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Round 2 Changelog

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eternjc
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Round 2 Changelog Empty Round 2 Changelog

Post by PurpleSkull Sat Nov 13, 2010 3:51 am

Deserts

- New Lore
The sand marched. After countless struggles and clashes with the Amazons and Nords, Ra prevailed. Vegetation decayed, snow melted. The Deserts, driven by their all seeing god Ra managed to utterly destroy the Amazons and even pushed back the sturdy Nords into the sea from were they came.
The sand marched. Wherever they went, Deserts left a trail of magnificent monuments and temples, streets, homes and statues. But soon after the successful outcome of the first great clash of nations, Ra became bored. He knew the other nations are still alive and well and even found a new place to settle. He would not allow for any Culture to become more glorious then the Desert and its children, so he gathered forth the most devoted of his flock to follow the other nations to the new lands, to conquer and destroy them, to build more monuments dedicated to him and to convert more of the world to Desert.
The sand marches again.

- Changing the Big Project "Sphinx" to 20 blocks wide, 70 blocks long and at least 35 blocks high at the highest point. The Head Ornament must be out of goldblocks or diamondblocks.

- Change the daily gift to 400 Clay

- Orientation: Medium-difficulty faction suited for players who like a small challenge building their homes and a very straight forward RP experience.

Nord

- New lore
The Nords were always vary of the spreading deserts and it's peoples zealously towards the false god Ra. After the conquest of the western Amazon parts, the Nords came face to face with their ancient foe again. With their settlement still incomplete and supplies from the homeland cut of by storms, the Nords started to lose more men to hunger and sickness then in the actual battle against the Deserts. Their frontiers collapsed bit by bit and Moral was low. When the Deserts finally made their way to the Nord settlement and it's majestic, anchored tireme, the Nord's that were left already packed up to flee back to their motherland. Upon embarking the last view these last surviving warriors had was of their city burned to ashes by plundering Desert Marauders. Knowing they could never face the Great Emperor back in the Mainland after this failure, they decided to try their luck with a new Settlement. Nord spies managed to follow a retreating Amazon tribe to a new and extraordinary land, unknown by them before. After setting course to this new world, the Nords noticed a strange, cold wind fueling their Sails. "Ymir himself gave us his blessing" the captain shouted. "We will not retreat a second time".

- Changing the big Project "Tireme" to 70 blocks long, 10 blocks wide, 5 sails, the main Mast must be out of Obsidian

- Orientation: Medium-difficulty faction, suited for players who like a small challenge terraforming the land to their needs and a pretty straight forward RP experience.

Amazon - Artemi's Tribe

- Aiming for a complete rework of amazon.
-
The arrival of the Nords and the Deserts in the promised lands led ultimately to the Amazons downfall. As Artemis enemies advanced, vegetation receded and the Amazons were forced to leave their ancestral homeland. Wandering for months, they finally arrived at a large Valley of proportions never seen before. Tired of wandering and eager to rebuild their once great nation, they decided to settle down in these lowlands despise the lack of Trees in it. Abandoning their forefathers way to build within trees, they quickly adapted new techniques to flourish in this new land. The former Amazons called themselves "Artemi's tribe", to remember their struggle to reach these fertile lands and to never forget the one who might just have led them here: The ever vigilant Goddess Artemis.
- Amazons will be renamed to "Artemi's Tribe" (or short "the Tribe")
- Can build on grassy lowlands (plains)
- They still worship Artemis, goddess of nature
- Only faction that may use Tree logs and leaves as building material
- Only faction that may have unlimited Treefarms

- Orientation: Easy-difficulty faction, suited for players who like a more traditional Minecraft experience without too many extra rules.

Tribe:

Default status. You start with it if the round is still young. There is no leader, and it should be your first objective to gather your settlers and build a Town hall and some Homes.


Village:


Requirements:

- A Town Hall
- At least 3 Homes
- At least three people online

Rewards:

- Allows for one public mine
- enables Leader election (will take place immediately after village founding)
- Leader title: Chieftain


City


Requirements:

- Enhanced Town Hall (it must look better then before to reflect your new status)
- At least 5 houses
- One shop
- One Farm (wheat)
- Marketplace
- One monument (this first one won't increase land)
- At least 5 people online

Rewards:

- Allows for two public mines
- Enables embassies
- enables gaining of land through monuments from now on
- New Leader title: Shaman

Metropolis:


Requirements:

- A further enhanced Town Hall
- 8 Homes
- A second Shop
- A temple dedicated to Artemis
- At least one other monument
- Your Nations Wonder: World Tree

Rewards:
- Allows for three public mines
- Will net your nation a daily gift of 200 Gold from your Goddess, Artemis
- New Leader title: Enlightened

World Tree, the Tribe's big Project:

Instructions:

This big project, like the other ones as well is meant to be build in a team and not alone. It requires good teamwork and a good builder and will be your nations pinnacle of creation.
You should build the World Tree near the Center of your Nation. It must have leaves at the top, so you should plan for some conventional trees. You may build some "Outlooks" on its main trunk. Your Tree also needs branches and should not look too quadratic.

- Main Trunk at least 4 Blocks Radius
- The height of the tree should be 30 Blocks.
- There must be some (visible) roots at the ground
- There must be at least 6 thick branches


General Faction related:

- Treefarms: Only Artemi's Tribe will be allowed to plant trees where they want. Nords and Deserts are limited to a small patch of land, defined by the admin at the start of a round. They may only there plant saplings. All nations can still cut down trees on neutral territory. Artemi's Tribe may trade Wood or planks to other nations. No tree-stacking allowed!

- Cactus Farms: Only Deserts may plant Cactus

- Reed Farms: Only Nords may plant Reed.

- all buildings (including monuments) MUST be connected to the Nation's Town hall now with some sort of Road. Posting signs is encouraged.

World changes:

- New winning factor: Points!
Every nation starts with 200 points, except the dwarfs who start with 100 (based on faction start region size). Each monument gives your nation points equal to the calculated radius of the monument landspread (see below). The faction with the most points will win after the round ends. A scoreboard will keep track of the points.

- Building/using boats or minecarts or tracks will result in a ban.

- Created the Nord biome with real snowblocks instead of just covering the Land with snowtiles. This should enable Nords to dig own snowblocks (4 snowballs = 1 snowblock).

- Starting biomes for Nations are greater then in R1, further apart and seperated by water.

- Faction biomes are now 200x200 (except dwarfs who got 100x100), allowing for an even start of all nations.

- New equation for Landspread via Monuments: (High+Lenght+width) + (number of Diamondblocks * 2) + (Number of Goldblocks) + (Number of Obsidianblocks :4) + (up to 20 Blocks bonus, determined by admin) = Radius of the Landspread
(Note: Dwarfs receive only half the value of land they get. Means the final number is divided by 2 for them)

Your Monument must still be recognized as such. Don't try to build diamond filled warehouses. Copied monuments don't count: Each monument must be a "one-of-a-kind".
There is a limit of 10 Diamondblocks, 20 Goldblocks and 80 Obsidianblocks per Monument. You may use more, but only Blocks up to that limit will be counted. Values will be rounded off.
The landspread won't be actually circular, but quadratic. Image:
Round 2 Changelog 34xf3ev

Additions:

--------
Embassies: Nations may build Embassies in foreign Nations. To do this, the leader (a) of the Nation who wants to build the embassy must ask the leader of the other nation (b) for permission. Leader (b) will then designate a small patch of land on where the other Nation may build it's embassy. Leader (a) may then promote one citizen to "ambassador". This first ambassador will then build the embassy on that land. Embassies are ONLY possible if both nations are at city status respectively.
Embassies can be CLOSED ANY TIME by the factions leader (both, a and b). The building itself will be destroyed and it should be publicly announced that the embassy is closed.

Embassy bonus: Nations who have an active embassy in another nation may build in that nation and even use their public mine. They can help that nation with buildings, can harvest (trees/reed/cactus) from their farms and even attend to elections or other meetings if they desire. They CAN NOT actually vote or take that nations special building material back home however. They also can't build with their special building material in foreign nations either (for example Deserts can't use Sandblocks while helping Nords build stuff).

Ambassadors: Can be promoted by a faction leader. A Nation can only have one ambassador per embassy. The User can't be Ambassador for another embassy already, and can't be faction leader. If a current ambassador gets voted leader, he automatically resigns his ambassador position. A Faction leader can promote and demote an ambassador as often as he likes. The User who gets appointed as ambassador doesn't receive any special user title or anything, but he will be in charge of building and maintaining his embassy, as well as maybe making sure his embassy doesn't get closed by maintaining a good reputation with that Nation.

- Treasure hunt!
Find 9 hidden Lightstone dust pieces and rework them to a full Lightstone block. Add this block to a new monument to increase it's landspread by a whooping 30 blocks. Teamwork might be required to get enough together.

----------------

New faction: Dwarfs

-
Digging, cutting, slashing and burning: No mine was ever too deep for a dwarf. Driven by their greed for valuable resources and the power it brings, they carved countless mines, holes and entire underground cities out of solid Stone. After a Clan of Dwarfs heard of untold riches in lands long forgotten, they immediately set out to make sure they would be the first to get their hands on everything the earth might hold there. Soon after their arrival in these strange lands they encountered the other nations who must certainly sought to steal the valuable minerals from them. The underground belongs to the dwarfs! The underground belongs to you! Let the other Nations wage war for trivial things like lands and influence while you strip the very earth of everything shiny. Your ancestors demand it.

- Uphold traditional values and honor their ancestors!
- Can only build underground, in connected hallways and caverns.
- Dwarfs are afraid of the open. Thus they can only go to the surface at night, when they can at least imagine a ceiling. They must return to their caves at the first light of the day.
- Dwarfs don't get any treefarm. They have to find neutral trees (at night!), or trade other factions for it.
- Dwarfs also not allowed to plant reed and cactus. Nothing grows down there except the sturdy wheat.
- Dwarfs don't have any city restriction regarding public mines. Everyone can mine where he wants.
- Building monuments dedicated to the ancestors creates new giant halls, depending on how nice/expensive that monument is.
- The main entrance is the only allowed opening to the world above.
- If dwarfs encounter mining shafts of other nations, they may exit and enter through that nations mine entrance as well. They may not however mine in that mine and vice versa. Signs should be placed to mark borders.
- Other nations can explore dwarfen mines like they can explore other Nations. They can't mine anywhere there of course.
- Only dwarfs may use stone (smelted cobblestone) as a building material.
- Dwarfs don't take away land from other nations as they expand via monuments since they're underground. Thus they can expand below foreign borders. They can however claim caves and mining shafts made by other Factions with monuments. Other nations can "counter" these advances by underground Monuments near their/dwarven border. Underground Monuments don't add land for these nations however and do only serve the purpose of stopping dwarven expansion.

- Orientation: Hard-difficulty faction, suited for players seeking a new RP experience

Dwarf nation advancements:

Tribe:

Default status. You start with it if the round is still young. There is no leader, and it should be your first objective to gather your settlers and build a Town hall and some Homes.

Village:

- A Town Hall
- At least 3 Homes
- At least three people online

Rewards:

- enables Leader election (will take place immediately after village founding)
- Leader title: Prospector

City:

- Enhanced Town Hall (it must look better then before to reflect your new status)
- At least 5 houses
- One shop
- One Farm (wheat)
- Tavern (= Dwarf City-project)
- One monument (this first one won't increase land)
- At least 5 people online

Rewards:

- enables gaining of land through monuments from now on
- enables embassies
- New Leader title: foreman

Metropolis:

- A further enhanced Town Hall
- 8 Homes
- A second Shop
- A temple dedicated to your ancestors
- At least one other monument
- Your Nations Wonder: Halls of the Ancestors

Rewards:

- Final city status. Qualifies the Nation for winning the round.
- Will net your nation a daily gift of 100 Obsidian, granted by your ancestors.
- New Leader title: Overseer

The dwarven's big project: Halls of the Ancestor

This big project, like the other ones as well is meant to be build in a team and not alone. It requires good teamwork and a good builder and will be your nations pinnacle of creation.
The Hall of the Ancestors is -like the name suggests- a hall. Therefor you need a large "room" to build it in. It is left to the players if this room is quadratic or round in shape. In the middle of the hall needs to be a large Stone column out of smolten cobblestone. The radius of this column should be 10 blocks (thus the diameter should be about 20 blocks) and it should reach from the floor to the ceiling. Around the column should stand 4 different dwarven statues in different postures. It's up to the players about how they look, but you need to include at least 20 Goldblocks in them (together, NOT 20 in each!). The floor of the Hall should then be flooded with lava, and bridges to the statue (and maybe different exits) build, as well as a small roundway so everyone can look at all the statues.


Last edited by PurpleSkull on Sun Nov 14, 2010 9:47 am; edited 2 times in total
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Post by TargusSirius Sat Nov 13, 2010 4:21 am

Thats just awesome! cant wait to play on Sunday Very Happy
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Post by Orang.Oetan Sat Nov 13, 2010 4:32 am

Can the city advance requirements for the Deserts and the Nords put in the OP too?
So that it's all together and more clear.

I can't wait to start playing again! It has all so much potential.

Orang.
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Post by PurpleSkull Sat Nov 13, 2010 4:42 am

Yes, i will add the changes to the correct Rulebook section once R2 actually starts. This is just for the R1 people so you know what will change.

Edit: Oh you meant putting that here...nah :p
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Post by ChipPie Sat Nov 13, 2010 5:46 am

Oh god what happens when Dwarfs mine underneath desert, the sand will go everywhere!
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Post by PurpleSkull Sat Nov 13, 2010 5:48 am

Well then they're hopefully far under desert. Or else it will create openings to the world, which are not allowed. Which in turn might force me to fix it by turning the whole shaft into sand.
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Post by eternjc Sat Nov 13, 2010 8:41 am

Purple, the dwarves seem overwhelmingly nerfed. They're my faction of choice, but they have disadvantages at every turn. So they can expand in any direction? But they start at half the other nation's size, and must generally dig out a cave before creating a monument, which only nets them half the other nation's land-growth.

They'll also have ridiculous resource deficiencies. Can't they be allowed to build exits to each opposing nation for the sake of diplomacy? Since they get scarcely any wood (Which is the most important resource, as it's used for workbenches, tools, lights, ladders and signs - all necessary for a nation which must constantly dig), they will HAVE to trade with other nations for resources. I like the RP-ness of that, but they're stuck scrounging around underground until they find an enemy mine to stick their head out've. Could they really travel from home-exit to any nation and back in just one night?

Maybe just allow for a single diplomatic exit leading to each opposing nation. which may be moved, but the old exit would then be closed. That makes a total of four exits, but no more. Perhaps these exits could then be built into Embassies as the dwarves reach other nations?

Or, if that's not alright, allow for a single underground tree farm, like the Deserts and Nords get. (It's not that weird to grow trees underground, when you can grow them in a desert and frozen tundra). Just set an underground cave near the Dwarf starting place with dirt floors and a reasonably high ceiling.

Personally, though, I'd prefer to see the dwarves trading for wood, and the extra exits would make this possible.


Last edited by eternjc on Sat Nov 13, 2010 8:43 am; edited 1 time in total (Reason for editing : Revised grammer.)
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Post by PurpleSkull Sat Nov 13, 2010 9:08 am

More exits would make sense, but let me be honest with you: About 90% of the people who join the server are having EXTREME troubles following all the rules. A few even have trouble following rules like "don't build on neutral land" or "please don't actually destroy stuff in other nations".

This means if i set more rules regarding the exits for dwarfs then i already have, people will get confused (or more confused) and just start digging holes to the surface where they want. If dwarfs connect to foreign mines, they have their second(third, fourth) exit. That has to be enough.

As for the wood: Not sure about a nice way to say this, so: Other people might have less problems with that then you. They are meant to be the hardest faction to play. Dwarfs are supposed to have trouble getting wood. Also, i suspect its only in theory hard for them to get it.

About the gaining of new land (caves): Monuments get bonus squares if you build them with valuable minerals. And dwarfs have it easiest to find them. I expect them to build more monuments then the other nations and getting more points for it too. The second reason is that underground halls that are TOO big look quite unrealistic. Tested that.
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Post by Nebur19 Sat Nov 13, 2010 9:18 am

aww eternjc, you were SUCH an awesome waterworker and firend+deputy+all other stuff... i really hate to see you shrink to dwarf size xD oh well, i might join dwarves as well, but still, im a bit more loyal to Artemis' tribe then you are i guess, and i hope to get elected again in round 2... dude, i do not want to sound gay, but i am seriously going to miss you and your work :/

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Post by eternjc Sat Nov 13, 2010 9:25 am

Thanks for the quick and thorough answers purple! Your make this server so easy to work with!

Ok, I understand that people have trouble with rules. I found my fair share of un-authorized personal mines last round. But if the dwarves have only one exit, once trees are demolished near the first exit, more and more dwarves will be tempted to build another 'personal' exit in order to get at the wood within the night-only limit. Or, alternatively, they'll go look during the day. Extra 'official', and obvious exits (Small mine-shaft like surface-buildings) would reduce this. You could even declare that only the dwarf leader can order the exits constructed or moved.

That's all the debating I'll be doing. I really feel strongly about the need for this - I don't want the dwarves to fail before they can start. I hope you'll change your mind, but I'll follow whatever rules you decide.


(EDIT: And thanks Nebur! Good luck with your re-election. With the new ruleset, I bet you can pull the Tribe into a sick nation!)
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Post by PurpleSkull Sat Nov 13, 2010 9:46 am

I could think about extra exits at certain city levels. Like instead of public mines like the other nations, dwarfs get extra entrances. But i really don't want to make things too easy for them. I'll keep it in mind thought.
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Post by eternjc Sat Nov 13, 2010 9:52 am

Nice! That's kinda cool - the other nations get to go underground, and the dwarves get to go above. Encourages them to hurry to the village status, too. Anyway, thanks again, see ya in r2.
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Post by Kevashim Sat Nov 13, 2010 12:07 pm

As regards the ease with which dwarves can obtain wood, simply stating that saplings may not be planted in neutral land would suffice. In the early game surface trees would be abundant for them but in the late game they would struggle and need to trade. This would similarly restrict the desert and nord nations to only the wood provided by their predesignated farms.

This is relatively easy to enforce with occasional mod patrols to spot any planted saplings or newly apparent trees.
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Post by PurpleSkull Sat Nov 13, 2010 12:12 pm

The thing is, i kinda think many people will seek ways to break that rule anyway. Maybe i should implement a jail, as instantly banning everyone getting trees in illegal ways would be a bit much.

But how about we wait how it goes first?
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Post by Lolanthyer Sat Nov 13, 2010 12:17 pm

I think a jail would help alot it could be a 2nd level consequence with kick being first and ban being 3rd. its sounds about right
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Post by Kevashim Sat Nov 13, 2010 12:32 pm

A penalty could be imposed by way of resources. If you don't know who specifically planted the trees in some cases it'd be more appropriate to impose a penalty fee on the offending nation. Such as a first offence of finding illegally planted trees = 1 stack of wood fee, a second offence = 2 stacks fee, etc.
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Post by colorize Sat Nov 13, 2010 7:04 pm

Throw the rulebreakers into the new, well-handy fresh-implented nether!
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