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** Well
 
** Well
 
** '''Sea does not count'''
 
** '''Sea does not count'''
  +
  +
* '''Port (required for oversea colonization)'''
  +
** Must be on water
  +
** Minimum 20x20
  +
** If you want to colonize over sea; 1 Ship = 1 Sea Province.
   
 
==== '''<u>Underground</u>''' ====
 
==== '''<u>Underground</u>''' ====

Revision as of 13:34, 18 June 2021

Return to the main Recognized Settlements page

Within the same province, you may need only 1 Dwarven Colony to have a Dwarven Fortress, or a Dwarven City, or both of them.

NB: When the term "mountains" is used, this refers to LOTR mod biomes (ie. Misty Mountains, Blue Mountains, etc.), not extra tall and steep landmasses like cliffs, tall hills. Therefore, settlements may still be built on the aforementioned landmasses, just not in biomes like Erebor.

USEFUL THINGS TO KNOW BEFORE STARTING YOUR BUILD:

  • Supply hall - place where dwarves store their food; hay bales, chests, barrels
  • Supply tent - big tent where all the foodstuffs are stored; hay bales, chests, barrels
  • Smith - a place to smith, anvil, other basic equipment pieces, can be connected to a house with some furniture
  • Carpenter - a place where the craftsman makes creates furniture, place when he can store wood, some basic furniture
  • Stonemason, stoneworker - a workplace, some area where spare stone  is stored, basic furnitureFisherman's hut - should be built next to water, with basic living furniture inside and a fishing deck next to it
  • Butcher - workplace (butcher table, butcher block), basic furniture
  • Tavern - tables, counter, cellar with some barrels and food, voluntarily rooms for guests to sleep in
  • Barracks - place for soldiers to sleep in, place to store equipment
  • Jeweller - workplace, safe place to store materials, basic furniture
  • Mineshaft - needs an entrance, the corridor can't be too shallow, decorations
  • Quarry - just a hole in the ground is not a quarry, needs a place for wokers to rest, place where stone is stored and some decorations
  • Logging camp - needs to be in a forest; place for the workers to rest, decoration (like piles od logs)
  • Lumberman's hut - a house with basic furniture, wood storage, decorations
  • The term "shop" has the same requirements as a house + extra decoration with specific things it sells.  
  • "Specialist Buildings" don't count as tents / living places  

What is basic furniture?

  • It's basically all you need to live, so a bed, furnace, some form of a storage, table with chairs. Of course you can add whatever you want, as this is bare minimum.

What are basic fortifications?

  • Basic fortifications mean a palisade made out of wood or earthworks - fortifications made out of dirt.

Dwarf Settlements

The Settlement must look good before recognising.

Rushed builds will not be accepted.

The following settlements are used for factions with dwarves, all the settlements have to look good else it won't get recognized.

The dwarves need to trade for food in order to keep high population.

Each trade treaty allows the dwarves to build 4 fortresses or cities = they will have to engage in trade (RP)

Only 1 building is necessary per point. (e.g. you can choose between a Village Hall or a Temple as Central Building, so you don't need to build both. This counts for every point unless it is stated otherwise.)

Dwarven Colony

Village Settlement.

Used for colonization and oversea colonization.

Can be built both Inside and Outside mountains.

Dwarven Colony Requirements

On Surface

  • 10 Tents (Each tent containing 1 chest, 1 bed & basic furniture. (Ideas for basic furniture: a table with a chair, small kitchen, plates filled with meat, ale, etc.) they mustn't look like regular tents of the mod itself)
  • Central Building
    • Commander's Tent
      • Filled Weapon Rack & Armor Stand
      • Command Table
      • 1 Bed
      • 1 Chest
      • Basic Furniture
  • Food Source
    • Supply Tent
      • 4 double chests
      • Crafting table (Both regular & your faction)
      • Decoration
  • Specialist Building (At least 2) (All specialist buildings need furniture applicable with their profession. E.g. Smith: Smelt Place, filled weapon racks & armour stands, smelt place, etc.)
    • Smith
    • Stoneworker
    • Armoury
    • Barracks
    • Butcher
    • Tavern
    • Brewery
    • Carpenter
    • Jeweller
  • Resource Gathering
    • Mineshaft
    • Quarry
    • Great Forge
  • Trading Place
    • Shop (Same requirements as a house + extra decoration with specific things it sells.)
  • Basic Fortifications
    • Need to be at least 5 blocks high
  • Roads between structures
    • Roads need to fit within the biome & build.
    • 1 straight line of dirt won't get accepted.
  • Water Source (Not necessary if near a river/pond)
    • Fountain
    • Well
    • Sea does not count
  • Port (required for oversea colonization)
    • Must be on water
    • Minimum 20x20
    • If you want to colonize over sea; 1 Ship = 1 Sea Province.

Underground

  • Living Quarters
    • 10 living places (Same requirements as a tent)
  • Central Building
    • Commander's Quarters
    • Great Hall
      • Filled Weapon Rack & Armor Stand
      • Command Table
      • 1 Bed
      • 1 Chest
      • Basic Furniture
  • Food Source
    • Supply Hall
    • Hunter's Camp (On Surface)
      • 4 double chests
      • Crafting table (Both regular & your faction)
      • Decoration
  • Specialist Buildings (At least 2) (All specialist buildings need furniture applicable with their profession. E.g. Smith: Smelt Place, filled weapon racks & armour stands, smelt place, etc.)
    • Smith
    • Stoneworker
    • Armoury
    • Barracks
    • Butcher
    • Tavern
    • Brewery
    • Carpenter
    • Jeweller
  • Trading Place
    • Shop (Same requirements as a house + extra decoration with specific things it sells.)
  • Roads between structures
    • Roads need to fit within the biome & build.
    • 1 straight line of dirt won't be accepted.
  • Water Source (Not necessary if near a river/pond)
    • Fountain
    • Well
    • Sea does not count
  • Port (required for oversea colonization)
    • Must be on water
    • Minimum 20x20
    • If you want to colonize over sea; 1 Ship = 1 Sea Province.

Dwarven Fortress

Castle Settlement.

Adds +1 Siege to a province.

Can't be built outside mountains.

Castle can be built within a city, in such case the city won't require further fortifications, plus the city will be able to get sieged.

Dwarves without trade treaties can have up to max 12 Dwarven Cities.

The castle cannot be changed in size during a war which involves his province, which means its not actually good for a faction to build a shitty 10x10 tower just to add a siege battle because then you will actually fight in a 10x10 dirtyhole and 100% lose that siege.

Castles can be recognized only during peace times, and every change in size made during peace time needs an additional recognition. Every recognition needs screenshots of the structure as proof.

Castle Requirements

  • The Castle must be entirely covered by non-overlapping claims, from a minimum of 1 gold claim to a maximum of 6 gold claims.
  • The number of claims is related to the dimensions of the structure, so if the castle doesn't fit in a gold claim, you will use a second one, etc.. up to a maximum stated above. P.S No need to claim nature just because it's near the castle.
  • The castle structure can have a size which goes from a minimum of 10x10x20 to a maximum extension which covers the space of 6 gold claims and max height 64.
  • Only a maximum of 2 gates in two different locations could be placed inside the castle, they will eventually get converted to their relative block stated in Battle Rules (Rule 8.1).
  • The castle should contain:
    • 4 Chests (which could be useful for storage during battle)
    • 1 Anvil and 1 Unsmeltery for repair things
    • 1 Command Table
    • Water Source (not necessary if near a pond/river)

Castle Rules

  • No Obsidian
  • No Lava
  • No Quagmire (Only if the castle is in a specific biome where quagmire naturally generates)
  • No Cobwebs
  • No Water/Lava inside the walls
  • Building castles on lakes/ponds/rivers is not allowed.
  • Castles can't be recognized during war times.
  • Moats are allowed but only max 4 blocks deep and max 6 blocks width.
    • Blocks allowed/not allowed within the moat;
    • Water is allowed
    • Wasteland is allowed
    • Stalactites are allowed
    • Lava is not allowed
    • Any other block which causes instant damage is not allowed
  • Drawbridges have the same function as a regular gate.
    • The drawbridge gets converted into specific blocks during times of a battle. Read paragraph 8 in the Battle Rules page.
  • Blocks which give players instant damage are not allowed to be placed as defences regardless.
  • Tunnels to go underneath a castle to get inside is not allowed.

Dwarven City

City Settlement.

Can't be built outside mountains.

Dwarves without trade treaties can have up to max 12 Fortress-cities or Fortresses.

Dwarven City Requirements

  • Big Living Quarters
    • 20x Rooms. (Each room containing 1 chest, 1 bed & basic furniture. Ideas for basic furniture: a table with a chair, small kitchen, plates filled with meat, ale, etc.)
  • Warehouse
    • 16x Double Chests
    • 7x Barrels
    • Crafting Tables (of both a regular one + your factions' one)
    • Food supply
  • Lords Hall
    • Throne
    • Command Table
    • 1x Filled Weapon Rack
    • 1x Filled Armour Stand
    • Big table with Chairs around it
  • Water Source (not necessary if near a pond/river)
  • Fortified Entrance (Fortification not needed if you've built a recognized Castle within the city)
  • Market Area
    • 10x Stalls
    • Each stall contains 1 chest & an opening
  • Tool Repairer
    • Selling point
    • 3x Weapon Racks with tools
    • Anvil
  • Great Dwarven Forge
    • 2x Furnaces
    • 2x Unsmeltries
    • 2x Anvil's
    • 2x Cauldron's (where all the armour/weapons are made)
    • 10x Filled Armour Stands
    • 10x Filled Weapon Racks
  • Tavern
    • Large Cellar
    • 8x Barrels
    • 12x Tables
  • Barracks
    • 8x Beds
    • 8x Chests
    • Command Table
    • Table with chairs around it
  • Roads between structures
    • Roads need to fit within the build.
    • 1 straight line of dirt won't be accepted


Port District:

  • Docks
  • At least 8 more houses need to be build in the city (so if you have 20 houses built and want to have a port district you need 28)
  • At least 2 more specialist buildings (so if you have 2 built and want to have a port district you need 4)
  • Sailor's barracks
  • Port administration building