FurryDave5 wrote:I've decided that after enough time under a somewhat oppressive leader, that I am going to go out and with similar-minded and supportive people, I will form my own village under the sun of World 10. But, being new to village running and lawspeaking, I need advice. Please help me out.
First meet up with all your friends (Wilderness Beacons are useful for this if they haven't spawned yet. You can also rush Carpentry for this early on) and make a camp. You'll need to get your stats up and get some metal tools. You will be terraforming A LOT to make your village, so having a good axe, a shovel, and pickaxe will make your life much, much easier.
Also get the following:
- All the seeds. All of them. (At least all the crop seeds + Mulberries).
- A bunch of bee-hives to make wax. Hardened Leather for Travel Sacks is helpful in almost every way.
Before you settle down and create your village, you'll want to search around first for a good spot. Things to look for include:
- Good Quality Soil. (This isn't necessary anymore due to the compost bins, but still helpful early on).
- Good Water Q node. Raising Water Q in a well sucks ass. So unless you can get a Knarr to stockpile on high quality water some distance way, you should consider settling near a high quality water node.
- Localized Resources. Heartwood Trees and Geysers are great. Reduced Travel Weariness for charterstones and brimstone for matches is a wonderful thing.
- Large area of shallow water. You can get a lot of clay this way, which will be useful in making bricks for a brickwall, and later on paved roads (should you want to make them).
Out of the things I mentioned, the only thing that's really "required" is the Water Quality, the village doesn't have to directly "next" to it if you have a Knarr (or at least of time on your hands with row boats)
Every village should have at least the following:
- A farmer
- A cook
Without those two you'll probably starve or have shitty stats.
You might also want to consider having the following:
- A Un-Load Area, a place filled with plenty of space and cloth crates where people can dump off their random junk to be organized later.
- A message board. A small place (probably near the center or close to the unload area) where people can leave notes for each other or to the whole village. All you need is cloth crates and parchment (animal hide). This is useful to communicate between different play hours.
- A House of Curiosity. A house fill of curiosities to get LP. Somebody will have to make a constant stream of curiosities, and this someone will probably be you.
Once you're really settled down and things are going smoothly, you should next consider these ideas:
- Charter Stone / Magic-Gate thingy. Having quick access to other villages, friends, and market places will be very useful to getting materials you can't normally get where-ever you settled. You'll also want everyone to have their own bed so they get rid of the Travel-Weariness debuff whilst their offline. It will also be useful to have settled near a Heartwood Tree.
- Make your own Market! Assuming you have steel at this point, you are thriving, and have excess stuff, and other neighbors living nearby, why not sell back stuff to those who are not residents?
- Road systems. Both paved and teleporting.
And remember, have fun! Be creative! Make Art Work. Do Brick Art. Hold festivals. Play music. Have snowball fights. At the end of the day this is still a video game.
World 12: Quit at some point.
World 11: Community Fair Worker
World 10: Co-Founder of the Northern Kingdom, Resident of Emerald City, Founder and Mayor of the Hole of Glory, RamZ's Art Emporium at CF, Member of the CFL Rams.
World 9: Founder of SnoopVille, Resident of Emerald City
World 7: Hermit and Neighbor to a dead Korean