Guilds are able to purchase a township stone which will be placed along side their current guild stone. Township functionality includes the following aspects:
The purpose of Townships is to vest player guilds with control of a long range goal. Townships will allow players of all play styles to design, create, control and protect their creations while creating a significant point of interest and interaction to the entire shard.
Township Stone Overview
Player guilds will be allowed to purchase a Township deed which must be placed in the same structure as the guild stone. The Township stone (hued guild stone graphic) will provide the menus necessary to run the Township. Provided the following conditions are met, a dynamic zone of X number of tiles, in each direction from the stone, will be created.
• A Township stone may only be placed if a large majority (X%+) of houses within the to-be created dynamic zone is in the same guild as the Township stone placer. This will prevent guilds from trying to use Townships to force home owners out of an area.
• A Township stone may not be placed if the to-be created dynamic zone would overlap with another Township or guard zone.
Other Township Features and Rules:
• Township houses may not be traded to non-Township guild players.
• Township guild members, who have houses within the township, may not refresh their houses should they leave the guild.
• All Township guild members can view the Township stone and add gold to the Township. The owner and co-owners of the house in which the Township stone is located may fully access the Township stone (“township administrators” -> Manage Township NPCs, adjust law levels, adjust travel restrictions, etc).
• Any Township guild member may deposit gold with the Township (Double-click the Township stone and then click the Add gold button and target gold or checks), but gold can never be taken out of the Township stone – it can only be used for Township expenses.
• Township expense payments and purchases are tracked in an expense log which can be accessed through the township stone.
• When a guild disbands, the Township associated with it disbands as well.
• Township guild members will receive a warning if their Township will run out of funds within 7 days upon login.
• Township and Guild stones may not be moved once a Township stone has been placed.
• Township administrators may create an enemy of the Township master list by double clicking the township stone and selecting the option to create an enemy list. This will gather all the ban lists from all of the Township guild member houses within the Township zone and compile them into one master list for X gold.
• Declared enemies of the township (those on the master list created in the feature above), may not use any Township NPCs and will be announced by Lookout NPCs (See Township NPC Overview below)
• Once a Township has been established, no other non-Township/Guild player may place a house within the Township dynamic zone.
Township NPC Overview:
Township guild administrators (those who own or co-own the house in which the Township stone is placed) may purchase Township NPCs by double clicking the Township stone and clicking on “Buy NPC”. The purchasing player is given a deed for the Township NPC. The Township NPC deed may then be used by any Township guild member within his or her public house to place the Township NPC. Township NPCs may be dismissed through the Township stone.
The following features and rules apply to Township NPCs:
• To access the functions of a Township NPC, players must be standing in the same house with the NPC or on the porch of that house.
• Only the OWNER of the house in which the Township NPC resides may customize the clothing of such Township NPC.
• When a Township is dissolved, all associated NPCs are disbanded.
• The Township guild generates NO income from Township NPCs purchased through the Township system (i.e. standard profitability or lack thereof still applies to player vendors).
• Township NPCs can only be placed in public houses. Only one Township NPC is allowed per house. Township NPCs may not be placed in the same house as player vendor NPCs.
• Township NPCs can only be purchased once every X days (this number to be determined through testing, but is currently set to 7 days).
• Township NPCs do not use context menus and must be spoken to in order to access their services.
The following Township NPCs may be purchased (this list is subject to change):
• Banker – Provides access to a player’s bank.
• Innkeeper – Allows players to log out in the same building instantly and/or to purchase items sold by the innkeeper.
• Stable hand – Provides access to a stable.
• Shopkeeper – Provides access to a specific shop.
o Mage Shopkeeper
o Provisioner Shopkeeper
• Trainers – Provides training in specific areas.
• Emissary – Allows Township to be set to Grant of Authority (See Law Region Overview below).
• Evocater – Allows Township to set magic travel settings (Recall In/Out, Gate In/Out). It costs X gold to change one of the four settings and each setting can only be changed once every X minutes. The travel settings are set through double clicking the township stone.
• Town Crier -- Provides shard-wide news and increased the size of the dynamic zone by X number of tiles. A township can only have one town crier. By double clicking the Township stone, a message will indicate whether or not the Township can be expanded. If it can not be expanded, the guild will not be given an option to purchase this NPC.
• Lookout – This NPC will notify the Township guild, through guild chat, when it sees; an opposing kin, opposing chaos/order, a warring guild member, or ‘an enemy of the township’(see Township Stone Overview).
Law Region Overview:
A Township may have three different “Law Settings”:
• Standard – normal murder count rules apply
• Lawless – no murder counts can be given to or received by anyone.
• Grant of Authority (requires Emissary NPC) – normal murder count rules apply with the exception that the Township Guild may not receive murder counts.
Township Borders Overview:
Players should receive a notice when entering a Township area. The message generated should be based upon the Guild’s name, Activity level of the Township and the law being applied. “You have entered the <Activity Level based title> of the <Guild name>. <Applicable Law>.”
• Activity level based tittles
o Hamlet (Low Activity)
o Village (Medium Activity)
o Township (High Activity)
o City (High Activity)
• Guild Name
• Applicable Law
o The <Guild name> has received a grant of Authority by Lord British to enforce the law within this <Activity level based title>. (Grant of Authority Setting)
o Lord British enforces the laws within this <Activity level based title>.
o Beware! There are no laws being enforced within this <Activity level based title>!
“You have entered the village of the Perilous Adventurer’s Guild. The Perilous Adventurer’s Guild has received a grant of authority by Lord British to enforce the law within this village.”
“You have entered the hamlet of the Orcs. Beware! There are no laws being enforced within this hamlet!”
“You have entered the city of the Serpent’s Sword. Lord British enforces the laws within this city.”
Lastly, when leaving a Township area a message should be displayed. “You have left the <Activity Level> of the <guild>.” Example: “You have left the village of the Perilous Adventurer’s Guild.”
Township Expense Overview:
The amount of gold a Township requires to operate depends on several factors. The first is the activity level of the Township. The more active a Township becomes, the lower the associated costs. The reasoning behind this is that when a Township becomes active it creates a point of interaction on the shard which is valued by the players and the staff. It also discourages Townships of convenience where very wealthy players seek a Township for the sole purpose of having their very own Animal Trainer (stable). While such Townships of convenience will be possible by the wealthy, it will require a great deal of gold to upkeep. This will eventually draw gold out of the economy or require the Township guild to generate more gold (thus creating interaction -> hunting parties, pk targets, etc).
The second factor in determine expenses for the Township are the type and quantity of Township NPCs placed within the Township. The Township NPCs each have their own pay scale and will add to the weekly upkeep expense of the Township.
In short this system allows guilds to build truly functioning towns that can be tailored to how they desire to run their town.
It should be noted that this system is just the foundation upon which future enhancements will be made.
Edited by Sloth (04/23/08 05:02 PM)