How to run a village

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shadyg0d
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How to run a village

Post by shadyg0d »

I am starting a village and I want some other leaders to give me advice. Best layouts, how to do gates/keys, permissions, pclaims or not, etc... What is the best way to do it? What is the most secure vs what is the most efficient? What is the best way to recruit? Anything else worth mentioning?

Just looking for some general tips and guidelines from experiences players. Just anything really. Mucho appreciato
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infectedking
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Re: How to run a village

Post by infectedking »

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Always have your gates facing out, that way you can give your villagers "Slave keys" which means they can only open them from the inside while going out, then close it behind them. If you do it the other way and a villager does with a Masterkey, then whoever kills them, can change your locks and trap you inside your own village.

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Same thing with mineholes, have them face inwards.
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strpk0
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Re: How to run a village

Post by strpk0 »

Give your villagers plenty of space to work with, they can easily get bored and quit/leave if you confine them to a 30x30 plot with nothing to do.
Depends on the type of player they are, though. Mostly communicating and making sure they have what they need should do the trick.
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slipper
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Re: How to run a village

Post by slipper »

Kill the tryhard before he turns on the village.
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Shadow7168
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Re: How to run a village

Post by Shadow7168 »

One I like is having separately walled off areas, one for trials with some basic junk and no vandal permissions, one for regular members where they can build their own plot or whatever, and one in the middle for community resources, like kilns, ovens, smelters etc. with trespass/theft permissions.

That way the trial people can't build a minehole, but they can still be a part of the village.
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MagicManICT
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Re: How to run a village

Post by MagicManICT »

I like the separate plots with a public area for the "team efforts" such as cattle, silk, etc. I can grow some things I like to have on my personal plot that generally aren't used for mass consumption like pepper.

In my experience, having a "trial member" area is all fine, but it really don't do anything other than weed out the most easily distracted spies. Anyone really wanting to infiltrate will get past all of the social constructs designed to catch spies and thieves. Just let me note I think it is a necessity, but is only a first step. Having a good permissions system will do more to prevent theft and inner-village problems.
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shubla
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Re: How to run a village

Post by shubla »

MagicManICT wrote:I like the separate plots with a public area for the "team efforts" such as cattle, silk, etc. I can grow some things I like to have on my personal plot that generally aren't used for mass consumption like pepper.

In my experience, having a "trial member" area is all fine, but it really don't do anything other than weed out the most easily distracted spies. Anyone really wanting to infiltrate will get past all of the social constructs designed to catch spies and thieves. Just let me note I think it is a necessity, but is only a first step. Having a good permissions system will do more to prevent theft and inner-village problems.
Having separate area for trial member makes getting in your village require some effort. Which will block majority of attempts from people that just want to grief you.
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MagicManICT
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Re: How to run a village

Post by MagicManICT »

Yeah. That was my point about it being a necessity. But as I also said, it's also not going to weed out anyone dedicated to infiltrating the village.
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Kaios
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Re: How to run a village

Post by Kaios »

Regarding gates, I'm preferable to having two that open both ways in places you want people to be able to access but don't want to give a master key for. If they happen to die with the slave key it's no big deal cuz of visitor and you can simply change the locks.
shadyg0d
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Re: How to run a village

Post by shadyg0d »

Very good advice everyone, thanks. Keep it coming please

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