Realms System

When in the course of Middle Earth events, it becomes necessary for one people to form the political bonds which connect them with another, and to assume among the powers of Arda, the separate and equal station to which the Laws of DuME and of DuME’s Staff entitle them, a decent respect to the opinions of player-kind requires that they should declare the causes which compel them to Realm Formation.

We hold these truths to be self-evident, that all realms are created equal, that they are endowed by their Administrator with certain inalienable rights, that among these are Diplomacy, Development and the Pursuit of Happiness…

## What are Realms?

Realms is a system designed to bring the politics and diplomacy of Middle Earth into the world of our server. Would you like to take reign as Sauron and lead a war of conquest against Gondor? Or would you like to be a benevolent King and develop the riches of Rohan? Both of these options are available to you as the player, and these rules guide as to how to reach that. Realms largely have their actions over Discord.

## Where to Begin?

There are 6 Tiers to Realms, which players can begin their journey on simply with one message in the discord. The Tiers are as follow:

1. Mercenary
2. Clan
3. City-State
4. Realm
5. Kingdom
6. Empire

## Tier 1: Mercenary

Summary:

* Mercenaries are solo players seeking to be hired in wars, with 8 Troop Points.
* Their status is declared in #role-request on discord and requires 300 home alignment.
* Mercenaries can form companies with one another if their factions are friendly.
* Mercenaries become Clans as they begin their settlements.

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Mercenaries are the most basic aspects of Realms that players can partake as. Mercenaries are solo players that have declared themselves as willing to partake in wars. They require 300 home alignment.

Declaring yourself a mercenary is quite simple: Just say you’re a mercenary in #role-request on discord and attach a screenshot of your home faction's alignment.

Mercenaries have no claimed land to themselves diplomatically, but that does not prevent them from building their personal homes or anything of that sort. They do however have 8 troop points compared to the base 6.

Mercenaries may form companies with one another, being hired out as a group by whoever pays, though this is optional.

Mercenaries may not fight for their enemy factions, nor form companies with enemy faction players. Evil players may fight allies during skirmishes (ex. Orcs.)

A Mercenary will begin their journey to the next stage, Clan, as they begin to build their settlement in the world.

## Tier 2: Clan

Summary:

* Clans are a solo entity with 15 Troop Points.
* They require 500 home alignment and are applied for in #territories on discord.
* Clans gain a 1500 total block claimed area but do not own the Territory they are in.
* Clans require a Guild Hall and may build up to 2 Industries.
* Clans may Raid but not declare wars or have allies. The only war that can be declared on them is a Migration War.
* Clans are hired as mercenaries in war.

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A Clan is the next stage of a player’s path through realmhood, coming after Mercenary. While still solo, the player has now begun to construct a diplomatic base of operations for themselves, a Guild Hall of their own, but not yet the size of a City-State or including more players. They require 500 home alignment.

Clans will be listed as entities in #diplomacy on discord. Their naming convention is “House of \_\_\_”, “\_\_\_ Tribe”, “\_\_\_ Guild”, etc. Apply in #territories.

Clans have an allotted 1500 total block area to build their settlement. This is designated on the territory map but The clan does not own the entire territory. They are independent of anyone who owns said territory. 3 Clans or 2 City-States may share a territory.

The owner of the territory (if not of the same faction) may choose to remove the clan from the territory. This is a Migration War. Renegade Clans may try to retake their land or migrate to another territory and settle again.

Clans must have a central Guild Hall for their men, which must include a Main Hall, Training Area, and Barracks.

A Clan may build Merchant Buildings and up to two Industries that they can collect, however, they are not allowed to build Towns, Cities, Villages, or Ports. These Industries represent the non-war livelihoods of the clan, for example, shepherds, lumbermen, fishermen, and more.

Clans are hired out in wars similar to Mercenaries. Clans are not eligible to war or be warred (except for Migration Wars), however, they can raid and be raided themselves. They have no allies, although they may join a realm of their faction that is at war.

Clans are granted 15 Troop Points as they now have a more organized area to house these members, instead of warriors for hire.

## Tier 3: City-State

Summary:

* City-States are a solo or dual player entity with an upward cap of 35 total troop points.
* They require 1000 home alignment and are applied for in #territories on discord.
* City-States require a Capitol Building and a City.
* City-States may own the Territory they are in or split it with another City-State or higher tier realm.
* City-States may have 1 Alliance and 2 Trade Agreements. They may also become Vassals. They are allowed to War and Raid.
* City-States have limited building and restricted taxes.
* City-States may become Realms normally or by joining another City-State in the same territory.

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City-States are the stage following Clans, where players will begin to group up and interact more diplomatically. Their Guild Hall has transformed to be the Capitol Building of their own independent City, and the lands around have taken note. City-State owners require 1000 home alignment.

City-States are applied for in #territories on discord. Their naming is that of the City, and are listed in #diplomacy.

City-States can have a maximum of 2 members and can exist as a solo player. A Realm that loses all its members will diminish to a City-State based on its Capital.

City-States require a City around the Capitol Building. Capitol Buildings are upgraded from the Clan Guild Hall. Capitol buildings require a Main Hall, Barracks, Stables, Treasury, and Boardroom. The Training Area of the Guild Hall may be removed if desired.

City-States can possess one territory and one Sea Zone. However, they may also share that territory with a realm or another City-State. Two City-states may be present in one territory.

City-States may have one Alliance, and two Trade Agreements. They may not be powerful, but their focus on commerce grants them economic prosperity as their neutrality is maintained on the idea of mutual benefit. They are also eligible to be Vassals. City-States may swear fealty to or be subjugated by higher tier realms.

City-States are eligible to War, Raid and be Raided. However, City-states are restricted to raiding in their territory and neighbouring ones, or Coastal Territories two Sea Zones away with a Port. A vassal Raiding City-State may go by their overlord’s Ports instead.

City-States may build Villages, and up to three Industries within their territory, as well as one Port. They may not build Towns or Infrastructure.

City-State Troop points are determined by their City size only. Two-player City-States may choose to split their points between them however they choose. They are the masters, and these are their guards and levymen. Despite no set amount, Troop points are capped at 35 total.

City-States collect Taxes, as well as industrial production and trade earnings. Industries within 50 blocks of the City are 100% efficient, otherwise, they are 50%.
City-States may ascend to Realm status the normal manner, or with another City-State in their territory.

## Tier 4: Realm

Summary:

* Realms are a 2-5 player entity up to two territories in size.
* Realms require 1500 home alignment and are applied for in #territories.
* Realms require a Capitol Building, Stronghold, and City.
* Realms have 2 Alliance slots and 3 Trade Agreements.
* Realms are allowed normal diplomacy actions including Wars, Raids, and 2\* Vassals.
* Realms may build any improvements in their lands freely.
* Realms collect Taxes and Troop Points normally.
* Realms become Kingdoms upon receiving their third Territory.

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Realms are the fourth stage in the realm cycle, evolving from City-States. Realms are multi-player organisations, akin to the more established nations in Middle Earth such as the Blue Mountains, Lothlorien, and Lindon, but are not quite to the height and status of Kingdoms. They require 1500 home alignment.

Realms are applied for in #territories on discord. They are listed among City-States, Kingdoms, and Empires in #diplomacy.

Realms have a minimum of 2 players and a maximum of 5 players. Compared to the small local rule of before, Realms are more spread out nations and thus need more players to maintain and administer them. A Realm that goes below the minimum player limit will diminish to a City-State.

Realms require a Capitol Building, City, and Stronghold. Capitol Building and Stronghold may be merged into one building if desired. The presence of a military installation in their City establishes it as the territory’s capital, and thus its owners as its lords.

Realms may own up to two territories, and control three Sea Zones. In addition, these territories are allowed to house up to two City-States or 3 Clans. By being the higher tier and more recognized power of the region, Realms can essentially pressure these lesser states diplomatically.

Realms may have two Alliances and three Trade Agreements. They have sacrificed some of their trade and economic focus in exchange for further diplomatic standing.

Realms are permitted to War and Raid and be subject to them. Raiding is limited to either territories 3 Sea Zones away from Ports, or 2 territories away by land. Vassal lands count for both calculations.

Realms are allowed to have Vassals. They may either have one other Realm, or two City-States. They may also be Vassals themselves to another Realm or higher tier.

Realms are allowed to build freely internally. These internal improvements will bring them great wealth.

Realms collect Taxes and calculate Troop Points normally. They field at their nation’s capacity and collect their earnings as efficiently as they choose to invest themselves as.
Realms become Kingdoms when they apply for a third Territory.

## Tier 5: Kingdom

Summary:

* Kingdoms are a 3-10 player entity with size dependent on member count.
* Kingdoms require 2000 home alignment and are obtained when a Realm receives its third Territory. This is done in #territories.
* Kingdoms are allowed normal Diplomacy actions, albeit with restrictions on Raiding and Vassals.
* Kingdoms are allowed 3 Alliances and 4 Trade Agreements.
* Kingdoms can appoint 4 Lords, players delegated to overseeing territories, which will administer lands for them developmentally, in exchange for splitting Troop Points and Taxes.
* Kingdoms have two ways in which they can become Empires.

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Kingdoms are the fifth and second greatest stage of the realms system. Representing great nations like Gondor, Rohan, and Mordor, these entities are far more powerful than the Realms before them, with less restriction and more power. Only Empires surpass them. Kingdoms require 2000 home alignment.

Kingdoms are applied for via in #territories on discord with the Realm’s third Territory. The growing size and power of these Realms lead to their rulers receiving greater recognition and strengths as they progress.

Kingdoms require a minimum of three players and have a maximum of ten. With greater land and power, Kingdoms boast more great warriors and figures.

Kingdom max Territory count is determined by 1.5x the number of active members (rounding up) with a limit of nine Territories. Kingdoms may also control 5 Sea Zones. Lords can control, up to, two territories each. Military prowess allows Kings to go forth and conquer large swaths of land, and then be able to administer it reasonably.

Kingdoms have a limit of four Lords, three Alliance slots, and four Trade Agreements. This is larger than Realms, showing their further recognition and diplomatic strength. In addition, it allows for variability in internal Kingdom management.

Kingdoms may declare War on Realms, other Kingdoms, and Empires. They are allowed to have up to 3 Vassals (only one of which may be a City-State) Kingdoms are not allowed to raid, buy can be Raided and are allowed to defend themselves. As Kingdoms attempt to become more “civilised”, “barbaric” raiding techniques are abandoned for conventional war.

Kingdoms can build and expand freely, and Lords can as well in their own lands. The improvements to their land and growing Development Capacity will aid them in the future.

Kingdoms calculate Taxes and Troop Points by Lords first, then King. As previously stated, this internal development will expand the riches and military strength of the Kingdom.

Kings receive 50% of their Lord's Taxes, and 25% of their Troop Points. This is added on to the lands they control directly. These values are taken from the Lords, rather than creating more points. For example, a Lord who receives 200 coins in Taxes and 20 Troop Points will only get 100 coins and 15 Troop Points. The rest will go to the King.
There are two ways a Kingdom can transform into an Empire: either via diplomacy or size.

## Tier 6: Empire

Summary:

* Empires are 5-15 player entities.
* Empires require 3000 home alignment and form two ways. They are declared in #territories.
* Empires require Kingdom Requirements but replace a Capitol Building with a Palace.
* Empires are allowed 1 Alliance and 5 Trade Agreements.
* Empires are required to have an Internal King. They may have 4 Lords in addition to the King.
* Empires may have 2 Vassals that are Realms or Kingdoms.
* Empires act like Kingdoms for Development and Taxes.
* The Emperor and his Internal King are automatically Characters if they weren’t previously.

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Empires are the sixth and final stage in the realms process. While not truly represented in Lord of the Rings, we can base on the closest Kingdoms such as the Reunited Kingdom and the High Elves of the Second Age. While large and powerful, rulers will have to maintain a careful balance that comes at the drawbacks of this power. Empires require 3000 home alignment.

Empires can form from two different routes: Diplomatic, or Expansionist. Either one Kingdom grows to the size of 10 Territories or two Kingdoms of at least four Territories in size agree to unify. Unifying Kingdoms must be bordering, of the same race, and non-Enemy (the exceptions being Dorwinion with both Elves and Men and Angmar with Orcs and Men.) Both Empires declare in #territories. Unifying with another faction requires 3000 alignment in that faction as well.

Empires require a minimum of 5 players and have a maximum of 15. These vast tracts of land would be not only home to all manner of heroes but would require them just to maintain itself.

Empires require all the same requirements as a Kingdom, however, the Capitol Building has been replaced with a Palace. A Palace is comprised of Throne Room, Barracks, Armoury, Mess Hall (may be merged with Throne Room), Stables, Boardroom, Treasury, Garden or Plaza, and Defensive Features. Empires also require one City per three Territories, and one Stronghold per three Territories. The combined grandeur and functionality of the Palace, as well as a large population and means of defending the population, is essential for an Empire to exist.

Empires have 1 Alliance slot and 5 Trade Agreements. Empires may not ally with each other or with City-States. An Empire is far too busy managing itself internally to form a complex web of diplomatic ties, however, its massive resource pool is amazing for trade. Coupled with vying for dominance with potential other powers, their hands are tied in the diplomatic world, yet they are still feared.

Empire Territory capacity is determined by 1.5x the number of active members (rounding up). In addition, they can control 10 Sea Zones. Empires require 6 territories to remain in their status. Not as efficient at expansion due to their bloated size, Empires may still wield considerable sizes of Land and Sea.

Emperors are required to have a King within their empire, their second in command, who himself may have two Lords. In a Diplomatic Empire, the King who was not crowned emperor automatically becomes the internal King, which his lands and subjects under his rule provided they follow previously established rules of Lordship cap. The internal king may own a max of four territories directly as long as he has no Lords of his own. Having one or two Lords lowers this number to three. If this King becomes independent from the Empire, the Empire automatically reverts back to a Kingdom. Counting the Internal King (but not his Lords), the Emperor may have 5 Lords. The ever-complicated path of internal management and politics will keep the Emperor on his toes.

Empires may not have City-States as Vassals and may have 2 Vassals total. Empires follow the same rules of war as Kingdoms. No one in the Empire may Raid. Empires are vulnerable to a special kind of War, a Dissolution War.

Empires follow the Kingdom System for Development. Careful focus is pivotal in maintaining the powers that be in the Empire.

Empires follow the Kingdom System of calculating Taxes and Troop Points, going Lord, to King, to Emperor. Emperors truly reap the fruits of their labour with their wealth and might.

Emperors and their Internal Kings are automatically made Custom Characters if they are not previously Lore or Custom.

## Expansion

Summary:

* Expansions are applied for in #territories on discord, with a limit of 1 per type per 24 hours.
* There are two types of areas: Territories and Sea Zones, each with unique requirements.
* Realm Expansion Cap depends on the type of realm.
* Realms require a City-level development size in all territories before expanding again.

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Expansion is one of the most important and vital parts to growing your realm is size and power. Realms permitted to expand can do so by land or sea, increasing their reach and riches across all of Middle Earth.

There are two types of places realms can expand: Territories and Sea Zones. Territories are land areas, able to be owned, worked, and inhabited by realms. Sea Zones are ocean waterways and are essential for naval supremacy and controlling trade. Both area types have a modifiable Development Cap.

The map showing both the names and shape of Territories and shape of Sea Zones is found here. Expansions are applied for in #territories on discord. Realms can only expand once per type of Territory every 24 hours. Realm maps are posted in #territories.

In order to expand on land, realms must be adjacent to the land, build an Encampment, and pay a fee. For Home Territories, the fee is 2000 coins, 64 iron ingots, 32 gold ingots, and 5 stacks of prepared food. In Neutral Territories, the fee is 4000 coins, 128 iron ingots, 64 gold ingots, and 10 stacks of prepared food. Home and Neutral Territories are determined by the mod wiki as to which faction owns the lands. Expansion into Enemy lands is not allowed. These fees represent the materials to invest in the land, administrative costs, and supplies for military personnel.

To expand by sea, the realm must have a Port,  the land must be adjacent to an owned Territory or Sea Zone, must be coastal, must have a Patrol Fleet, and pay a fee. The fee for all Sea Zones is 2000 coins, 64 iron ingots, 32 gold ingots, 2 full barrels of alcohol, and 3 stacks of wooden planks. This fee represents the costs to secure a sovereign claim to the waters, the tack required to maintain ships, and the supplies necessary to keep their sailors happy.

Each Realm has its own specifics on expansion, but to briefly cover again:

* City-States may expand to control 1 Sea Zone, but may not expand over land.
* Realms may expand into 1 additional territory (not counting if they choose to become a Kingdom by expansion) and control 3 Sea Zones.
* Kingdoms may expand to 1.5x their active player count and control 5 Sea Zones.
* Empires may expand to 1.5x their active player count and control 10 Sea Zones.

In order to be able to expand, realms must have a City or equivalent in all their Territories beforehand. While in a lore context this represents a more legitimate claim to expansion, gameplay-wise this is simply just to balance rapid expansion.

## Buildings

Buildings are perhaps the single biggest part of the realms system. Buildings are required for various purposes, be they to become a certain tier of realm, expand, earn Taxes, or unlock Merchants. Buildings make or break a realm.

A disclaimer before types are listed, all buildings should show some kind of effort. We also understand that some buildings look different for the different factions. These are also minimum requirements. We actively encourage players to be creative with their designs and get immersed in their work.

### For Tiers

Guild Hall. For Clans. Requires:

* Main Hall
* Training Area
* Barracks

Capitol Building. For City-States, Realms, and Kingdoms. Requires:

* Main Hall
* Barracks
* Stables
* Treasury
* Boardroom

Palace. For Empires. Requires:

* Throne Room
* Barracks
* Armoury
* Mess Hall
* Stables
* Treasury
* Boardroom
* Garden or Plaza
* Defensive Features

### For Requirements

Stronghold. For Realms, Kingdoms, and Empires. Strongholds may also be built optionally. Can be upgraded from Encampments. Can be merged with Palaces and Capitol Buildings. Requires:

* Main Hall
* Barracks
* Stables
* Armoury
* Training Area
* Well
* Defensive Features

City. For City-States, Realms, Kingdoms, and Empires. Cities may also be built optionally. Requires:

* 9 Houses (with a limit of 20)
* 6 Businesses (with a limit of 13)
* 2 Wells
* 2 Monuments, Gardens, or Plazas
* 1 Government Building
* Defensive Features
* Optional Industry with Business Related

### For Expansion

Encampment. For Territories. Requires:

* 6 Tents
* 1 Well
* Basic Defenses

Patrol Fleet. For Sea Zones. Requires:

* 4 Patrol Boats

### For Development

City. See above.

Town. For Troop Points and Taxes. Requires:

* 6 Houses (Maximum of 8)
* 4 Businesses (Maximum of 5)
* 1 Well
* 1 Monument, Garden, or Plaza
* Basic Defenses
* Optional Industry with Related Business

Village. For Troop Points and Resources. Requires:

* 3 Houses (Maximum of 5)
* 2 Industrial Buildings (Maximum of 3)
* 1 Well
* 1 Industry (Maximum of 3)

### For Trade

Port. For Naval Expansion and Trade. Constructed in Cities. Enables overseas Trade Agreements. Requires:

* 2 Docks
* 1 Patrol Boat
* 1 Customs Office
* 1 Warehouse

Market. For Trade. Constructed in Cities. Enables overland Trade Agreements. Requires:

* 4 Stalls
* 1 Warehouse
* 1 Caravan Campsite

### For Infrastructure

Sewers. Reduces Crisis Chance. Constructed in Cities. Depends on Faction. Requires:

* For Gondor, Bree, High-Elves, Dorwinion, Rhudel, Taurethrim, and Near Harad:
	+ Underground Sewers
* For Durin's Folk and Blue Mountains:
	+ Mountain Sewer Output

* For Dunland, Rhudaur, Dale, and Dúnedain of the North:
	+ Gutter System
* For Hobbits, Morwaith, and Rohan:
	+ Through System
* For Lothlorien and Woodland Realm:
	+ Outhouses with basins
* For Gundabad, Angmar, Mordor, Half-trolls, and Isengard:
	+ Giant Pits

Jail. Reduces Crisis Chance. Constructed in Cities and Towns. Counts for Government Building. Requires:

* 4 Jail Cells
* 1 Guard Room

Roads. Reduces Crisis Chance, increases Development Capacity, and increases Resource Gain. Requires:

* A paved or path connection at least 3 blocks wide between Development Locations and a City.

Arena. Reduces Crisis Chance and generates Taxes. Requires:

* 1 Combat Area
* 1 Locker Area
* 2 Stands

### Build Parts

House. For Cities, Towns, and Villages. Generates Troop Points. Requires:

* Minimum 5x5 space
* Bed
* Double Chest
* Furnace
* Crafting Table
* Door

Business. For Cities and Towns. Generates Taxes. Merchant Buildings count for Businesses. Requires:

* Minimum 7x7 Space
* Double Chest
* Counter
* Display of Wares
* Sign Outside

Industry. For Cities, Towns, Villages, and Clans. Generates Resources. Requires:

* Minimum 32x32 Area
* Double Chest
* Themed to the Resource Generated
* Examples include: Mine, Quarry, Farm, Lumbermill, Fishery, Ranch, Orchard, Vineyard, Foundry, but any argument made by a player may have merit.

Industrial Buildings. For Villages. Increases Resource Generation. Requires:

* Minimum 7x7
* 3 Double Chests
* Raw Materials Scattered About
* Themed with Industry in Village

Government Building. For Cities. Requires:

* Minimum 9x9
* Counter
* 3 Bookshelves
* Desk

Examples include: Jail, Police Station, Town Hall.

Well. For Cities, Towns, Villages, and Encampments. Requires:

* Minimum 2x2 Width
* Minimum 10 Depth
* Well Requirements can be ignored if the location is near freshwater.

Monument. For Cities and Towns. Interchangeable with Gardens and Plazas. Requires:

* Minimum 3x3 Area
* Imagery of Person, Item, Fountain or Significant Object.

Garden. For Cities, Towns, and Palaces. Interchangeable with Monuments and Plazas. Requires:

* Minimum 13x13 Area
* Must be Greenspace

Plaza. For Cities, Towns and Palaces. Interchangeable with Monuments and Gardens. Requires:

* Minimum 17x17 area
* Worked Ground (Bricks, cobblestone, or path blocks.)

Main Hall. For Guild Halls, Capitol Buildings, and Strongholds. Requires:

* Minimum 7x13 area
* Main Siegable Door
	+ 3 Width
	+ 3 Height

Barracks. For Guild Halls, Capitol Buildings, Palaces, and Strongholds. Requires:

* Minimum 5x9 Area
* 6 Beds
* 6 Armour Stands

Training Area. For Guild Halls and Strongholds. Requires:

* Minimum 7x9 Area
* 2 Training Dummies (Scarecrows, Armour Stands, etc.)
* 1 Target

Stables. For Capitol Buildings, Palaces, and Strongholds. Requires:

* 4 Stalls
	+ 3x3 Area
	+ Closeable
	+ Cauldron with Water
	+ Hay Bale or Food Equivalent
* Double Chest
	+ 5 Leads

Treasury. For Capitol Buildings and Palaces. Requires:

* Minimum 7x7 Area
* Door
	+ 3 Width
	+ 3 Height
* 1000 Coins of Wealth Displayed
	+ Use this to calculate

Boardroom. For Capitol Buildings and Palaces. Requires:

* Minimum 7x11 Area
* Table
	+ 3x5 Area
	+ 3 Chairs
	+ Table of Command
* 2 Faction Banners

Armoury. For Palaces and Strongholds. Requires:

* Minimum 7x7 Area
* 3 Armour Stands
	+ 1 with Full Armor
* 2 Weapon Racks
* Anvil
* Unsmeltery
* Furnace
* Faction Crafting Table

Throne Room. For Palaces. Can be merged with Mess Hall. Requires:

* Minimum 7x13 Area
* Throne
	+ 2 Height
	+ 3 Width
* Main Siegable Door
	+ 3 Width
	+ 3 Height

Mess Hall. For Palaces. Can be merged with Throne Room. Requires:

* Minimum 7x11 Area
* 2 Tables
	+ 2x5 Area Each
	+ 2 Plates Each
		- 1 has 1 piece of Food
	+ 2 Cups Each
* 6 Chairs

Basic Defenses. For Towns and Encampments. Requires:

* Walls
	+ Surrounds all non-Industry Aspects
	+ 1 Width
	+ 4 Height
* Gate
	+ 3 Width
	+ 3 Height

Defensive Features. For Palaces, Cities, and Strongholds. Requires:

* Walls
	+ Surrounds all non-Industry Aspects
	+ 2 Width
	+ 5 Height
* 2 Towers
	+ Along or within Walls
	+ 3x3 Area
	+ 6 Height
* Gate
	+ 3 Width
	+ 4 Height

Tents. For Encampments and Caravan Campsites. Requires:

* Minimum 5x5 Area
* Bed
* Chest
* Armour Stand
* Opening

Patrol Boat. For Patrol Fleets and Ports. Requires:

* Minimum 5x11 Area
* 2 Beds
* 2 Double Chest
* Armour Stand
* Weapon Rack
* Mast
	+ 5 Height
	+ 5 Width

Stalls. For Markets. Requires:

* Minimum 4x4 Area
* Displayed Wares
* Double Chest

Warehouse. For Ports and Markets. Requires:

* Minimum 5x5 Internal Area
* 4 Double Chests

Caravan Campsite. For Markets. Requires:

* Tent
* Fence Post
* Wagon
	+ 2x3 Size
	+ Double Chest

Dock. For Ports. Requires:

* Minimum 2x9 Area
* Minimum 3 Blocks of Water on Side
* 2 Double Chests
* 2 Fence Posts
	+ 3 Blocks Apart

Customs Office. For Ports. Requires:

* Minimum 7x9 Area
* Desk
* Jail Cell
* Double Chest
* 3 Bookshelves
* 2 Chairs

Jail Cell. For Jails and Customs Offices. Requires:

* Minimum 2x3 Area
* Cauldron with Water
* Iron Door

Guard Room. For Jails. Requires:

* Minimum 5x5 Area
* Armour Stand
* Weapon Rack
* Desk
* Chair
* Chest

Combat Area. For Arenas. Requires:

* Minimum 9x13 Area
* Dirt, Path, or Stone Floor

Locker Area. For Arenas. Requires:

* Minimum 5x5 Area
* Armour Stand
* Weapon Rack
* Chest
* Bench
	+ 3 Length

Stand. For Arenas. Requires:

* Minimum 3x7 Area
* Bench
	+ 5 Length
* Views Combat Area

## Development and Taxes

***-Gaining Resources-***

The Industry represented by the Village will earn a Realm/Kingdom resources equivalent to 1 stack of goods for every Industry represented in the village. The Player builds the Industry near the village AND a business located within the village to store or process the resource. A maximum of 3 stacks of Resources may be gained every 14 days. These Industries must be within 50 blocks of the Village and must fit the biome they are in. Ore and Gem mines must be in Mountains not plains or woods.

(Example: A Farming Village that dedicates 2 buildings to farming will earn the Faction up to 2 stacks of food if there are 2 32x32 fields nearby. A Farming Village in the same area with 1 farm and 1 mine will earn up to 1 stack of food and 1 stack of ore when levied.)

Resources may only be levied ONCE EVERY 14 DAYS by the Leader of the Domain or any player elected by the Leader to do so. These resources are to be placed in the Domain’s warehouses to be used for claiming, sold to traders, or times of war.

Town - A Town must have a minimum of Ten (10) buildings (6 houses and 4 businesses) and include a well, One (1) decorative feature (garden, statue, etc), and MUST be protected by basic forms of defences. Towns are the Realm’s source of troops and coin

* Each home built within the Town earns the Lord 3 points for purchasing troops. These troops may be used to garrison the town or levied by the Lord and sent to war.
* Each business built within the Town earns the Lord 500 Silver Coins, to a maximum of 2000 Coins every 2 weeks
* Plus, a Town may choose 1 form of Industry that will provide resources under the same rules as Villages. However, at least one of the businesses in town must be relayed to the towns Industry.

***-Gaining Troops-***

See rules on buying troops.

City - A City must have a minimum of 15 buildings (9 houses and 6 businesses), 2 wells, and 2 monuments/gardens, and defensive walls and towers. Cities are a Realm’s source of Resources, Troops, and Coin.

* Each home built within the City earns the Lord 3 points for purchasing troops.
* Each business built within the City earns the Lord 500 Silver Coins, to a maximum of 3000 Coins per city every 2 weeks.
* Plus, a City may choose 1 form of Industry that will provide resources under the same rules as Villages.

However, at least one of the businesses in city must be relayed to the city's Industry.

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## Diplomacy

Summary:

* There are 3 Main assets to Diplomacy:  Trade, Military, and Crises.
* General Info.

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Diplomacy consists of a realm’s diplomatic, trade, and militaristic relations both in and outside its nation. Alongside domestic affairs like Crises, a realm must maintain its standings with other realms and combat external threats. Diplomacy can thus be typically broken into three parts: Trade, Military, and Crises.

### General:

There are three channels on discord solely dedicated to Realm Diplomacy. #diplomacy is official staff updates of various agreements and statuses occurring with realms. #diplomacy-leaders is a channel only viewable by realms, where only their rulers can speak, intended for the making of these statuses and notifying Staff of them. #diplomacy-general is a channel accessible by all to comment on the changing tides of the world.

Diplomacy actions are determined by the leader or, if applicable and the leader is unavailable, the second in command.

Realms have a limited number of diplomatic agreements they can make, divided either into Alliances, Trade Agreements, or Vassal Limit. This varies depending on their tier. To review:

* City-States: 1 Alliance, 2 Trade Agreements, and 0 Vassals.
* Realms: 2 Alliances, 3 Trade Agreements, and 2 Vassals.
* Kingdoms: 3 Alliances, 4 Trade Agreements, and 3 Vassals.
* Empires: 1 Alliance, 5 Trade Agreements, and 2 Vassals.

### Trade:

Trade is based around the principle of Trade Agreements. Trade Agreements are treaties based on economic and/or material gain for at least one party involved. 1 Agreement may be shared in a triangle manner with 3 realms, or directly between 2 realms. Once all parties have signed the deal, the agreement is posted in #diplomacy.

Trade Agreements require two rulers to exchange one resource for either coin or another resource. These are not instant payments, rather, they are taken as a fraction of industrial and tax production. Realms must have an industry producing said resource to trade it, and may only trade up to 50% of their production. Only 25% of taxes may be traded away in total.

Trade Agreements have Tariffs, which are bonuses for signing agreements. This is a percent of the traded item added on in coin, but not given by the trade partner. For example, Realm A is giving a stack of Iron, and Realm B is giving two stacks of coins. The coin value of this agreement is 2 stacks. If this agreement has a 25% Tariff, both realms would receive an additional 32 coins each collection period (25% the coin value). For Agreements with no clear coin value, we use this to calculate. Coins are rounded up.

Trade Agreements may have benefits collected and given once a week. Trade Agreements are indefinite until one party breaks them. The goods are transferred by staff.

Trade Agreements may be established if a realm has built a Market for overland, or Port for overseas.

An overland route may extend 5 Territories away from a territory housing a Market. Overland Agreements have a max Tariff of 10%. For each territory, the Tariff decreases by 2%.

Overseas Trade Agreements require a Territory with a Port and may extend up to 10 Sea Zones away. By Default, the Tariff is 25%. For each friendly Sea Zone (any of the trade partners) the route passes through, 2% is added. For non-claimed waters, 1% is taken away. For other realms’ Sea Zones, if they permit the route, 2% is taken off which that other realm will receive.

### Military:

The Military side of Diplomacy consists of Alliances and Vassals. An Alliance is a defensive (and sometimes offensive) agreement between two independent realms. Vassals are realms that are subjected to another realm and have limited actions they can take.

Alliances are agreements between realms regarding their safety with one another. Alliances may not declare war or raid one another. If a realm has war declared on them, all of their allies are automatically asked to defend them. The allies can deny this at the cost of breaking the said alliance. Alliances may also be called by an aggressor, however this is optional.

Alliances are formed in #diplomacy-leaders by two rulers and, once signed, are posted by staff in #diplomacy. Alliance offers that are sent with no response within one week are automatically declined and may not be resent for 48 hours. Seconds may agree to Alliances if their leader is unavailable, but they may not request Alliances.

Alliances last until one realm breaks it, either by a refusal to fight defensively, or voluntarily ending the alliance. A realm that voluntarily ends an alliance may not ally anyone for 24 hours, and may not declare war on the realm they have broken alliance with for 1 week. Realms at war may not ally or re-ally anyone for the duration of the war. Realms who have fought each other directly (not as allies to attacker and defender) may not ally for 1 week.

Non-aggression pacts (two sides agreeing not to declare war on each other but are not allied) do not count as an Alliance slot.

Vassals are subjects to another realm and thus have limited diplomatic standing. A Vassal may have 0 allies, 0 Vassals themselves, and only 1 Trade Agreement with an outside realm, which requires their overlord’s approval.

Vassals must be within 2 Territories of their overlord, or 3 Sea Zones. They must be smaller than their overlord, with a limit of 3 Territories in size. Realms can have Vassals of enemy factions.

Vassals give 50% of all tax earnings, 25% of all resource earnings, and 50% any Tariff or Trade Earnings.

Vassals automatically participate in all of their overlord’s wars.

Vassals may declare independence from their overlord and fight for it. They may ally one realm to help them achieve this goal. This ally must be previously eligible to ally with the Vassal and is not an ally of the overlord. This war is treated similar to a Civil War. If the Vassal is an enemy faction as the overlord, any same or allied faction realm to the Vassal may assist in their independence.
More Info regarding Military aspects of Diplomacy can be found in the War section.