have a cruddy house. Your house can be up to 13 blocks high. Your house can now be built with :stone, cobble stone, Glass, wood, halfsteps and you may use Iron doors and simple switches.
- your house may be 10 x 10 in size.
- your house must be connected by the road.
- You cannot use gravel and dirt to build the exterior of your house.
- DONT SPAM LAVA especially since it kills now.
- Crime in this area will be dealt with and if it is severe enough it will be reported.
- Private mines will be allowed with permits. (this is merely for construction and expansion sake. Last thing we want is someone digging a few blocks down to fall a thousand feet to their death.)
- Small monuments are allowed to be built here.
- Do not build outside of your designated area.
- Build ALONG the road. ( we don't want someone build in some awkward space taking up unnecessary space that is very valuable to dwarves unlike them surfacers. >_>
- Foreigners May be allowed in this area when they are escorted by a dwarf; Trusted Foreigners may be given special permission to enter unescorted at any time. Moderators and Admins will always be welcome.
-
3. Trade District - This is where fellow dwarves will make their shops and stores.
- All Dwarves are welcome to come here.
- Trusted foreigners are allowed to come.
- All persons eligible to enter will be given the combination.
- Only dwarves living in any housing sector above the slums sector are allowed to build shops.
- Dwarves in the commons may have one shop in this sector
- Dwarves in the Nobles sector may have two shops
- If you are caught stealing in this sector, You will be banned from the dwarf nation if you are a foreigner. If you are a Dwarf living in the slums, you will be reported and requested to be banned. If you are living in the commons or higher your house will be torn down and you will be thrown into the slums and reported as a thief and you will be considered as a new dwarf. If you are seen in any other sector during this probationary period you will be requested to be banned. once you get back to the commons you will not be able to advance to the nobles section unless 7/10th of active dwarves decide to nullify your past crime.
- Shops cannot be larger than 6x6 and should be no taller than 10 blocks high.
- monuments can be built here.


4. Noble District
- This sector is for the Advanced members of the Dwarven Faction that have Contributed more than enough to the city's well being.
- Houses may be built using any material available to Dwarves as building materials, excluding dirt and gravel.
- Houses may be 15x15 up to 18 blocks high and may utilize water, and lava (still dont over do it) within their given land.
- All crimes will be reported.
- Private mines are allowed to be built as desired (without permit) but are limited to one. (Mine still should be noted.)
- Monuments may be made in this sector.
- your house must be connected by the road.
- Do not build outside of your designated area.
- There may be several Noble Districts depending on how the population migrates.
- Foreigners will not be allowed in here without an escort.
- Moderators and Admins are able to enter at any time.
- Dwarves not living in the this district may enter alone with permission or by escort.

5. Imperial District. - This sector is where the Palace, bank, Barracks, and Library are located.
- This district is mostly for monuments. Preferably make monuments functional, such as the palace and library and such.
- This will be where Guild halls will be located.
- Guild halls may be 20x20 and 23 blocks high.
- Crimes in this district will be reported and They will be labeled "request immediate investigation followed by ban."
- Moderators and Admins are welcome to enter at any time.
- Foreigners are allowed in here under escort.
- Trusted Foreigners will be allowed to explore this area if given the code
- All Dwarves atleast living in the commons will have this code.

6. Arena District This is exactly what is says. The Arena district is the district in which the arena is located.

- Monuments related to war will be here.
- The Jail will be here
- The arena which must have atleast a middle of 50x50 rounded is here.
- All are able to enter this district. (Debating if this should even have a code)
- All crimes will result in death.
- this area should be as shady as possible.
- Labyrinth will be located here.
- Prison break event will be held here.
- Push arena will be here.
- Arena may be converted into a spleef.
- Dungeon master event will be held here. (dungeon master - player sets up traps for contestants, Contestants must gather the required items and escape the dungeon before they die.)

7. Ancestors District. -District specifically for monuments to the ancestors, Including the hall of the ancestors.

- monuments specifically for ancestors.





-------------------------------------------------
Note when I say the halls will go on indefinitely... I don't mean keep digging and digging and digging for no reason. It will continue depending on how much land we need. Any time we need to expand, these tunnels will be where we start the expansion.

Addendum:
What should happen is if anyone leads a guild wishes to run for the Leader of the Government they must first renounce their position as guild leader.

My draft on the layout
Spoiler:


Last edited by Mattcraft on Tue Dec 07, 2010 7:34 pm; edited 1 time in total
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Re: [ROUND 3] Dwarf Government/Districts Compilation

Post by Mattcraft on Tue Dec 07, 2010 5:15 pm

Eh, whoops, my image was cut off, but Superhi was meant to be super highways and arrows pointing to them and Are was arena in the middle of the superhighway to the right.
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Re: [ROUND 3] Dwarf Government/Districts Compilation

Post by Gontuzic on Tue Dec 07, 2010 7:25 pm

Thank you for putting these together, The only problem with the layout of the city is that this is pretty much the current dwarf layout. It didnt work too well 8^/
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Re: [ROUND 3] Dwarf Government/Districts Compilation

Post by Gontuzic on Tue Dec 07, 2010 7:25 pm

Also in the government thread there were some modifications
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Re: [ROUND 3] Dwarf Government/Districts Compilation

Post by Mattcraft on Tue Dec 07, 2010 7:33 pm

Walling off sections is a very good way to contain over-expansion.

Edit: Added your new addition to that.
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Re: [ROUND 3] Dwarf Government/Districts Compilation

Post by Gontuzic on Tue Dec 07, 2010 8:33 pm

Yeah, Walling off is a good way to prevent over expansion, but to have it like that is yet building like that would require us to build everything at once. If we have the starting location as our center and we had the 4 superhighways branching off of the center. Then We can branch off each sector from the super highways. There is no point in having a super highway, let alone anything that I have suggested if we build exactly like we did in round 2. The main reason to our disorganization was that we tried to build everything in the middle, making expansion cumbersome and sloppy, eventually it just died off as people were too annoyed trying to find a spot to build.
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Re: [ROUND 3] Dwarf Government/Districts Compilation

Post by Gontuzic on Tue Dec 07, 2010 8:35 pm

Not to be a dick, but that isnt the revision I was talking about. Read throughout the "dwarves in round 3 " there are one or two modifications.
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Re: [ROUND 3] Dwarf Government/Districts Compilation

Post by Gontuzic on Tue Dec 07, 2010 8:49 pm


Dwarven Limitations

Spoiler:
Dwarves Limitations are how fast they can mine and how much willpower they have to take the daunting task of digging rooms that are 100x100x20 and so on.

But you do have a point. a Team of dwarves can theoretically dig out rooms like that in a relatively swift period of time. Though, practically it probably wouldnt be so (try it, it is extremely daunting)

As far as Sector expansion, Dwarven expansion will be limited by necessity. Other than the original three housing districts, there will be no expansion unless there are a significant number of active players who have completely filled the housing districts with homes and monuments. There will only be one slums. and likely to only be one of the Commons and Noble districts as well.

Players who are inactive or are rarely active may have their house reclaimed by the state. Reclaimed plots will be distributed to new players.
A "rarely active" member who wishes to keep his house may deposit tribute to the state's vault in the form of Iron, Gold, Diamonds, or other valuable resources that would be scarce to Dwarves.

Redistributed plots may have anything from nothing to the entire plot rebuilt done to them by their new owner. All items inside will have their legal possession transferred to the new owner of the plot.

If you are going inactive for a long period of time, you may deposit your valuables into the bank and leave a sign on the wall stating what Items you deposited. Another member of the faction must be present during a deposit to ensure minimal fraud. Also, another member must be present during all withdrawals and the sign may then be deleted.

Districts will have several different sizes.

Each size will be assigned a color Width Length Height format
HALLS 10x--x5
Small 50x50x10
Medium 100x100x20
Large 200x200x40


Each District will also be given a hall they will be allowed to be built on.
Use /compass in game.
North (N) East (E) South (S) of West (W)

Village State
- Allows the creation of the Four Grand Halls. N E S W
- Slums sector may be created. S
- Commons may be created. N E W
- Farming District may be established. E
- Mining District may be Established. E S

City State
- Allows creation of the Trade District. W
- Allows creation of the Ancestors District. N(hall of the ancestors will be in the middle.)
- Allows Creation of The District of War. S (District in which monuments, and all war related objects will be created.)
- Allows the creation of a Park District N W (if allowed: would have grass and everything must look good here a place to relax and unwind and play with buddies.)

Metropolis State
- Allows the Creation of the Imperial District N
- Allows the Creation of the Arena District S
- Allows the Creation of an Embassy District. W
- Allows the Creation of a Nobles District. N W


Limiting the nobles.
Spoiler:

The Slums is the only residential district that doesnt need to have people in it. so we dont need to worry about filling that district up. The Noble district will be limited mostly to people who contribute great deals to the faction. I.E. comming up with ideas for great monuments and utilizing teamwork as well as donating unused building materials to the state for public use.


NOTE: Public use does not mean its open for the public to use as they will. It means the materials are open to the Dwarves to use only to further the city's progress, not selfish desires.


Also to prevent a Tyrannical Bias based system of everyone wanting to please Me or the next leader to be selected so they can become a noble. to become a noble, there will be town hall later Palace council chamber meetings In which the nobles Will decide if they think a member of the dwarves is eligible to become a noble. Atleast 3/5ths of the nobles must agree that you are worthy.

To help limit the amount of nobles, and help fill out our city, A base line requirement will be required Ontop of the prior set requirements.

1. You must own A Shop in the trade quarter.
2. You must have a house in the Commons.
3. you must help dig out Super highways and/ or major bits of sectors (so no breaking one block and saying you're eligible.)
4. You must have a crime clear record from the moment you started playing round 3, or 10 days after a crime if you weren't banned for it.


People who are active members, and help build things but do not contribute to a significant degree to the dwarven empire will remain in the commons.

For some more clarification certain members from round two are already eligible to become Nobles. They are the loyal members who have stuck by the dwarves in their times of agony and loneliness and their prosperity.

mainly Myself, Ardogen, lexxie666 and I believe there are one or two more whose names escape me.

But i assure you, Though we are able to become nobles at the start. The Noble district will be built ONLY after the slums and Commons are at least operational. Furthermore, The Palace district must atleast be started before the Noble District is able to be built.

Dwarves who recently joined will be allowed to transfer directly into the commons district through the grandfather effect.

Also there is a chance purple may let dwarves see the sunlight every now and again or atleast build ontop of the mountain. So The lore may be updated a little bit 8^D.
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Re: [ROUND 3] Dwarf Government/Districts Compilation

Post by Mattcraft on Wed Dec 08, 2010 1:45 pm

Triple combo! It's all good man, just add whatever you think is right, this isn't for me but for the faction as a whole.

I can draw up a more accurate layout with districts branching off superhighways and such.
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Re: [ROUND 3] Dwarf Government/Districts Compilation

Post by Mattcraft on Wed Dec 08, 2010 2:25 pm

I think this would be a better layout, still cuts out a bit, though
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Re: [ROUND 3] Dwarf Government/Districts Compilation

Post by KayneHusky on Wed Dec 08, 2010 2:45 pm

okay Gont, NOW your Government ideas are nigh-perfect. XD That definitely eradicates the feelings of superiority and whatnot. =3
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Re: [ROUND 3] Dwarf Government/Districts Compilation

Post by Mattcraft on Wed Dec 08, 2010 7:53 pm

I'm interested to see how the early round 3 dwarves play this out.
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Re: [ROUND 3] Dwarf Government/Districts Compilation

Post by Gontuzic on Wed Dec 08, 2010 8:03 pm

Sigh... matt...



Something like this. It has to be like this or the whole layout doesnt work. Also building multiple sectors in one room creates confusion, diagonal hallways are ugly and really jagged just like circular rules reduce the amount of space we have to construct.
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Re: [ROUND 3] Dwarf Government/Districts Compilation

Post by Mattcraft on Wed Dec 08, 2010 8:16 pm

Yeah, I had drawn that before reading your additions.

I can draw it up later tommorow
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Re: [ROUND 3] Dwarf Government/Districts Compilation

Post by Gontuzic on Thu Dec 09, 2010 4:34 am

If your going to draw it, could you use the "dwarven limitations" thread to make a relatively accurate layout plan? I know some people would rather wing it, but if you're going to do this anyways, it wouldnt hurt to have some idea of where things would be lol.
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Re: [ROUND 3] Dwarf Government/Districts Compilation

Post by Gnomus on Thu Dec 09, 2010 11:42 am

I love the Dwarfs more and more for each thread <3

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Re: [ROUND 3] Dwarf Government/Districts Compilation

Post by Mattcraft on Thu Dec 09, 2010 2:41 pm

Okay, no more fooling around, using this model and the limitations plan:


Districts will have several different sizes.

Each size will be assigned a color Width Length Height format
HALLS 10x--x5
Small 50x50x10
Medium 100x100x20
Large 200x200x40


EDIT: Black areas can be expanded into and things can be more spread out. Trying to paint within forum limits

I present,
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Re: [ROUND 3] Dwarf Government/Districts Compilation

Post by goldmarine9 on Thu Dec 09, 2010 2:42 pm

Wouldn't it make more sense to have the commons all together in one spot?
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Re: [ROUND 3] Dwarf Government/Districts Compilation

Post by Mattcraft on Thu Dec 09, 2010 2:44 pm

I used the limitations, I think they should connect into each other where they are now and have the halls going through them like Trade or Ancestors
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Re: [ROUND 3] Dwarf Government/Districts Compilation

Post by goldmarine9 on Thu Dec 09, 2010 2:48 pm

Oh I see what you mean, yea that could work, it's a nice layout. But maybe there should be a central area for the town hall?
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Re: [ROUND 3] Dwarf Government/Districts Compilation

Post by Mattcraft on Thu Dec 09, 2010 3:00 pm

Supposedly in imperial
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Re: [ROUND 3] Dwarf Government/Districts Compilation

Post by Gontuzic on Thu Dec 09, 2010 3:08 pm

sigh.... Okay im sorry matt you're pissin me off. I know you're trying to help, but this looks nothing like the description nor the sample picture I provided.

You're making this too complex. There is absolutely no point in having superhighways if we are going to expand off of other districts. Infact if we are going to expand off of other districts, we might as well expand exactly like we tried to do in round 2. it doesnt work.

The reason I have DIRECTIONAL expansion specific to the type of sector that is being built is so we can have a little bit of RP. SLums, Arena, War district and places that are eerie and or run down in the south is to keep a level of realism. Considering that in real cities, Housing near dockyards, garbage dumps, ruined car lots, factories and pretty much any kind of industrialization or military based area are generally run down and a bad place to live.

So that means if we have multiple hallways connecting to sectors then the whole layout of "these sectors can be built on this hall is USELESS." Not to mention if we have 12 entrances into a single sector then I have to build 12 combination locks PER sector then make sure each one has a different code. or else making sectors is also USELESS.

When there are multiple entrances in one sector, that reduces the amount of building space. Since Minecraft is a giant square Circles are inefficient and reduce the amount of building space also Diagonal halls are horribly ugly and impossible to build a combination lock that doesnt look like a cat just barfed on a zebra's stripes.

I hate being an dick. I hate it, hate it, hate it, hate it, but when all the information is provided and you're taking it upon yourself to do something, use the information, apply a little logic and do it right. The reason I didnt draw up a city plan, is because Logically, reading the proposed layout should have been enough.

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Re: [ROUND 3] Dwarf Government/Districts Compilation

Post by AngryPear on Thu Dec 09, 2010 3:54 pm

I agree with Gont!!
In my opinion Matt you have just made the Dwarfs city look like a maze, which would be considerabley hard to co-ordinate round, like the currenty city.
No offense.
But Gonts ideas are much more co-ordinated and less inclosed

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Re: [ROUND 3] Dwarf Government/Districts Compilation

Post by Ardogen on Thu Dec 09, 2010 4:52 pm

Don't worry too much about it though Matt. It's hard to understand Dwarf problems without ever having played Dwarf before.


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Re: [ROUND 3] Dwarf Government/Districts Compilation

Post by Mattcraft on Thu Dec 09, 2010 6:45 pm

Gontuzic wrote:sigh.... Okay im sorry matt you're pissin me off. I know you're trying to help, but this looks nothing like the description nor the sample picture I provided.

You're making this too complex. There is absolutely no point in having superhighways if we are going to expand off of other districts. Infact if we are going to expand off of other districts, we might as well expand exactly like we tried to do in round 2. it doesnt work.

The reason I have DIRECTIONAL expansion specific to the type of sector that is being built is so we can have a little bit of RP. SLums, Arena, War district and places that are eerie and or run down in the south is to keep a level of realism. Considering that in real cities, Housing near dockyards, garbage dumps, ruined car lots, factories and pretty much any kind of industrialization or military based area are generally run down and a bad place to live.

So that means if we have multiple hallways connecting to sectors then the whole layout of "these sectors can be built on this hall is USELESS." Not to mention if we have 12 entrances into a single sector then I have to build 12 combination locks PER sector then make sure each one has a different code. or else making sectors is also USELESS.

When there are multiple entrances in one sector, that reduces the amount of building space. Since Minecraft is a giant square Circles are inefficient and reduce the amount of building space also Diagonal halls are horribly ugly and impossible to build a combination lock that doesnt look like a cat just barfed on a zebra's stripes.

I hate being an dick. I hate it, hate it, hate it, hate it, but when all the information is provided and you're taking it upon yourself to do something, use the information, apply a little logic and do it right. The reason I didnt draw up a city plan, is because Logically, reading the proposed layout should have been enough.

I read it.

When I made the drawing, I wasn't thinking things would "expand off each other", by the black space, I meant possible room for expansion in case a house is too short and has to dig into the wall a little.

Saying something is in the south or east without saying how far away it is doesn't help either, in placement of the buildings, I thought about the middle being the starting point and spacing everything for accessibility, not RP value. I even said thing could be spread out or moved, since I was trying to fit within forum image limits this time.

Also, limiting entrances to hallways would make our kingdom one giant house with a lot of rooms, and very hard to access. Honestly, if you want to see your ideas as a reality, go draw them in Paint yourself, I can't make out what you want tbh.
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Mattcraft

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Re: [ROUND 3] Dwarf Government/Districts Compilation

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