It is currently Sat 20 Apr, 2024 - 12:06 am

All times are UTC [ DST ]




Post new topic Reply to topic  [ 3 posts ] 
Author Message
PostPosted: Mon 22 Jul, 2013 - 2:50 pm 
Admin
User avatar

Joined: Wed 15 Dec, 2010 - 9:06 am
Posts: 1769
Location: Surrey, England
Since the server has started running Towny, we've seen towns come and go. This is a little tutorial on how to use towns to your advantage, and the fun and planning you can have within it.

Creating Towns and Nations




Anyone can be a resident of a town, but towns can only be created my Members and above. The fee for creating a town is $2,500. This is to show that the member can commit to the town, building it up, gaining residents and income, and preventing the spam of new towns. Towns have an upkeep, which is listed below. Towns can also contain outposts, which is an area which can be claimed, but not attached to a town wall. Example being: A town can be set up, and contain an outpost on a hill nearby. There is no land connection between the town and the outpost. Outposts cost $5,000 to set up however.

Nations can also be created, but only by Architects and above. Nations are a group of towns, with one town being the capital. This can allow for better economy, and more power when winning wars, but that's another topic. The cost for a new nation is $1,000,000, which is supposed to be contributed towards by all participating towns. Each nation also has an upkeep, which is listed below.

Town and Nation Upkeep




Each town pays upkeep, which will keep the town alive, and imitates payments that medieval towns would pay for things like guards, import/export, maintenance, and such. At the moment, the current upkeep starts at $100 for towns, and $10,000 for nations, of ingame currency, which is taken from the town's bank account, not the mayors, or any residents. This means you as the town mayor has to keep on top of the town's balance, shown with '/town info'.

Towns upkeep increases depending on the amount of residents live there. The currents rates are:
  • Settlement - 1 Resident - $100 per day
  • Hamlet - 2 Residents - $120 per day
  • Village - 6 Residents - $160 per day
  • Town - 10 Residents - $200 per day
  • Large Town - 14 Residents - $240 per day
  • City - 20 Residents - $300 per day
  • Large City - 24 Residents - $340 per day
  • Metropolis - 28 Residents - $380 per day

Nations also have an upkeep, although its base is slightly more expensive. The current rates are:
  • Nation - 0 Residents - $10,000 per day
  • Federation - 10 Residents - $20,000 per day
  • Dominion - 20 Residents - $30,000 per day
  • Kingdom - 30 Residents - $40,000 per day
  • Empire - 40 Residents - $50,000 per day
  • Realm - 60 Residents - $100,000 per day

Blocks and Plots




Town land is claimed in blocks, and are done using a command. Blocks are the size of world chunks, which are 16m x 256m x 16m. Each town gets 8 more blocks for each resident who joins, plus an additional bonus when a town's rank is upgraded (See list above). The Ops can also sell a town or resident a power bonus to claim a new block for 20000$ each. You can build any distance away from another town, even across the entire world, but you cannot build more than 5 blocks to another town's homeblock. Homeblocks are where the town's home is, commonly a town hall, or centre for information about the town.

Towns can also allow plots of its land to be sold, or made available for shops, or embassies. An embassy is commonly a building where representatives or information of another town is held. The embassy usually pays a tax on staying within another's town. Shops also pay tax, and towns can offer their shops and trade to other towns, creating an item based commerce. Examples being: Town A is near a forest, and so has a rather large supply of wood, but no cave openings, making getting valuable ores and stone a rather large task. Town B is near a ravine, with rather large ore and stone deposits in it but not many trees are near. Town A could make an agreement with Town B to set up a trade shop in each town, Town A selling wood to Town B, and Town B selling stone and ore to Town A. Plots are commonly set up through the '/plot' command.

Taxes




Towns and Nations cannot survive without tax, or selling their wares as a source of income. Tax is to be used strategically, offering lower tax rates if their residents work hard to gather resources to make the shortfall, or places highly to offer residents relaxation. Taxes are commonly set by the town Mayor or Nation owner, and are listed in '/town info'.

Taxes can come in two forms, a fixed rate, or a percentile. The maximum fixed rate per day is $10,000. The maximum percentile rate is 25%. When taxes are collected by a town or nation, they are put into the town's bank account. This is then used to pay upkeep per day. Taxes are also paid per day.

If a resident of a plot cannot pay the tax, they are forcefully removed from the town. If a town can't pay it's tax to a nation, it is removed from the nation and becomes it's own town again, however if the town cannot pay upkeep any more, it is deleted by the Overlord.

Wars




Towns and Nations can engage in wars with each other. During a war phase, the goal is to take over town blocks and plots by placing flags or attacking each block's Health Points. Defending towns can defend against these attacks by killing all attackers, or destroying the flag placed. Placing flags costs $100, and defending the flag attack will pay the defenders $250. If the attacker takes over a town block, they are awarded $1,000, and if they take over the town's home block, they are awarded $100,000.

Nations and Towns can remain neutral during a war phase, by paying an upkeep of $1,000 per day, this is in addition to taxes and general upkeep.

Any player in any town can grief the town they are attacking, this is the only permitted allowance of grief, but is not exactly ideal and only to be used in rare cases. A player complaining of an enemy building or destroying blocks within their town during an attack will be ignored.

Town attacks can work in two ways, by placing a flag in the town, and defending it, or by standing within a town's block. Standing within the town border will inflict damage to the town block (not literally) that they are standing in every 5 seconds. Town Blocks have a HP is 120, and Town Home Blocks have a HP of 300.

Money is deducted when a town looses a plot, or a player dies. For each plot of land lost to the enemy, the town looses $100. For each time a player dies, they loose $250 of their personal money, so try to stay alive. Build your defences up, make traps and paths and such, bottleneck the enemy.

Points are also gained for taking over towns, nations, and killing players. For each town block, you gain 5 points. For each town, you gain 50 points. For each nation, you gain 500 points, and for each player, you gain 1 point.

You are considered an attacker of a town when you are standing above 60m. This means you can infiltrate a town underground, but you will not be taking it over from there, you will need to go to the surface.

The second way to attack is by placing flags, and defending them. Flags are build from a single fence piece, and a torch placed atop it. From here, an effect will be generated above the flag which can make the flag easy to stand out. Each player may only place one flag at a time, and the flags are quicker at taking over plots of land, but also easy to be destroyed. In order to take over towns with flags however, requires at least 2 people of the defending town, or 5 people of the defending nation to be online to actively defend against it.

Flags can only be placed on the border to a town. A border is a town block with at least one edge touching Wilderness.

End and Footnotes




That's about it for the Towny Plugin. We hope you make good use of your town, and hope to see new towns sprawl soon.

As of writing, none of these features have been tested properly. I need a particular number of people online to test things, and when we figure out how it works, we can update this topic.


Top
  Offline Profile Send private message  
 
PostPosted: Sun 25 Aug, 2013 - 9:50 pm 
Admin
User avatar

Joined: Wed 16 Mar, 2011 - 6:40 pm
Posts: 662
Location: England, West Midlands
How are wars initiated? How do the PvP rules work since we can't harm other players under normal circumstances?

_________________

Image


Vanguard Card Fighter - Grade 1



Top
  Offline Profile Send private message  
 
PostPosted: Mon 26 Aug, 2013 - 5:52 pm 
Admin
User avatar

Joined: Wed 15 Dec, 2010 - 9:06 am
Posts: 1769
Location: Surrey, England
Zion Fox wrote:
As of writing, none of these features have been tested properly. I need a particular number of people online to test things, and when we figure out how it works, we can update this topic.

I don't fully know yet...


Top
  Offline Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 3 posts ] 

All times are UTC [ DST ]


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
© 2014 - Hawknet Computing Ltd - Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group