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Roleplay Mechanics - Fortifications

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Roleplay Mechanics - Fortifications Empty Roleplay Mechanics - Fortifications

Post by Aegonian Wed Jan 18, 2012 3:01 pm

Fortifications
A small guide to using forts to your advantage

In Gaekylha, there are many forts. Some are little more than a house, others are walled camps, and others may be a combination of the two. There are a total of eight forts at the start of the Roleplay: They are the round buttons on the map, and the bold names on the list below:

Roleplay Mechanics - Fortifications Map_v211

1 - Fort Rodenburgh
2 - Fort Ramburgh
3 - Fort Hildenburgh

4 - Ender Pyramid
5 - Plainfield Tower
6 - Vaussburgh Training Fields

7 - Aedana Monument
8 - Portgarden
9 - Fort Woodwall
10 - Gardenhall Mine
11 - Gardenhall
12 - Fort Sunderstone
13 - Fort Hraagstand

14 - Treemind Laboratory
15 - Woodgarden
16 - Sharome

Additionally, forts can be built during the Roleplay. Forts can also be upgraded by adding more walls or buildings, given that you have enough resources. Please do keep true to the style of the original fort: otherwise, your upgrade may be rejected, and you could lose the resources you used to upgrade the fort.


Taking a fort
Taking an unowned fort is easy: the leader of your nation must visit the fort, place flags of your nation, and spawn NPC guards. However, you are only allowed to take forts every once in a while: if you take all of them at once, the Roleplay will become boring very quickly.

The leader of a nation can spawn NPC guards using the Citizens plug-in. The leaders will have to know how to use this plug-in, so that they can configure them in such a way that they only attack your enemies. There are some rules on what you can and can not do with the NPCs: leaders will receive PMs describing these rules.

Taking an already-owned fort is harder: you will have to kill every guard in the fort (be they NPC or Player), replace all flags, and send a courier to deliver the message that the fort was taken. This courier can either be a player, delivering the message directly (the courier can not be attacked: doing so would be a crime), or a courier from the Courier plug-in, which will deliver a letter. This system is used to keep track of who owns which forts.


Building a new Fort
Before starting the construction of a new fort, your leader will have to approve your request. The leader should pay attention to several things: A fort's location must be favourable, for example. A fort too close to home is not very useful, and if the enemy takes the fort, you are at danger. If the fort is too far from home, it can not easily be defended, and it will be hard to retake the fort if the enemy takes it.
Also, the requester (leaders can also order their followers to build a new fort, though) must provide information on how the fort will be built, and what it will look like. Forts should stay true to the style used in our Roleplay world, and should also stay true to the race's style:
The Bomur use lots of wood and fences, and often build underground. Trees are often used as support, too.
The Aeduri use wood for their walls, planks for floors (and sometimes, parts of the walls), and stone for the roofs. Roofs are often low and large, and use fences as supportive pillars. Good examples can be found in Gardenhall. However, castles and other heavily fortified buildings may use stone walls, or even brick walls and Lapis Lazuli roofs: the latter is called the Southern Aeduri style.
The Draton use stone walls and wooden roofs for most of their buildings. A very good example of a heavily fortified building is the Rhodenburgh Fort.
The Gorndor use lots of stone bricks in their creations, and like using redstone-powered defences. Iron is often used as a building material too. Visit Sharome if you need inspiration.

If a fort does not at all fit the styles of our world (you can use your own styles, but only if they fit they fit our world. For example, an obsidian building is unlikely to get approved), that fort may be removed by the admins. They will first contact the builder, and ask him/her to change some aspects of the fort, before actually removing anything.


Last edited by Aegonian on Wed Jan 18, 2012 4:11 pm; edited 1 time in total
Aegonian
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Post by thunderpants Wed Jan 18, 2012 3:51 pm

I'd just like to revise the
The fort should also be accessible (i.e. not on top of a mountain).
bit.

I'd build the fort on the mountain, and build a tunnel into the fort via the mountain.

I will say Gordnor "Forts" will be rather rare, I prefer the concept of well defended cities (thus the bunkers around Sharome.)


Also I first read this as "Roleplay Mechanics - Ports"
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Post by Aegonian Wed Jan 18, 2012 4:10 pm

Will change that. In hindsight, it seems like a rather weird statement anyway Very Happy

I could change the title to Roleplay Mechanics - Fortifications. Would probably be better, as there will also be a thread on Ports...
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Post by epicksl Thu Jan 19, 2012 8:31 pm

Good stuff. I will be the Gardenhall farmer, so this is not incredibly relevant to me, but even so, It is good to see that we are really considering roleplay mechanics
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