Towns, Nations and Outposts  (Read 7332 times)

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Foob

Towns, Nations and Outposts
« on: 17 Sep 2013, 17:08:37 »
Everything you need to know about Towns, Nations and Outposts in v6


Towns are created by first gaining Town Permission and having 85,000 Noobz. You shouldn't apply for Town permission until you have close to 85,000 Noobz or over, you also shouldn't apply for Town permissions unless you have a structured plan for your town and know what you want to gain out of it. Creating a town for the purpose of selling it off, is not acceptable and will not be allowed.

Towns will no longer be taxed, however Mayor may choose to still Tax their residents. The main reason for this change is to avoid Towns being robbed and turned into ruins as a result. This of course has been a big problem for us in the past and we are trying to irradiate any issues that may cause mass grief or disturbance to players on the server.

If a Mayor no longer wishes to run a town they must request or sort-out a transfer of ownership. Failure to transfer ownership or abandon your town due to lack of activity may cause Admin intervention, which will mean forced ownership transfers (Most likely to high ranked Town members).

Towns cannot be deleted. Completely abandoned towns will be auction off by the Admins

With the introduction of two worlds this allows Towns to breath, without restriction, without limits. A world just for towns to expand and grow, a world without the trouble of wilderness buildings and arguments about who claimed over who.

Towns will have a variety of ranks and each with unique permissions (Updated soon)

Town Arenas will now work and allow for Player vs Player in Town arena plots.

Nations and Outposts

Nations will cost 170k and will only be created by players with Mayor permissions

Outposts will cost 42.5k and will only be created by players with Mayor permissions

All Mayors will be invited into a private Mayor and Nation board on the forums for town related discussion and politics.



Town and Nation Profiles


With the website update we are planning Town and Nation profiles, an online overview of a town or nation allowing visitors to view and decide which towns appeal to them the most.

The Mayors will have full customization over their Town or Nation profiles allowing them to post news updates, information about the town, organize events and more.

Mayors may also choose to have an application on their profile, which will send all town applications to their Personal message box. Allowing you to invite the most dedicated and friendly town-loving players.

Alternatively, if you wish for your town to grow fast and be open you can add a "Join Town" button which will auto-invite players to your town.

Nation profiles will also work in a similar way offering a place for all the towns of the nation to speak and communicate between each other.
« Last Edit: 17 Sep 2013, 19:41:19 by Fatnoob »

GrizzShark

Re: Towns, Nations and Outposts
« Reply #1 on: 17 Sep 2013, 17:19:02 »
Thanks for the update. Can't wait!

Darkwings

Re: Towns, Nations and Outposts
« Reply #2 on: 17 Sep 2013, 19:36:06 »

Towns will longer be taxed, however Mayor may choose to still Tax their residents. The main reason for this change is to avoid Towns being robbed and turned into ruins as a result.
(of course you meant "will no longer be taxed")

This is especially good.
Taking away taxes leaves more competition on town management and should result in probably less numerous but better looking and functional towns.

If a mayor asks for taxes then the town should provide services in return and maybe even organize town activities (games, builds, etc) to keep citizens interested, something that I think was really underrated.

Foob

Re: Towns, Nations and Outposts
« Reply #3 on: 17 Sep 2013, 19:42:12 »

Towns will longer be taxed, however Mayor may choose to still Tax their residents. The main reason for this change is to avoid Towns being robbed and turned into ruins as a result.
(of course you meant "will no longer be taxed")

This is especially good.
Taking away taxes leaves more competition on town management and should result in probably less numerous but better looking and functional towns.

If a mayor asks for taxes then the town should provide services in return and maybe even organize town activities (games, builds, etc) to keep citizens interested, something that I think was really underrated.

Yes, fixed. The whole aim was to provide more support for towns to grow and prosper without holding them back, towns are a big part of our community and bring people closer.

MagicMan27

Re: Towns, Nations and Outposts
« Reply #4 on: 17 Sep 2013, 21:12:13 »
I think the town profile should have a Rating by a Neutral person or Admin, and have categories for example:

Attractiveness 10/10
Member Friendly 9/10
and so on

This is so a mayor can't just make a amazing review and in actual it ... sucks.
Also it gives a standard scale.

ProtocolAlpha

Re: Towns, Nations and Outposts
« Reply #5 on: 17 Sep 2013, 21:25:07 »
Foob I have a very big question, what is the maximum number of plots per person in the town world and per person in the wilderness world?

HarryX11

Re: Towns, Nations and Outposts
« Reply #6 on: 17 Sep 2013, 21:59:56 »
If we've got co-mayors, like me and Smith in Utopia and Magic and Adrian in Imperium, will both players be able to access the special Mayor thread?

gamergirlxo

Re: Towns, Nations and Outposts
« Reply #7 on: 17 Sep 2013, 22:12:10 »
I love the town profiles idea. That's a great idea. Keep up the good work! :)

Foob

Re: Towns, Nations and Outposts
« Reply #8 on: 17 Sep 2013, 22:30:44 »
Foob I have a very big question, what is the maximum number of plots per person in the town world and per person in the wilderness world?

Wilderness: Infinity
Town: Infinity

Darkwings

Re: Towns, Nations and Outposts
« Reply #9 on: 17 Sep 2013, 22:47:07 »
The whole aim was to provide more support for towns to grow and prosper without holding them back, towns are a big part of our community and bring people closer.

Yeah, I mean that the 'collateral effect' of incentivizing (if they want extra money, that is) mayors to actually make the towns feel alive seems a way better thing than just "now we can buy a whole lot of plots cause we'll never regret it, ever".
Even the smallest town could be cool to stay in if there's actually something to do instead of just chatting :P

HarryX11

Re: Towns, Nations and Outposts
« Reply #10 on: 17 Sep 2013, 23:14:30 »
Foob... How come you never answer MY questions?  :'(

Foob

Re: Towns, Nations and Outposts
« Reply #11 on: 17 Sep 2013, 23:16:38 »
If we've got co-mayors, like me and Smith in Utopia and Magic and Adrian in Imperium, will both players be able to access the special Mayor thread?

No sorry, only the players with the commands to create towns (Mayors)

BIRDMAN2121

Re: Towns, Nations and Outposts
« Reply #12 on: 17 Sep 2013, 23:26:26 »
Will towns have to go through you for a process of area selection, to reduce the chance of two towns getting right up on each other?

HarryX11

Re: Towns, Nations and Outposts
« Reply #13 on: 17 Sep 2013, 23:36:49 »
If we've got co-mayors, like me and Smith in Utopia and Magic and Adrian in Imperium, will both players be able to access the special Mayor thread?

No sorry, only the players with the commands to create towns (Mayors)

Ok... When will we learn if we got accepted for opening our town? (For the V5 Mayors)

Foob

Re: Towns, Nations and Outposts
« Reply #14 on: 18 Sep 2013, 00:00:45 »
Will towns have to go through you for a process of area selection, to reduce the chance of two towns getting right up on each other?

There will be a separation between two towns by a number of blocks possibly 500?
« Last Edit: 18 Sep 2013, 00:04:21 by Fatnoob »

Foob

Re: Towns, Nations and Outposts
« Reply #15 on: 18 Sep 2013, 00:08:02 »
If we've got co-mayors, like me and Smith in Utopia and Magic and Adrian in Imperium, will both players be able to access the special Mayor thread?

No sorry, only the players with the commands to create towns (Mayors)

Ok... When will we learn if we got accepted for opening our town? (For the V5 Mayors)

All Mayors from v5 will be accepted :) It's just in order to keep track of who we are giving the permissions to.

UnlikelyPirate

Re: Towns, Nations and Outposts
« Reply #16 on: 18 Sep 2013, 00:41:08 »
Will V5 mayors have to save money up to repurchase a town, or will a land grant be given?

MagicMan27

Re: Towns, Nations and Outposts
« Reply #17 on: 18 Sep 2013, 00:45:33 »
Does the forum town Permission Automatically update with the mayor as the mayor might change?

Foob

Re: Towns, Nations and Outposts
« Reply #18 on: 18 Sep 2013, 01:04:16 »
Will V5 mayors have to save money up to repurchase a town, or will a land grant be given?

Everyone will start from the ground up. We don't want to put false money into the economy.

Foob

Re: Towns, Nations and Outposts
« Reply #19 on: 18 Sep 2013, 01:04:56 »
Does the forum town Permission Automatically update with the mayor as the mayor might change?

If a Mayor is changed the player can request to be swapped for the ex Mayor

Darkwings

Re: Towns, Nations and Outposts
« Reply #20 on: 18 Sep 2013, 14:49:10 »
On a slight tangent, will neutral and hostile mobs grinders be allowed?
Not just the spawners available in the server shop (as V5) but also the standard dark room spawners.

I.E.:
Buying wilderness chunks, is there any problem with creating a spawn room for an exp grinder?
Or is there a system to prevent such things (like a lowered spawn cap)?

Same goes for breeding, since I know there was a tight limit when I last played here.

Orpheus_only

Re: Towns, Nations and Outposts
« Reply #21 on: 18 Sep 2013, 17:30:29 »
On a slight tangent, will neutral and hostile mobs grinders be allowed?
Not just the spawners available in the server shop (as V5) but also the standard dark room spawners.

I.E.:
Buying wilderness chunks, is there any problem with creating a spawn room for an exp grinder?
Or is there a system to prevent such things (like a lowered spawn cap)?

Same goes for breeding, since I know there was a tight limit when I last played here.
Bumping this matter too. Animal farms are a very useful town facility (as well as mob XP grinders). Will we be relying on naturally-spawned animals and breeding for our ranches, or will monster spawners be available again? If we're going with natural animals, can we name-tag them to keep them from de-spawning?

EDIT: This matter has now been mostly addressed in this thread.
« Last Edit: 18 Sep 2013, 21:22:45 by ummfredfelizco »

HarryX11

Re: Towns, Nations and Outposts
« Reply #22 on: 18 Sep 2013, 20:48:08 »
Glad to hear that mayors from v5 get v6 town permission, I've moved my mayor-ship to Mistic to get familiar with the tasks of mayor and what not, and looking forward having her run a town if we decide to still do that. These are affordable and fair prices too, and a motivator to make money x 2 - so we can have a town, resources, outposts for things like local market, local arena, etc. Version 6 information is starting to shape up and it seems it's starting to be worth this half a year wait.

Agreed

SmithB0118

Re: Towns, Nations and Outposts
« Reply #23 on: 29 Sep 2013, 02:36:24 »
All of this sounds good to me. Hopefully the town PvP function will be working so we can build some arenas

OMGUFB

Re: Towns, Nations and Outposts
« Reply #24 on: 30 Sep 2013, 23:36:12 »
Do you have to be a town owner from v5 to apply for a town? I remember reading that somewhere a long time ago. Also would being a sub-mayor count?

Also Congratz Bernard