Orc Settlements

**Within the same province, you may need only 1 Orc Encampment to have an Orc Stronghold, or a Orc-City, or both of them.**

**NB: When the term "mountains" is used, this refers to LOTR mod biomes (ie. Misty Mountains, Blue Mountains, etc.), not extra tall and steep landmasses like cliffs, tall hills. Therefore, settlements may still be built on the aforementioned landmasses, just not in biomes like Erebor.**

#### USEFUL THINGS TO KNOW BEFORE STARTING YOUR BUILD:

* **Field kitchen** - this is a place where food for whole encampment is made, so  it should contain at least a furnace, a fireplace with a cauldron, and a place where the ingredients and kitchen equipment is stored.

* **Armoury** - a palce where the armor and weapons of orcs is stored, must contain filled weapon racks and armor stands.

* **Warg Pit** - place where wargs are bred and kept, so it should have some living wargs and be isolated from the rest of the camp.

* **Breeding Pits**  - place where you breed orcs, bones, mud and waste blocks, with some decorations adequate to orcs.

* **Field Kitchen** - a portable kitchen where orcs can go and get their food.

* **Supply Tent** - big tent where all the foodstuffs are stored; hay bales, chests, barrels.

* **Smith** - a building in which weapons and armor is made, adding avils and or funaces would be appropriate.

* **Stonecutter** - a building where stone is cut into the right shape for a certain task

* **Siege Equipment Manufactory** - a building where siege equipment is made, think of rams, ladders etc.

* **Treasure Trove** - a place where orcs store their stolen loot, think of adding chests and piles of silver, gold and bronze.

## **Orc Settlements**

> **The Settlement must look good before recognising.**
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> **Rushed builds will not be accepted.**
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The following settlements are used for factions with **orcs**, all the settlements have to look **good** else it won't get recognized.

Multiple recognised settlements within the same province are permitted, but only in certain combinations.

At the moment, the only instances when multiple recognised settlements are permitted are when a stronghold is accompanied by an encampment, or when a fortress is accompanied by an encampment.

### **Orc Encampment**

**Village Settlement.**

**Used for colonization and oversea colonization.**

**Can't be build inside mountains(*Angmar and Gundabad ignore this rule*)**

**Only 1 building is necessary per point.** *(e.g. you can choose between a Village Hall or a Temple as Central Building, so you don't need to build both. This counts for every point unless it is stated otherwise.)*

#### **Orc Encampment Requirements**

* 10x Living Spaces (Tents, Cave Homes, Houses)
	+ 1x Chest
	+ 1x Bed
	+ Basic Furniture (Just putting in a bed and chest will not suffice)
	+ Get creative, pretty much anything counts, windows, weapon racks or even thatch flooring is better than nothing. This goes for all building with this added.
* **Central Building:**
	+ Commander's Tent
		- 1x Command Table
		- 1x Filled Weapon Rack
		- 1x Filled Armor Stand
		- Basic Furniture
	+ Temple
		- Sacrificial Altar
		- Cages
		- Basic Decoration
* **Food Source**
	+ Supply Building
		- Can be a tent, house or cave
		- 4x Double Chests
		- 2x Crafting Table (\*Regular and Faction\*)
		- Basic Furniture
	+ Farm fields(At least 800 blocks of farmland) 1x Cage (One eqals 200 farmland area blocks) If near water -- Fisherman's hut (one equals 200 farmland area blocks) max 2 If in/near a forest -- Hunter's camp/hut (one equals 250 farmland area blocks) max 2 If on plains -- Animal Corral (One equals 150 farmland area blocks) Minimum 8x8 & minimum 5 mobs need to be in it. max 3
	+ Slave Holding Place
		- Can be a tent, house or cave
		- 5x Cages
		- 1x A Butchers’ Table
		- 2x Crafting Table (\*Regular and Faction\*)
		- Basic Furniture
* **Defensive Structure**
	+ Watchtower
		- Must be made out of stone or wood
		- 1x Chest
		- Ladder/Rope
		- Basic Furniture
	+ 2x Guard Post
		- Must be distinguishable from normal living spaces
		- 1x Filled Weapon Rack
		- 1x Chest
		- 1x Bed
		- Basic Furniture
	+ Wooden Palisade
		- Must not be made a literal square, use varying heights and be creative with the shape
		- Must be at least 5 blocks tall
		- Must cover at least 50% of the village
* **Specialist Building** (*All specialist buildings need furniture applicable with their profession. E.g. Smith: Smelt Place, filled weapon racks & armour stands, smelt place, decoration, etc. At least 2*)
	+ Smith
	+ Field Kitchen
	+ Warg Pit
	+ Breeding Pit
	+ Armoury
	+ Stonecutter
	+ Siege Equipment Manufactory
	+ Treasure Trove
* **Water Source**
	+ Fountain
	+ Well
	+ Sea does not count, a river or lake does count.
* **Roads Between Structures**
	+ Roads need to fit within their biome
	+ 1 straight line will not suffice, that’s not how roads were made in medieval times.

### **Orc Stronghold**

**Castle Settlement.**

**Can't be build inside mountains(*Angmar and Gundabad ignore this rule*)**

**No castle can exist on high or narrow peaks**

**Adds Siege Battle, if someone wants to capture the province it's built in.**

**Needs 1 Orc Encampment within the same province to construct an Orc Stronghold.**

**Castle can be built within a city, in such case the city won't require further fortifications, plus the city will be able to get sieged.**

**The castle cannot be changed in size during a war which involves his province, which means its not actually good for a faction to build a *~~shitty~~* 10x10 tower just to add a siege battle because then you will actually fight in a 10x10 dirtyhole and 100% lose that siege.**

**Castles can be recognized only during peace times, and every change in size made during peace time needs an additional recognition. Every recognition needs screenshots of the structure as proof.**

#### **Castle Requirements**

* **The Castle must be entirely covered by non-overlapping claims, from a minimum of 1 gold claim to a maximum of 9 gold claims.**
* **The number of claims is related to the dimensions of the structure, so if the castle doesn't fit in a gold claim, you will use a second one, etc.. up to a maximum stated above. *P.S No need to claim nature just because it's near the castle.***
* **The castle structure can have a size which goes from a minimum of 10x10x20 to a maximum extension which covers the space of 9 gold claims and max height 64.**
* **Every fortress must contain 1 or 2 gates, they will eventually get converted to their relative block stated in Battle Rules (Rule 8.1).**
* **Every gate can have a maximum of 1 layer of gate blocks and nothing else.**
* **For something to count as a gate, it needs to have dimensions of at least 3x3. Usage of gates smaller than 3x3 may be used as many times as you want; however, when unclaimed anybody is allowed to open or close them, even during battles.**
* **The castle should contain:**
	+ 4 Chests *(which could be useful for storage during battle)*
	+ 1 Anvil and 1 Unsmeltery *for repair things*
	+ 1 Command Table
	+ Water Source*(not necessary if near a pond/river)*

### **Castle Rules**

* **No** Obsidian
* **No** Lava
* **No** Quagmire *(Only if the castle is in a specific biome where quagmire naturally generates)*
* **No** Cobwebs
* **No** Water/Lava inside the walls
* For a castle to be built on or near a lake it must have a connection to land of atleast 40 blocks.
* Castles **can't** be recognized during war times.
* Moats are **allowed** but only max 4 blocks deep and max 12 blocks wide.
	+ Blocks allowed/not allowed within the moat;
	+ **Water** is allowed
	+ **Wasteland** is allowed
	+ **Stalactites** are allowed
	+ **Lava** is not allowed
	+ Any other block which causes instant damage is **not allowed**
* Drawbridges have the same function as a regular gate.
	+ The drawbridge gets converted into specific blocks during times of a battle. Read paragraph **8** in the Battle Rules page.
* Blocks which give players instant damage are **not allowed** to be placed as defences regardless.
* Tunnels to go underneath a castle to get inside is **not allowed**.

### **Orc-City**

**City Settlement.**

**Can't be build inside mountains(*Angmar and Gundabad ignore this rule*)**

#### **Orc-City Requirements**

* **Farm fields(At least 800 blocks of farmland) - (Only if there is no Village in province)**
	+ 1x Cage (One equals 200 farmland area blocks)
	+ If near water -- Fisherman's hut (one equals 200 farmland area blocks) max 2
	+ If in/near a forest -- Hunter's camp/hut (one equals 250 farmland area blocks) max 2
	+ If on plains -- Animal Corral (One equals 150 farmland area blocks) Minimum 8x8 & minimum 5 mobs need to be in it. max 3

* **Big Storage Area**
	+ 12 Double Chests
	+ 5x Barrels
	+ Crafting Tables *(of both a regular one + your factions' one)*
* **Fortifications (Not needed if you've built a recognized Castle within the city)**
* Walls
	+ Needs to be at least 3 blocks wide
	+ Has to be at least 6 blocks tall
* 2x Guardposts
	+ Must be distinguishable from normal living spaces
	+ 1x Filled Weapon Rack
	+ 1x Chest
	+ 1x Bed
	+ Basic Furniture
* Keep(If underground)
* **Central building**
	+ **Castle**- Check Fort Requirements
	+ **Chieftains Hall(***If settlement is underground***)**
		- Throne
		- Command table
		- 2x filled weapon racks
		- 2x filled armor racks
		- Big table with chairs around it
	+ **Dark Tower**
		- At least 25 blocks tall
		- Floors
		- Basic interior
* **Water Source** *(not necessary if near a pond/river)*
* **Great** **War Forge**
	+ 2x Furnace
	+ 2x Anvil
	+ 2x Unsmeltry
	+ 2x Cauldron *(filled with water)*
	+ Smelt Place *(Where all the armour/weapons are made)*
	+ 10x Filled Weapon Racks
	+ 10x Filled Armour Stands
* **15x Living Spaces (Tents, Cave Homes, Houses)**
	+ 1x Chest
	+ 1x Bed
	+ Basic Furniture
		- Ideas for Basic Furniture: think about a table, chairs, weapon rack with weapon, thatch flooring, furnace, etc.
* **2x Specialist buildings:**
	+ Skirmish pit (Think of an arena)
	+ Scavenger
	+ Stonemason
	+ Armoury
	+ Butcher
	+ Brewery
	+ Carpenter
	+ Jeweller
	+ Warg stables
	+ Siege Equipment Manufactory
	+ Doctor
	+ Fletcher
	+ Slave Cages (Min. 3x)
	+ Slave Market (Cage, Biding area etc)
	+ Breeding Pits (Think of Pits in Isengard)
* **Roads between structures**
	+ Roads need to fit within the biome.
	+ **1 straight line of dirt won't be accepted.**

**Port District:**

* Docks
* At least 8 more houses need to be build in the city (so if you have 20 houses built and want to have a port district you need 28)
* At least 2 more specialist buildings (so if you have 2 built and want to have a port district you need 4)
* Sailor's barracks
* Port administration building