Fortifications Classic

The Fortification section includes buildings, personnel, and support personnel whose sole interests areprotecting your home(s), whether it be your Hamlet, your Capital, your Outliers, or patrolling yourhighways. Fortifications does not necessarily include armor and weapon crafters, as their wares are oftenpurchased by civilians.The soldiers, whether they are the militia, private guards, mercenaries, bandits, army, navy, or any othervariety are the core of the Fortifications system. In my Challenge, before any house rules come into play,your soldiers are in one of two groups--the officers and the enlisted personnel. The enlisted personnelform groups of 10 soldiers each, called a "squad." Each squad is led by a sergeant (one of the 10 soldiersin the squad). A Leftenant, the first of the officers, oversees the squads, and each Leftenant is responsiblefor roughly 2 Squads. The leader of your militia/army is at first the Commandant, and then eventually aGeneral.General/CommandantLeftenant Leftenant Leftenant2 Squads 2 Squads 2 Squads(9 Soldiers, 1 Sergeant) x2 (9 Soldiers, 1 Sergeant) x2 (9 Soldiers, 1 Sergeant) x2Pointspage 64 / 284Refugee to Regent ChallengePoints received from this Fortifications Page are considered Fortifications Points, and the total should bekept separately (unless House Ruled otherwise), as a display of your settlement/nation/empire's militaryprowess.
Your Militia (and, later, Army), will be your Capital/Outlier's primary means of defense against hostilemobs, bandits, raiders, etc. Your Militia are housed in a Barracks, have their weapons stored in anArmory, and have a few support structures built for them. Generally, the Militia is divided into Squads of10 soldiers. 9 Militia/Army led by a Sergeant. Leftenants keep an eye on various squads, and commandup to 4 squads per Leftenant. All the Leftenants report to the Commandant, who leads the Militia/Army.Your Soldiers all bunk together in a Barracks, though squads are generally slightly separate from eachother. Leftenants get rooms, though they sleep 2 to a room. Commandants get to sleep in their own(small) house.Note that this beginning force is only the Army--the land rats. Your Airship Air Force and Maritime Navywill be introduced a little later.TL:DRCommandant > All10 Soldiers to a Squad (9 Soldiers, 1 Sergeant)2-4 Squads/LeftenantSoldiers=Barracks, Leftenants Sleep 2/room, Commandant gets his own small houseLeftenants, Commandant=OfficersSoldiers/Sergeants=Enlisted MenSoldier ClassesIf certain materials are not available in a given stage, use the closest Stage-appropriate material you canget.Myrmidon (+1 Point/Squad)Based on the Fire Emblem Myrmidon Class. I realize it doesn't translate well to Minecraft.Standard Armament:page 65 / 284Refugee to Regent ChallengeTiCo RapierLeather ArmorArcher (+1 Point/Squad)Standard Armament:BowArrowsLeather ArmorWooden/Stone Sword for close combatMilitary Conscript: Hammer (+1 Pun Point)StopHammer Time!SwordsmanIron (or Stage-Equivalent) SwordIron ArmorBeastmaster (+1 Point/Squad)Stone (or Equivalent) SwordLeather Armor1-2 DogsLeftenants (+2 Points)Iron SwordIron ArmorBowArrowsCommandant (+3 Points)Named Iron Sword (any kind)Iron ArmorDiamond HelmetEnchanted BowArrowsDogpage 66 / 284Refugee to Regent ChallengeBuildings and SupportWherever you build your Barracks, etc, there should be plenty of room to expand, because yourArmy/Militia is going to expand a great deal.The Navy/Air Force will have their own bases when they show up.Build a BarracksSquads should sleep together, and separated slightly from other squadsEach Squad member gets a Bed and a ChestEach Squad Member gets 1 Decorative itemEvery Sergeant gets a Double ChestSergeants get 2 Decorative Items.Build a Leftenant's BunkhouseThe Bunkhouse will be expanded as more Leftenants are hired.Leftenants sleep 2 to a roomEach Leftenant gets a bedEach Leftenant gets a Double ChestEach Leftenant gets 3 Decorative ItemsBuild a Commandant's BilletShould be built to Hamlet Hut specificationsBuild an ArmoryIf Beastmasters/other Dog/animal-using Soldier is in the Militia/Army, they should haveKennel/exercise areas for the Dogs needed.See Kennel/Kennel Master section in Agriculture for specificationsShould store/be capable of storing all the weapons and armor for the entire Militia/ArmyShould store 25% more weapons than the Militia/Army needsOfficers' arms/armor should be kept separately from the Enlisted Men's arms/armorBibliocraft Tool Racks/Armor Stands are recommendedChests/Barrels, etc are perfectly acceptable as wellBuildingsBarracksCommandant's Billet (+2 Points)Officer's Bunkhouse (+1 Point)Enlisted Men's Barracks (+1 Point)Armory (+2 Points)Beastmaster's Kennels (+1 Point)page 67 / 284Refugee to Regent ChallengeCafeteria (+1 Point)Archery Range (+1 Point)Infirmary (+1 Point)Parade Grounds (+1 Point)Sparring Square (+1 Point)Mage Lair (If applicable, +1 Point)Mage Lairs are intended for mages joining the military. As the name implies, it is a place for magic usersof all kinds to come together to practice their magics.Mech Stables (+1 Point)If Any of the soldiers/officers are issued Modular Power Suits (or any other mech tech of this kind), it isstored here. Basically a hi-tech version of the Mage Lair.Watchtower (1 Defense Point/3 Watchtowers=.33 Defense Points)Manned Watchtower (+1 Defense Point per Watchtower Defense Point)Walls (1 Defense Point)At the very basic level, Walls keep enemy Testificates, Players, mobs, and Herobrine out of certain areas.These are the mere basics of Fortifications, but they are important, as a simple wall stops nearly everyMob known to Minekind. That said, there are several different kinds of walls that can be used for defense(this list is certainly not exhaustive):Tall Wooden Fence (+0 Defense Points)The bare basics, the Fence will not stop any arrows, but you will be able to see what is coming, and it willbe able to stop most mobs from coming after you.Wooden Palisades (+1 Defense Point)Barely a step up from the Tall Fence, the Palisades block arrow fire, and prevent Creepers and Zombiesfrom getting through. There is the problem of not being able to see what is on the other side, however....page 68 / 284Refugee to Regent ChallengeStone Wall (+2 Defense Points)Whether it's Cobblestone or Smoothstone, Stone walls last just a little bit longer than Wodden Palisades.Cobblestone walls are faster and cheaper to make, but Smoothstone walls end up being a little bitstronger.Glass Wall (+0.5 Defense Points)Provides next to no blast protection, but Glass walls allow you to see what waits for you on the other sideof the wall.Obsidian Wall (+3 Defense Points)The ultimate in blast protectionForce Field (+3 Defense Points when online)Walls of the Future--TODAY!Gate (+1 Defense Point)Get in and out from behind the walls easily.Crenelations (+1 Defense Point)by building a 2-high block every other block, and a 1-block high next to it, you can provide yourselfmaximum protection from arrows and other projectiles coming towards you, while still enabling you toreturn fire. NOTE: This Upgrade is recommended with the upgrade Wide Enough to Walk On.Overhang (+1 Defense Point)Sick of those darn spiders climbing up and over your walls? Place a 1-block (or more) overhang on thetop of your walls, and watch your spider problems dissapear--until they find another way in.Wide enough to walk on (+2 Defense Points)Recommended when you have ranged weaponry (such as bows, guns, mining lasers, spells, etc), WideEnough to Walk On lets you patrol the top of your walls, firing down at (or leaping down into the midstof) enemies, unfriendlies, or -inlaws for combat.Watchtowers (+1 Defense Point)page 69 / 284Refugee to Regent ChallengeWalls are all well and good, but it is highly recommended that you position Watchmen at regular intervalsalong your walls, to kill enemies that approach your lands--instead of merely stopping them.The Watchtowers defense point is a one-time point per wall. Watchtowers on a wall count as thestandard 1 point per 3 Watchtowers,.33 Points/Watchtower.TNT Catapults (+3 Defense Points)Do you fear a siege? Well, with a few well-positioned TNT Catapults, you should be able to put a dentinto their ranks. Be careful, however, because TNT can cause quite a bit of damage to the landscape ifyou keep shooting it......PersonnelYes, you are one bad Motherminer, but you cannot be everywhere at once. As your population grows, youwill need help to keep everyone else safe. This is where your militia/army/navy?/air force?/space force?comes into play.General/CommandantDepending on what stage you are in, you will soon get a General or a Commandant (General coming intoplay at roughly the Gold City level). These are your immediate subordinates. You tell them what needs tobe done and they will get it done. Depending on your personal style, they may or may not actually go intothe field. They should, however, always have their own room, equipment equal to yours, and everythingthey could possibly need to train up new recruits.LeftenantLeftenants are General/Commandant's immediate subordinates. They usually are in charge of a Platoon of2-5 Squads. If the Reservists must be called up, they are divided into Squads, and then split between thePlatoons. Leftenants get better quarters than Regulars and Veterans, but usually sleep 2 Leftenants to aroom. They usually have weapons and armor that are better than the Regulars. Their equipment may beslightly worse or on par with your General/Commandant's equipment, depending on how you choose toequip them.Squadpage 70 / 284Refugee to Regent ChallengeThe Squad is the basic sorting group of your army. It consists of 5-9 Reservists, Recruits, Regulars, andVeterans, led by a Sergeant (For a total of 10 to a Squad). The Sergeant sleeps in the Barracks with hismen, and usually (though not always) has the same equipment as his men.Foot Soldier RanksVeteransThese guys have been around the block, and know a thing or two about fighting. They are the creme de lacreme of your fighting force, equipped with the best metal armor available, and each armed with acustom, named, Tinkered weapon. There usually aren't very many Veterans in any army, even one that'slarge. All Watchmen are assigned at least 1 Dog, to supplement their fighting power.RegularsThese guys have been through basic training, and have faced a mob or two. They are usually equippedwith iron arms and armor, and are rather competent. Regulars are assigned Dogs at a rate of 1 Dog per 2Regulars.RecruitsStill green and wet-behind the ears, the Recruits are the bare minimum required to help defend yourcivilization. They're usually armed with stone weapons and given Leather Armor to wear.ReservistsThese men and women are people who are only warriors part-time, but still take up a sword or bow indefense of the town when it is necessary. Reservists generally are equipped with one or two pieces ofLeather Armor (usually a Helmet and Boots, and 1 Breastplate per 2-5 Reservists) and either Stone orWooden weapons. Occasionally, say, every 5-8 Reservists, one of them may own a bow and arrows.WatchmenWatchmen are considered Reservists, despite the fact that they serve an active role in town defense. Themain reason for this is that they sit in Watchtowers all day with their full sets of Leather Armor and theirBows, and watch for enemies to approach your walls. In addition, Watchmen do not sleep in the Barrackspage 71 / 284Refugee to Regent Challengewith the rest of the Squads. Watchmen generally have their own Dwelling that they return to after the endof their shift. All Watchmen are assigned a Cat, to help repel Creepers.SupportBaracksHeadquartersTraining GroundsArchery RangeInfirmaryCafeteria