Capital City

These Cities represent the central point of a faction that produces a good amount of Political Power that doesn't get affected by Authority or Vassalship.

You can only Build one Capital City Per Faction.

### **Mandatory Requirements:**

* **Aesthetically Pleasing** - Capital City must look good and realistic. More demanding than Towns. It is up to the Staff member evaluation of your settlement if it passes this requirement.
* **15 Houses** - These houses must look like they belong to wealthy people, they must be 5x5 (Inside) Contain Furniture, 2 Beds, 1 Barrel, 2 Chests, 1 Furnace, a Window. If you are building an orcish city, they don't have to look fancy, but must look like an orc lives there.
	+ **8 Manors** - These houses belong to the richest of the city. Must look exceptionally wealthy and be at least 10x10 (Inside) with 5x10 Courtyard. The manors must have at least 2 bedrooms (2 Beds, 1 Large chest, Window) and 2 other rooms (One if which must contain Furnace, 2 Chests, 2 Barrels). Manors reduce 10 Points from optional requirements. *Houses can be replaced with these if slums are replaced with houses.*
* **20 Slums** - These homes are for the poor folk in on your city, they must contain 1 Bed, 1 Barrel, 1 Chest and a Controlled fire in the ground.
	+ **20 Houses** - These houses must look like they belong to wealthy people, they must be 5x5 (Inside) Contain Furniture, 2 Beds, 1 Barrel, 2 Chests, 1 Furnace, If you are building an orcish city, they don't have to look fancy, but must look like an orc lives there. *Slums can be replaced with these if houses are replaced with manors.*
* **Citadel** - It must contain a main throne room, with two Large Dining Tables, A Kitchen in a separate room, and a storehouse also in a separate room with 6 Chests, 3 Barrels and 2 Crafting Tables. It should look like something Royalty would live in.
* **Walls** - The walls must surround the city. They must be 6 Blocks tall, Minimum of 2 blocks thick and maximum of 4 blocks thick, If you have walls you must have at most 3 entrance gates, 3x2 tall and wide. If the city is inside a mountain you can only have maximum of 2 gates. (If you built inside a mountain you are not required to have walls **IF ALL BUILDINGS ARE INSIDE THE MOUNTAIN**.)

### **Optional Requirements:**

Your capital must reach 80 Points worth of buildings:

- **Farm & Farmhouse: *2 Points |*** You can have a maximum of 10 Farms, each must have 90 Crop, A house to store your crops. It must be a minimum of 3x3(inside) and contain 2 chests a bed and a crafting table (Chests must contain some crops inside) These can be built outside walls.

- **Market: 5 *points |*** Only max 1 market per city, you must have a minimum of 3 Market stalls, each 3x3 (inside) and each must contain some blocks relevant to a trader (Ores, Logs, Furnace + Kebab stand)

- **Blacksmith: *6 Points |***  Max 1 per city. A smithy must look like a proper smithy, with a forge, anvil, armor stand and maybe some weapon racks, This will allow a Smith to be spawned for $5K of your faction.

- **Trade Post: 5 *Points |*** Max 2 per city. It must look like a certain type of tradesman lives in it, if a bakery then should look like a bakery, Can be a carpenter, miner, anything that would make sense for a trader.

- **Tavern/ Inn: *8 Points |*** Max 1 Per city, should have a main bar area and with at least 4 rooms for travelers with a bed and chest.

- **Harbor: *10 Points |*** Must be very big, able to hold very large ships, and look like a proper Harbor or Dockyard, if you want an idea for how one looks go to Umbar Waypoint at the City.

- **Library (Non orc/ tribal factions only): *5 Points |*** Must look like a library, with a large amount of bookshelves, tables and chairs.

- **Armory: *5 Points |*** Max 1 per city, must have 5 full armor stands and 5 full weapon racks. (Faction Related Gear) it can be built attached to the Town Hall/ Castle, or the Barracks. Allows an npc spawner to be made in the city, for limited amount of npcs

- **Barracks: *5 Points |*** Max 1 per city, Requires 8 beds in a barracks with 8 chests, these are guards of the town and will allow a Commander to be spawned (Commander Costs $5k).

- **Storehouse: *6 Points |*** Max 1 per City, The storehouse must be a minimum 5x5 and contain 4 double chests, 2 barrels, and a crafting table of your choice.

- **Stables: *5 Points |*** Max 1 per city, The stables must have ridable animals natural to the biome, you must have at least 3 animals there with a saddle.

- **Warg Pit (Orc factions only): *5 Points* |** Max 1 per city. Very similar to the stables, you can copy the look from natural generated warg pits. Must have 3 ridable wargs with saddles.

- **Animal Pen/ Barn: *5 Points |*** Max 1 per city. An animal pen or barn must have at least 5 tamed animals located in it, and should be a large building. (Spiders count as animals, you can add some webs into some pit for them)

- **Mine/ Quarry (Dwarves only): *5 Points |*** Max 1 per city.A mine that goes deep into the earth, you can grab ideas from Dwarven spawned mines, but please no bottomless pit with no way up or down.

- **Bathhouse (Dorwinion, Gondor Only): *5 Points |*** Max 1 per city. You can use bathhouse ideas from the Dorwinion bathhouses, which is basically a pool with a ceiling.

- **Temple: *8 Points |*** Max 1 per city, your religion must allow you to build temples, requirements are dependent on the nature of your religion.

- **Brewery: *6 Points |*** Max 1 per city, A building with multiple barrels filled with drinks that would make sense for the faction. Minimum of 12 Barrels.

- **Additional 10 Houses: *10 Points***

- **Additional 10 Slums: *5 Points***

- **Additional layer of walls: *10 Points |*** These walls must be on the outskirts of the city, that surround everything in the city, they follow regular wall requirements of towns.