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Within the same province, you may need only 1 1 Elven Outpost to have an Elven Castle, or an Elven 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:

  • Fisherman's hut - should be built next to water, with basic living furniture inside and a fishing deck next to it
  • Hunter's camp - tents around a fireplace, with logs to sit on
  • Vineyard - vine plants with a central building where they are stored
  • Animal corral - place where you keep at least 5 living animals, big enough to store them
  • Village hall - main building of the village, where all the important meetings take place
  • Temple - speaks for itself, feel free to build a church, mosque, shrine of whatever comes to your mind
  • 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
  • Stables - horse stalls with some living horses, donkeys or mules in them
  • 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
  • Weaver - workplace, place where all the materials are stored, basic furniture
  • 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.  
  • The term "hut" has the same requirements as a house.  
  • A Specialist Building does not count as a house.  
  • The term "shop" has the same requirements as a house + extra decoration with specific things it sells.  

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.

Elf Settlements

The Settlement must look good before recognising. Rushed builds will not be accepted.

The following settlements are used for factions with elves.

Multiple recognized settlements within the same province are permitted, but only in certain combinations. 

At the moment, the only instances when multiple recognized settlements are permitted are when a city is accompanied by an outpost, or when a castle is accompanied by an outpost.

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.)

Elven Outpost

Village Settlement.

Just used for colonization and oversea colonization.

Can't be built inside or on the mountains, excluding wood-elves.

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.)

Elven Outpost Requirements

  • 8x Houses
    • Bed
    • Door
    • Window
    • Basic Furniture
      • Ideas for Basic Furniture: think about a table, small kitchen, chairs, bookcases, flower pots with flowers, etc.
  • Central Building
    • Small Feast Hall
      • Table with food, drinks, barrels, etc.
      • Chairs around the table
      • Decoration
    • Temple
      • Altar
      • Sit places
      • Decoration
  • Food Source (At least 800 blocks of farmland, which can be lowered by other buildings)
    • Farmlands (filled)
    • If near water -- Fisherman's hut (one equals 200 farmland area blocks) max 2.
    • If in/near a forest -- Hunter's camp/hut (one equals 250 farmland area blocks) max 2.
    • If the climate is adequate -- Vineyard
    • If on plains -- Animal Corral (One equals 150 farmland area blocks) Minimum 8x8 & minimum 5 mobs need to be in it. max 4
  • Specialist Buildings (All specialist buildings need furniture applicable with their profession. E.g. Smith: Smelt Place, filled weapon racks & armour stands, smelt place, etc.)
    • Elven Smith
    • Jeweller
    • Weaver
    • Stables
    • Carpenter
    • If in a biome which spawns enemy units -- Barracks
  • Resource Gathering
    • If on plains -- Granary, Windmill
    • If a vineyard is present -- Brewery
    • If in/near a forest -- Logging camp, Lumberman's hut
  • Trading Place
    • Market Stalls
    • Shop (Same requirements as a house + extra decoration with specific things it sells.)
  • Water Source (Not necessary if near a river/pond)
    • Fountain
    • Well
    • Sea does not count
  • Roads between structures
    • Roads need to fit within the biome.
    • 1 straight line of dirt won't get accepted.
  • Port (required for oversea colonization)
    • Must be on water
    • Minimum 20x20
    • If you want to colonize over sea; 1 Ship = 1 Sea Province.

Elven Castle

Castle Settlement.

Adds +1 Siege Battle if someone wants to capture the province it's built in.

Can't be built inside or on the mountains, excluding wood-elves.

Needs 1 Outpost within the same province to construct an Elven Castle.

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.

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 dirthole 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).
  • For something to count as a gate, it needs to have dimensions of at least 3x3. Usage of gates smaller than 3x3 may be used as many times as you want; however, when unclaimed anybody is allowed to open or close them, even during battles. 
  • 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 defenses regardless.
  • Tunnels to go underneath a castle to get inside is not allowed.

Elven City

City Settlement.

Can't be built inside or on the mountains, excluding wood-elves.

Needs 1 outpost within the same province to construct an Elven City.

Elven City requirements:

  • Central building: Need interior and decoration.
    • Temple
    • Town hall
    • Palace
  • 20x Houses
    • Bed
    • Door
    • Window(s)
    • Basic furniture (just a table isn't good)
      • Ideas for Basic Furniture: think about a table, small kitchen, chairs, bookcases, thatch flooring, etc.
  • 4x Specialist buildings (All specialist buildings need furniture applicable with their profession. E.G. Smith: Smelt Place, filled weapon racks & armour stands.)
    • Smith
    • Jeweler
    • Carpenter
    • Stonemason
    • Stables
    • Butcher
    • Tavern
    • Bakery
    • Brewery
    • Clothmaker
    • Tanner
    • Hospital
    • Library
  • 2x Military Buildings:
    • Barracks
    • Armory
    • Weaponsmith
    • Fletcher
  • Administrative building:
    • Tax collector's office,
    • Courthouse
    • Library
  • Main square
  • Granary
    • Hay Bales
    • Crafting Table (Both regular and your factions')
  • Trading place:
    • 10x Market stalls
    • 3x Shops
    • Port (if by a river/sea)
  • Fortifications (Not needed if you've built a recognized Castle within the city)
    • Needs to be at least 3 blocks wide.
    • Needs to be at least 6 blocks tall.
    • NB: These fortifications do not have to go around the whole settlement.

Battlements: adequate to your city stale, so for example a small town somewhere in Lindon can have a wooden palisade. If the city is at the seaside you can also build a port district, which works like a harbor, you need:

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
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