Hobbit Settlements

**Within the same province, you may need only 1 Halfling Village to have a Bounder Fort, or a Halfling Town, 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.**

> **The Settlement must look good before recognizing.**
> **Rushed builds will not be accepted.**
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The following settlements are used for factions with **hobbits**.

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

At the moment, the only instances when multiple *recognized* settlements are permitted are when a town is accompanied by a village, or when a castle is accompanied by a village.

##### **USEFUL TERMS TO KNOW:**

Corral: A fenced area where livestock (pigs, sheep, cows, etc.) are kept.

Earthworks: Fortifications that have been dug into or raised from the earth, such as moats, trenches and artificial ridges constructed as barricades.

**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:

* **Fisherman's hut** - should be built next to water, with basic living furniture inside and a fishing deck next to it

* **Hunter's camp** - tents around a fireplace, with logs to sit on

* **Vineyard** - vine plants with a central building where they are stored

* **Animal corral** - place where you keep at least 5 living animals, big enough to store them

* **Village hall** - main building of the village, where all the important meetings take place

* **Temple** - speaks for itself, feel free to build a church, mosque, shrine of whatever comes to your mind

* **Smith** - a place to smith, anvil, other basic equipment pieces, can be connected to a house with some furniture

* **Carpenter** - a place where the craftsman makes creates furniture, place when he can store wood, some basic furniture

* **Stonemason, stoneworker** - a workplace, some area where spare stone  is stored, basic furnitureFisherman's hut - should be built next to water, with basic living furniture inside and a fishing deck next to it

* **Stables** - horse stalls with some living horses, donkeys or mules in the

* **Butcher** - workplace (butcher table, butcher block), basic furniture

* **Tavern** - tables, counter, cellar with some barrels and food, voluntarily rooms for guests to sleep in

* **Barracks** - place for soldiers to sleep in, place to store equipment

* The term "hut" has the same requirements as a house.

* A Specialist Building does not count as a house.

The term "shop" has the same requirements as a house + extra decoration with specific things the shop sells.

**What is basic furniture?**

* *It's basically all you need to live, so a bed, furnace, some form of a storage, table with chairs. Of course you can add whatever you want, as this is bare minimum.*

**What are basic fortifications?**

* *Basic fortifications mean a palisade made out of wood or earthworks - fortifications made out of dirt.*

### **Halfling** **Village**

**Village Settlement.**

**Used for colonization.**

**Can't be built on or inside mountains.**

#### **Village Requirements**

* **6x Houses *(You are allowed to build more than 8)***
	+ Bed
	+ Door
	+ Window(s)
	+ Basic Furniture
		- Ideas for Basic Furniture: think about a table, small kitchen, chairs, bookcases, thatch flooring, etc.
* **Mayoral Hall**
	+ Hall
	+ 6x Chests
	+ Dining Table
	+ Decoration
* **Granary**
	+ 4x Double Chests
	+ Hay bales
	+ Crafting Table *(of both a regular one + your faction's one)*
	+ Gates/Doors
	+ 3x barrels
* **Water Source**
	+ Fountain/Well *(not necessary if near a pond/river)*
* **Food Source** *(At least 800 blocks of farmland, which can be lowered by other buildings)*
	+ *Farmlands (filled)*
	+ *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 the climate is adequate -- Vineyard*
	+ *If on plains -- Animal Corral (One equals 150 farmland area blocks) Minimum 8x8 & minimum 5 mobs need to be in it. max 4*
* **Marketplace**
	+ 4x Stalls
	+ Each stall contains 1 chest & an opening
* **Roads between structures**
	+ Roads need to fit within the biome.
	+ **1 straight line of dirt won't be accepted.**

### **Bounder Fort**

**Castle Settlement.**

**Adds +1 Siege Battle if someone wants to capture the province it's built in.**

**Can't be built on or inside mountains.**

**Needs a a recognized village within the same province to construct a Castle.**

**The fort 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.**

**Forts 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 Fort must be entirely covered by non-overlapping claims, from a minimum of 1 gold claim to a maximum of 6 gold claims.**
* **The number of claims is related to the dimensions of the structure, so if the fort 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 fort.***
* **The fort structure can have a size which goes from a minimum of 10x10x20 to a maximum extension which covers the space of 6 gold claims and max height 64.**
* **Only a maximum of 2 gates in two different locations could be placed inside the fort, they will eventually get converted to their relative block stated in Battle Rules (Rule 8.1).**
* **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 fort should contain:**
	+ 4 Chests *(which could be useful for storage during battle)*
	+ 1 Eatery
	+ 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
* Building castles on lakes/ponds/rivers is **not** **allowed**.
* Castles **can't** be recognized during war times.
* Moats are **allowed** but only max 4 blocks deep and max 6 blocks width.
	+ 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 defenses regardless.
* Tunnels to go underneath a castle to get inside is **not allowed**.

### **Halfling** **Town**

**City Settlement.**

**Can't be built on or inside mountains.**

#### **Town Requirements**

* 1**0x Houses *(You are allowed to build more than 10)***
	+ Bed
	+ Door
	+ Window(s)
	+ Basic Furniture
		- Ideas for Basic Furniture: think about a table, small kitchen, chairs, bookcases, thatch flooring, etc.
* **Warehouse**
	+ 16x Double Chests
	+ 5x Barrels
	+ Crafting Tables *(of both a regular one + your factions' one)*
	+ Hay Bales
	+ Cauldron with water
* **Town Hall**
	+ Hall
	+ 10x Chests
	+ Grand Eatery
	+ 1x Bedroom containing a bed, chest & table
	+ 1x Kitchen
* **Marketplace**
	+ 10x Stalls
		- Each stall contains 1 chest & an opening
	+ 3x Shops
* **Water Source***(not necessary if near a pond/river)*
* **Tavern**
	+ Cellar
	+ 3x Barrels
	+ 6x Tables
	+ 3x Rooms containing a bed, chest & table.
* **Tax collector's office**
	+ 9x Bookcases
	+ Table
	+ 4 Chests
* **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

To have your build recognized, please contact staff on our Discord server in #colonization-, or ask a staff member who happens to be online.