Lawspeaker/Mayor: Cookie
Chieften: John
Hirdsman 1: Unknown
Hirdsman 2: Unknown
Elections start April the 7th EST (Australia) (Also Pending)
TRADE DEALS
Lionstone :
Sodom :
Haro:
Guilds
A Guild is a collective group of a Profession that is able to elect one of their members to sit on council. Elections can be whenever the Guild wants and such. All matters that relate to a Guild is that of the Guild's responsibilty...
Farming Guild
Offical:
Members:
Professions of the Guild.
The farmers guild is not just for those that farm the land in ways of Crop's and Plow, but also Ranchers and Hivekeepers. Each of these Professions is attached to the Farming Guild...
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Farmer: A Farmer is someone who cares for Crops and supplys the City and its People with the Bounty of the Land. The Farmer is Given land to the North (considered Farmland) where they are able to build a Farmhouse and warehouses on a 20x20 plot. It is undecided if they are allowed to Claim extra land under their Stake via purchusing with Coin when economy is open or to leave it open for Village Claim to cover for them. This is in Pending...
Skills// HIGH Farming, FULL Nature Belief.
Free Items// A seed bag of each Crop (a seedbag volume for the bagless crops)
Possible Contracts// Bakers, Tailors, Carpenters, Brewers, Ranchers.
Rancher: A Rancher is one that cares for animals, taming and raising them for the good of the City and its People. Much like the Farmer, they are given a 20x20 Plot to become their Homestead and Warehouse. They are not needed to raise crops but are allowed to if needed. Though it is best to just install a contract amoung the Farmers for Fodder. Alike the Farmers, it is undecided if they are allowed to Claim extra land under their Stake via purchusing with Coin when economy is open or to leave it open for Village Claim to cover for them. This is in Pending...
Skills//MEDIUM Melee (For Taming), FULL Nature Belief.
Free Items// A Rope and some Armour.
Possible Contracts// Bakers, Leather Workers, Tailors, Butchers, Farmers.
Beekeeper: While some may think that this is an uneeded job, sometimes its best to have oneself covered, a Farmer may inclued a Beekeeper Position aswell. A Beekeeper is one that has a lot of Hives for the Pure point of producing Honey and Wax for sale...
Skills//HIGH Carpentry (Or contract with a Carpenter), FULL Nature Belief.
Free Items// Their first Hive is Free.
Possible Contracts// Bakers, Carpenters, Miners, Tailors, Farmers.
Metal Guild
Offical:
Members:
Positions of the Metal Guild.
The Metal Guild is a joint combination of Miners and Smiths working together, most are both and the same when it comes to the work at hand. As it is an easier job to do both at the same time without wasting time on the other.
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Miner: On having Full Industry, a Miner is introduced to the Mine they will be working at. At first it will be a simple Tin mine, but the more they produce they will be able to 'Buy' an Upgrade to the next level of Mine. The System is as such.
Tin -> Copper -> Iron -> Silver -> Gold.
A miner will need to build his Hearthfire at the Mine Site and be able to Port to and from the Village as needed...
Skills// FULL Industry Belief.
Free Items// Their First Pick (though low Level) is free.
Possible Contracts// Smiths, Beekeeper (Candles), Brewers.
Smith: The processing of Ore to Bar then Bar to Tool/Alloy/Weapon is a Skill that is desiered by many, but few actually go through with it in the end considering the time taken, A smith is a patiant worker. And Able to accept it when his Smelter full of Ore becomes Slag with only one or two bars processed. They are Given a 20x20 Plot located around the Village Idol to allow easier access to the Idol's Porting Location.
Skills// HIGH Smithing. FULL Industry Belief.
Free Items// A Smithing Hammer (though Low Level) is Free.
Possible Contracts// Carpenter, Miner.
Journeyman Guild
Offical:
Members:
Positions of the Journeyman Guild.
The Journeyman Guild is the collective group of Gatherers, Hunters, Mapmakers, Prospectors and Fishermen. They are the ones that leave the cities grounds in search of their quarry, be it animal, fish or part of nature itself.
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Gatherer: A Gatherer collects the different bits and peices of the world, be it Plants, Soil or Clay. They search the riverbanks, the mines and the ground itself for the bounty that nature gives us. Much of what they find are greatly sort after by many of the guilds that remain in the city. They are given a Residentual Plot due to the fact that they Should be out in the world more then at home in the city.
Skills// HIGH Exploration, HIGH Perception, HIGH Survival
Free Items// 4 Loaves of Bread each departure.
Possible Contracts// Smiths, Carpenters, Bakers, Fishermen, Foresters.
Hunter: The Hunter is the one that searchs for the creatures of the land and their bounty of meats and hide, they require a good aim or great knowledge of the combat system to survive the animals without fear of death. The Hunter is a Job that many attempt to do, and are driven to their death due to the inexperiance and foolishness...
Skills// HIGH Marksman or Melee Skill. HIGH Survial
Free Items// Their First Weapon (A sling, low Quality) is free. AS is their first Armour.
Possible Contracts// Butchers, Leatherworkers, Fishermen, Farmers, Carpenters, Smiths.
Mapmakers: Is a job that is done through different methods, the most common one is through the use of Photoshop Programs. While there is a Skill that allows for map making, the interface of the maps themselves are not much of a draw from mapmakers, this Job is normally taken by Gatherers due to the similarty between...
Skills// See Gatherer. Also Personal ability for Patiance.
Free Items// See Gatherer.
Possible Contracts// The Goverment.
Prospectors: Again another Job that mixes in with others Journeyman Professions, but prospecting has its pros over something like Mapmakers. Prospectors are important to any city, be they large or small. There will be always more land to search in and new lands mean new opportunities. Finding a Mine can change a Cities outcome. Though depending on what kind of Ore the mine is, can also change its profits as well as the prospectors...
Skills// HIGH Perception, HIGH Exploration.
Free Items// First Rustroot is free, All Jars needed are Free.
Possible Contracts// The Government, Miners, Other Cities.
Fishermen: Before anyone could do it by throwing a line into the water and pulling out a fish, NOW its more of a Job to find and fish at the fishing spots. A good method of hunting those special Fish people are looking for. High Quality Rods and gear might help and you would be turning to others for those...
Skills// (Shrug), Patience.
Free Items// First Rod Equipment is free, as are boats.
Possible Contracts// Carpenters, Farmers, Hunters, Smiths.
Culinary Guild
Here is a list of all the possible know jobs people can do, there are no limitations to them though except when it comes to the belief sliders for farmer and smiths. But other then that, you can really do everything...
viewtopic.php?f=7&t=5284
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CONCEPT:
Villages in H&H generally always work on a model of distinguishing members from non-members, with members given access to most if not all of the at times considerable resources. Such villages are usually picky with who they let in, and revolve around select groups, often coming from affiliations outside the game, like DF, SA, etc.
Problems with the standard model: The above is perhaps the most natural way for most people to play. Either this, or being alone. However, the greater the number of members, the greater the village is open to problems pertaining from not knowing everybody (theft, discord over consumption of shared goods, griefing, etc.) As a result, these types of villages generally don't exceed more than a handful of individuals. This can make it a bit less exciting if you are hoping to find others on to work with/trade with/talk to. The result, I think, is a lot of these villages can run out of steam and become ghost towns.
- Now, the Brodgar (and New Brodgar) model:
The idea is not for a 'newbie helper city'. Rather, it is a city based on having no 'inner' 'outer' distinction. No locked and closed outer surrounding wall. Anybody may walk in or out or join (including newbies). This is not a problem as with the standard model, because _shared goods are kept at a strict minimum_. We are talking about a few areas for low Q seed storage, goodies for newbies to take as they please, etc. Nothing vital to anybody at all. This lowers the paranoia considerably, and allows (theoretically) for a much, much larger population, which hopefully makes it more interesting for everybody. Instead of shared resources, each player is allotted a similarly sized plot of land, large enough for a dwelling, and an industry or cottage farm/garden. It is up to the player to have a wall and gate built on their own land, up to them to put a claim on it, up to them to decide who is their friend and who has a key, etc. etc.
So, effectively, we have lots and lots of people living together, each with enough space to keep themselves productive with crafting/farming things, but without so much of the paranoia of not knowing who is around who might steal your shit. The biggest benefit in my opinion is that a city of dozens and dozens of people is possible, even more, leading to a much greater chance that you can simply walk to the central square and start shooting the breeze/selling shit/having some Greek polis style politicing/discussions. A simple democracy could be established with some basic rules, and elections for leaders on the forums every few months. One plot of land = one vote. Take a poll by screenshotting a map together of established plots, and having people identify where they live, to qualify to vote. Easy.
- What we learned from the last Brodgar:
Originally it was pushed for high density living in the middle, surrounded by farms. This created a bit too much of a jumbled ghetto in the end, with hard to access points. theTrav got it right in pushing for enough land each for everybody to have something to play with. We also built a wall in Brodgar, which constrained growth badly. We also built next to a river in Brodgar, with the same results.
What we can do different in New Brodgar?
Long, _wide_ open ended boulevards. No city limit walls or gates (they would never be open/shut anyway). Location in a big area with lots of room to expand, not next to a river. Not necessarily by amazing Q resources (this is debatable, but people can trade for that shit imo). Standardized plot of land equivalent to say, 10 to 16 wooden huts. Grid layout that does not vary, but expands whenever needed with no problems. _basic_ community stuff (like crappy kilns/ovens, crappy seeds) in the plots immediately surrounding the central square. Have the central square have a well near the middle.
The following will be a basic Map, that will be used to build Brodgar, the Hearth Secret will be posted here for the public to join in the construction...
To Further explain what is to be done, the Main Road exiting the Main plaza North, South, East and West are 11 tiles wide and as long as they can possibly reach before being stopped by nature. Along the roads, are the plots for each player, these plots measure to be 20x20 allowing the player to take whatever path they wish in the game. Between each Plot is 5 tiles that will allow for the Claim System Rules and then another plot will be added after that. Continuing until the number of Plots reach 3. This will begin the formation of Blocks which are 3x3 Player Plots, the Middle Plot can be used by a player and claimed or decided among the residents around it if it will be a farm or park or shared space. Around each Block will be another set of 11 wide roads that will meet at the Apex without forming a Plaza. This will allow for max travel while keeping all Plots neat and tidy...
PLOTS ARE TO BE GIVEN TO PLAYERS BY NANOTHNIR OR YOLAN, DO NOT TAKE A PLOT WITHOUT THEIR PERMISSION...
To the East of the Main Plaza, is that of the Dock. Here boats, fish and other things that have been gathered by River Trade/Work will be located, when finished this will be the best place to leave the boat, and there will always be a boat to use...
To the North there is plans for a large Scale Farm, this in contrast to the fact that North of Brodgar is a Meadow, prime location for Animal Spawns, allows for something useful and efficient to be built. This is still undecided but seems the best method of use...
Either to the West or the South will be the Barracks and Metal Working Zone depending on which direction we find a Mine in, We think to the West due to there being some Mud Flats over there, but due to no one having the skill to find a mine, we will have to wait...
Depending on where the Barrack/Metal Working Zone is, the Marketplace will be located in the remaining Direction. The Market place will be a large Square which will allow for anybody to set up a Vending Stand due to the fact the Village Aura will not be within it except to allow for Road Signs to be built. There will be ONE Road Sign for each Village that wishes to connect to Brodgar. We hope to be a Trading Hub that will be used by everyone. And to be the location for the Worlds End Party...
The map below will be expanded and updated in time to show the plan for The Main Plaza, a City Block, the Farmland, The Dock, The Barracks and the Market Place as we get them worked out. Please keep up to date with all the news...
[url]http://img.photobucket.com/albums/v630/LeonNeco/Grid3.jpg[/url]