Colonization and kingship

All the other rules:

* Community and gameplay rules
* War rules
* Roleplay and artifacts
* Factions and Cohalitions

Moreover, you'll find a complete list of all the available factions and cohalitions here.

## Settlements Requirements

### **ELVEN SETTLEMENTS**

**ELVEN VILLAGE**: Minimum requirements

* 7 houses
	+ *cooking area with basic furniture (furnace/oven, table with chairs, plates with food...)*
	+ *living area with basic furniture (bed, bookcases, shelves, various decorations...)*
	+ 1 door and windows (the windows can be glass, fences, etc...)

* 1 Main building (Feast hall/Temple/Townhall)
	+ If feast hall: *big table with chairs, plates and food,* *shelves, decorations,* *kitchen with furniture (oven, shelves, crafting tables...)*
	+ If temple: *Praying site,* *If wanted, benches for prayers*
	+ If Townhall: A throne, with a council table, a table of command, kitchen with furniture.
	+ 1 door and windows (the windows can be glass, fences, etc...)

* 2/3 **(for a minimal total of 100 points)** Resources/Specialists Buildings, chosen among the following with some respect of the biome variant and the surroundings:
	+ Lumberjack post: *logs, crafting tables, a weapon rack with an axe,* *a shelter with a chair inside **(50 points, max 1 allowed)***
	+ Fisherman's hut: *a shelter on a pond, with dishes/item frames displaying fishes, chests*, *a fishing spot with a weapon rack/item frame and a fishing rod **(35 points, max 2 allowed)***
	+ Jewelry: *a building with an anvil, a selling place and some item frames and representative items **(50 points, max 1 allowed)***
	+ Carpenter's place: *a building with some chests, a selling place, crafting tables and such **(50 points, max 1 allowed)***
	+ Barracks (only if you're in a biome with enemy units): *a place where soldiers sleep*, *a storage for equipment, with some weapon racks (filled) and armor stands (partially filled too) **(75 points, max 1 allowed)***

* 1 Smith: *should have 1 anvil, 1 furnace, 1 elven forge, a smelting place, 2 weapon racks and 1 armor stand (filled)*

* 1 Storage building: *should have 6 small chests, 3 barrels, a faction crafting table and an ordinary one*

* 1 water source (if far from a pond or river)

* 1 crops field of minimum 15x15 blocks

* Roads between buildings (have to be good looking, as all the rest of the settlement to be recognized).

**ELVEN TOWN**: Minimum requirements

* 10 houses
	+ *kitchen with basic furniture (furnace/oven, table with chairs, plates with food...)*
	+ *bedroom with basic furniture (bed, bookcases, shelves, various decorations...)*
	+ 1 door and windows (the windows can be glass, fences, etc...)

* 1 Lord's hall:
	+ *main hall (with a throne and decorations)*
	+ *small feast hall (big table, chairs and plates with food)*
	+ *lord's bedroom (with bed, bookcases, shelves, various decorations...)*
	+ 1 door and windows (the windows can be glass, fences, etc...)

* 1 Big smith: *should have 2 anvil, 2 elven forges, 1 cauldron, smelting place, 3 weapon racks and 2 armor stands (filled)*
* 1 Market square: *should have 8 stalls of various professions with representative items, a chest and an opening for each*
* 1 Big storage: *should have 8 big chests, 4 barrels, a faction crafting and an ordinary one*
* 1 fountain/ statue (anything that centers the middle of your market square)
* 1 Elven garden: *at least 2 trees, a small pond, flowers, a small shrine*
* roads between buildings (have to be good looking, as all the rest of the settlement to be recognized)
* 25x25 farm or life stock patch (life stock must include 4 animals)
* Simple walls all around the town

**ELVEN CITY:** Minimum requirements

* 15 houses
	+ *kitchen with basic furniture (furnace/oven, table with chairs, plates with food...)*
	+ *bedroom with basic furniture (bed, bookcases, shelves, various decorations...)*
	+ 1 door and windows (the windows can be glass, fences, etc...)

* 1 King's hall
	+ *main hall (with a throne and decorations)*
	+ *council's room (a big table with a big chair and smaller chairs around, table of command, some decorations)*
	+ *feast hall (big table, chairs and plates with food, shelves, decorations)*
	+ *king's bedroom (with bed, bookcases, shelves, various decorations...)*
	+ 1 door and windows (the windows can be glass, fences, etc...)

* 1 Big smith: *should have 2 anvil, 2 elven forges, 1 cauldron, smelting place, 3 weapon racks and 2 armor stands (filled)*
* 1 Barracks (minimum 5 beds with chests, 3 Armor stands and weapon racks (filled))
* 1 Tax collectors office. (5 bookshelves, 3 chests,  1 crafting table.)
* 1 Big market square: *should have 12 stalls of various professions with representative items, a chest and an opening for each*
* 1 Big storage: *should have 8 big chests, 4 barrels, a faction crafting and an ordinary one*
* 1 Royal fountain: *bigger than the town fountain*
* 1 Elven garden: *at least 2 trees, a small pond, flowers, a small shrine*
* stone roads between buildings (have to be good looking, as all the rest of the settlement to be recognized)
* 35x35 farm or life stock patch (life stock must include 6 animals)
* Great walls all around the town including towers (minimal of 3 towers)

### **HUMAN SETTLEMENTS**

**HUMAN VILLAGE**: Minimum requirements

* 7 huts/houses
	+ *kitchen with basic furniture (furnace/oven, table with chairs, plates with food...)*
	+ *bedroom with basic furniture (bed, shelves, various decorations...)*
	+ 1 door and windows (the windows can be glass, fences, etc...)

* 1 Main building (Tavern/temple/Townhall)
	+ If tavern: *barman's spot (should be closed by a fence gate, with a barrel, a chest and some mugs),* *at least 4 medium tables with chairs and food plates, a fireplace,* *shelves and decorations, a kitchen (with ovens, crafting tables, raw food in plates, a cauldron, details)*
	+ If temple: *a shrine,* *benches for prayers,* *decorations*
	+ If Townhall: A throne, with a council table, a table of command, kitchen with furniture.
	+ 1 door and windows (the windows can be glass, fences, etc...)

* 2/3 Resources/Specialists Buildings, chosen among the following with some respect of the biome variant and the surroundings:
	+ Lumberjack post: *logs, crafting tables, a weapon rack with an axe, a shelter with a chair inside*
	+ Fisherman's hut: *a shelter on a pond, with dishes/item frames displaying fishes, chests,* *a fishing spot with a weapon rack/item frame and a fishing rod*
	+ Jewelry: *a building with an anvil, a selling place and some item frames and representative items*
	+ Carpenter's place: *a building with some chests, a selling place, crafting tables and such*
	+ Barracks (only if you're in a biome with enemy units): *a place where soldiers sleep, a storage for equipment, with some weapon racks (filled) and armor stands (partially filled too)*
	+ Butcher's shop: *selling place with chests,* *dagger on weapon rack,* *raw meat in item frames*
	+ Hunter's hut, *a shelter with a bed and some light furniture,* *weapon racks with bows and daggers*

* 1 Smith: *should have 1 anvil, 1 furnace, 1 alloy forge, a smelting place, 2 weapon racks and 1 armor stand (filled)*
* 1 Storage building: *should have 6 small chests, 3 barrels, a faction crafting table and an ordinary one*
* 1 water source (if far from a pond or river)
* 1 crops field of minimum 15x15 blocks/1 animal pen with minimum 5 animals and minimum 10x10, with some water
* Roads between buildings (have to be good looking, as all the rest of the settlement to be recognized)

**HUMAN TOWN**: Minimum requirements

* 10 houses
	+ *kitchen with basic furniture (furnace/oven, table with chairs, plates with food...)*
	+ *bedroom with basic furniture (bed, shelves, various decorations...)*
	+ 1 door and windows (the windows can be glass, fences, etc...)

* 1 Lord's hall
	+ *main hall (with a throne and decorations)*
	+ *small feast hall (big table, chairs and plates with food)*
	+ *lord's bedroom (with bed, bookcases, shelves, various decorations...)*
	+ 1 door and windows (the windows can be glass, fences, etc...)

* 1 Big smith, *should have 2 anvil, 2 alloy forges, 1 cauldron, smelting place, 3 weapon racks and 2 armor stands (filled)*
* 1 Market square, *should have 10 stalls of various professions with representative items, a chest and an opening for each*
* 1 Big storage, *should have 8 big chests, 4 barrels, a faction crafting and an ordinary one*
* 1 main square, *should have some decoration, like a statue or a fountain*
* roads between buildings (have to be good looking, as all the rest of the settlement to be recognized)
* 25x25 farm or life stock (if life stock atleast 4 animals)
* Simple walls all around the town

**HUMAN CITY**: Minimum requirements

* 15 houses
	+ *kitchen with basic furniture (furnace/oven, table with chairs, plates with food...)*
	+ *bedroom with basic furniture (bed, shelves, various decorations...)*
	+ 1 door and windows (the windows can be glass, fences, etc...)

* 1 King's Hall,
	+ *main hall (with a throne and decorations)*
	+ *council's room (a big table with a big chair and smaller chairs around, table of command, some decorations)*
	+ *feast hall (big table, chairs and plates with food, shelves, decorations)*
	+ *king's bedroom (with bed, bookcases, shelves, various decorations...)*
	+ 1 door and windows (the windows can be glass, fences, etc...)

* 1 Big smith: *should have 2 anvil, 2 alloy forges, 1 cauldron, smelting place, 3 weapon racks and 2 armor stands (filled)*
* 1 Barracks (minimum 5 beds with chests, 3 Armor stands and weapon racks (filled))
* 1 Tax collectors office. (5 bookshelves, 3 chests,  1 crafting table.)
* 1 Big market square: *should have 16 stalls of various professions with representative items, a chest and a gate*
* 1 Big storage, *should have 8 big chests, 4 barrels, a faction crafting and an ordinary one*
* 1 Main square with huge statue
* stone roads between buildings (have to be good looking, as all the rest of the settlement to be recognized)
* Great walls all around the town with towers (made of stone)

### **ORCISH SETTLEMENTS**

**ORCISH CAMP**: Minimum requirements

* 10 tents, *rest place (a bed, basic furniture like a shelf and a chest) (must be made out of wool or wood )*
* 1 orc chieftain's tent, *bigger than the others,* *should have a big chair, a fireplace, decorations,* *a table of command*
* 1 campfire, *logs as benches,* *fireplace with a cauldron and a support*
* 1 Orc smithy, *tent-like appearence, 1 anvil, 1 orc forge, 1 furnace, smelting place, 1 weapon rack and 2 armor stands (filled)*
* 1 Storage tent, *should have 6 chests, 3 barrels, 1 orc bomb (any damage is your fault), a faction's crafting and a regular one*
* 1 warg pit, *a fenced area partially covered, that hosts at least 3 wargs*
* 1 crops field, *choice on wheat or morgul-shrooms, at least 9x9*
* road/dirt path all inside the camp (have to be good looking, as all the rest of the settlement to be recognized)

**ORCISH OUTPOST**: Minimum requirements

* 15 tents, *rest place (a bed, basic furniture like a shelf and a chest)*
* 1 lieutenant of Morgoth's hall, *bricks structure*
	+ *main hall with throne and decorations*
	+ *torture room (orc chains and such)*
	+ *lieutenant's bedroom (a bed, shelves, decorations, a chest, an armor stand)*

* 1 Big campfire: *logs as benches,* *fireplace with cauldron and support,* *distribution place*
* 1 Big orc smithy, *can be both a tent or a bricks structure, should have 2 anvil, 2 orc forges, 1 cauldron, smelting place, 3 weapon racks and 2 armor stands (filled)*
* 1 Big storage, *can be both a tent or a bricks structure,* *should have 8 big chests, 4 barrels, 2 orc bombs, a faction crafting and an ordinary one*
* 1 warg pit *a fenced area partially covered, that hosts at least 3 wargs*
* 1 crops field, *choice on wheat or morgul-shrooms, at least 12x12*
* simple walls all around
* roads between structures (have to be good looking, as all the rest of the settlement to be recognized)

**ORCISH STRONGHOLD**: Minimum requirements

* 15 huts
	+ *common rest place (4 beds, basic furniture like shelves and chests)*
	+ With 1 door and windows (windows can be made of glass or fences or ....)

* 1 orc citadel, *bricks structure*
	+ *main hall with throne and decorations*
	+ *torture room (orc chains and such)*
	+ *decisions room (table of command, banners, decorations)*
	+ *general's bedroom (a bed, shelves, decorations, a chest, an armor stand)*
	+ *prisons*
	+ With 1 door and windows (windows can be made of glass or fences or ....)

* 1 Huge campfire, *proper benches and tables,* *2 fireplaces with cauldrons and supports,* *distribution place*
* 1 Big orc smithy, *bricks structure,* *should have 2 anvil, 2 orc forges, 1 cauldron, smelting place, 3 weapon racks and 2 armor stands (filled)*
* 1 barracks (5 resting places, 4 armor stands , 4 weapon racks(filled))
* 1 Big storage, *can be both a tent or a bricks structure, should have 8 big chests, 4 barrels, 2 orc bombs, a faction crafting and an ordinary one*
* 1 Big warg pit, *a structure similar to the generated ones, that hosts at least 5 wargs*
* 1 Big watchtower, *wooden structure, with a chest, a couple of crafting tables and such*
* great walls ( made of stone)
* roads between structures (have to be good looking, as all the rest of the settlement to be recognized)

### **DWARVEN SETTLEMENTS**

**DWARVEN HILL:** Minimum requirements

* 7 burrows (small underground houses)
	+ *cooking area with basic furniture (furnace/oven, table with chairs, plates with food...)*
	+ *living area with basic furniture (bed, shelves, various decorations...)*

* 1 capitain's burrow, *bigger than the others,*
	+ *table of command and table with chairs*
	+ *capitain's room (with bed and decorations)*

* 1 dwarven tavern, *some sort of huge burrow*
	+ *barman's spot (should be closed by a fence gate, with a barrel, a chest and some mugs)*
	+ *at least 2 big tables with chairs and food plates,* *a fireplace,* *shelves and decorations*
	+ *a kitchen (with ovens, crafting tables, raw food in plates, a cauldron, details)*

* 2/3 Resources/Specialists Buildings, chosen among the following with some respect of the biome variant and the surroundings:
	+ Lumberjack post, *logs, crafting tables, a weapon rack with an axe,* *a shelter with a chair inside*
	+ Jewelry, *a building with an anvil, a selling place and some item frames and representative items*
	+ Stonemason's place, *a building with some chests, stone piles, a selling place, crafting tables and such*
	+ Barracks (only if you're in a biome with enemy units) *a place where soldiers sleep, a storage for equipment, with some weapon racks (filled) and armor stands (partially filled too)*
	+ Butcher's shop: *selling place with chests, dagger on weapon rack, raw meat in item frames*
	+ Hunter's hut, *a shelter with a bed and some light furniture, weapon racks with bows and daggers*
* 1 Smith, *should have 1 anvil, 1 furnace, 1 dwarven/petty dwarven forge, a smelting place, 2 weapon racks and 1 armor stand (filled)*
* 1 Storage building, *should have 6 small chests, 3 barrels, a faction crafting table and an ordinary one*
* 1 water source (if far from a pond or river)
* 1 animal pen *with minimum 5 animals and minimum 10x10, with some water*
* Roads between buildings (have to be good looking, as all the rest of the settlement to be recognized)

**DWARVEN TOWN:** Minimum requirements

* Access gate (the town is under a mountain)
* 10 underground houses
	+ *kitchen with basic furniture (furnace/oven, table with chairs, plates with food...)*
	+ *bedroom with basic furniture (bed, shelves, various decorations...)*

* 1 high commander's hall
	+ *main hall (with a throne and decorations)*
	+ *small feast hall (big table, chairs and plates with food)*
	+ *high commander's bedroom (with bed, bookcases, shelves, various decorations...)*

* 1 Big smith: *should have 2 anvil, 2 dwarven forges, 1 cauldron, smelting place, 3 weapon racks and 2 armor stands (filled)*
* 1 Market, *8 stalls carved in stone of various professions with representative items, a chest and a gate*
* 1 Big storage, *should have 8 big chests, 4 barrels, a faction crafting and an ordinary one*
* Dwarven mine, *a big mine going in the depth of the earth (it's not necessary to build all the mine... use some trick to build few and letting imagine a huge mineshaft)*
* details on the walls of the cave/town

**DWARVEN CITY:** Minimum requirements

* Royal access gate (the city is under a mountain)
* 20 undergroud houses
	+ *kitchen with basic furniture (furnace/oven, table with chairs, plates with food...)*
	+ *bedroom with basic furniture (bed, shelves, various decorations...)*

* main cave: *throne,* *big hall before it*

* King's quartiers
	+ *council's room (a big table with a big chair and smaller chairs around, table of conquest, some decorations)*
	+ *feast hall (big table, chairs and plates with food, shelves, decorations)*
	+ *king's bedroom (with bed, shelves, various decorations...)*

* 1 Big smithy: *should have 2 anvil, 2 dwarven forges, 1 cauldron, smelting place, 3 weapon racks and 2 armor stands (filled)*
* 1 barracks: 5 beds, 4 armor stands, 4weapons ( filled)
* 1 tax collectors office (4 bookshelves, crafting table, chests, basic furniture)
* 1 Big Market, *12 stalls carved in stone of various professions with representative items, a chest and a gate*
* 1 Big storage: *should have 8 big chests, 4 barrels, a faction crafting and an ordinary one*
* Royal Dwarven mine, *a huge mineshaft going in the depth of the earth (it's not necessary to build all the mine... use some trick to build few and letting imagine a huge mineshaft)*
* details on the walls of the cave/city.

## **11. - COLONIZATION RULES AND FEES SYSTEM**

**11.1** - The server runs on a system of provinces colonization, as the map shows. Some biomes are colonizable only by certain factions:

* Ered Wethrin, Ered Lòmin: Dor-Lòmin, Hithlum, Angband;
* Dor Daedeloth Mountains: Angband, Hithlum;
* Dor-na-Daerachas Mountains: Dor-na-Daerachas, Angband, Blue Dwarves;
* Blue Mountains: Blue Dwarves, House Ulfang, Dor-na-Daerachas;
* Himring Mountains: Fëanorians, Angband, House Ulfang;
* Ered Gorgoroth: Fëanorians, Gondolin, Tol-in-Gaurhoth, Nargothrond;
* Echoriath: Gondolin, Tol-in-Gaurhoth, Angband;
* Anfauglith Mountains: Angband, Hithlum, Gondolin;
* Andram: Nargothrond, Petty-Dwarves, Tol-in-Gaurhoth.

**11.2** - To colonize a province, you need to build a village there, and to pay the staff a Colonization Fee, that consists of:

* 128 stone
* 64 stone bricks
* 64 oak wood planks
* 128 bread.

The province you want to colonize has to border a province that your faction already owns. (for what a village needs, see above.)

**11.3** - There is another Fee besides the colonization one, and it is the War Fee. This is used to start a war of whatever type or to build a fortress settlement in a province already colonized by a faction. It consists of:

* 8 iron blocks
* 16 coal blocks
* 64 bread
* 2000 $ (20 coins valued 100 $).

The fortress settlement isn't listed above, it should just be in faction's style and should respect the requirements in War Rules.