Men Settlements

**Within the same province, you may need only 1 Village to have a Castle, or a 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.**

## **Human Settlements**

> **The Settlement must look good before recognising.**
>
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The following settlements are used for factions with **humans**.

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 town is accompanied by a village, or when a castle is accompanied by a village.

#### 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.*

### **Village**

**Village Settlement.**

**Used for colonization and oversea colonization.**

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

**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.)*

#### **Village Requirements**

* **6x Houses *(You are allowed to build more than 6)***
	+ Bed
	+ Door
	+ Window(s)
	+ Basic Furniture
		- Ideas for Basic Furniture: think about a table, small kitchen, chairs, bookcases, thatch flooring, etc.
* **Central Buildings**
	+ Village hall
		- Meeting Table w/ Chairs
		- Table of Command
		- Decoration
	+ Temple
		- Altar
		- Sit places
		- Decoration
* **Specialist Building** *(All specialist buildings need furniture applicable with their profession. E.g. Smith: Smelt Place, filled weapon racks & armour stands, decoration, etc.)*
	+ Smith
	+ Stonemason
	+ Armoury
	+ Butcher
	+ Tavern
	+ Brewery
	+ Carpenter
	+ Jeweller
	+ Baker
	+ Weaver
	+ Stables
	+ Cloth-maker
	+ Tanner
	+ Siege Equipment Manufactory
	+ Doctor
	+ If in a biome which spawns enemy units -- Barracks
	+ Spa
* **Profitable Area** (Either food source or rescource gathering.)
	+ **Food Source** *(At least 400 blocks of farmland, which can be lowered by other buildings)*
		- Farmlands (filled)
		- Orchard (every tree equals 5 farmland area blocks) There must atleast be a division between rows of trees.
		- 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 3
	+ **Resource Gathering**
		- If in a hill biome -- Mineshaft, Quarry
		- If in/near a forest -- Logging camp, Lumberman's hut
		- If on plains -- Granary, Windmill
		- If a vineyard is present -- Brewery
* **Trading place**
	+ Market stalls
	+ Shop *(Same requirements as a house + extra decoration with specific things it sells.)*
* **Water Source** *(Not necessary if near a river/pond)*
	+ Fountain
	+ Well
	+ **Sea does not count**

* **Roads between structures**
	+ Roads need to fit within the biome
	+ **1 straight line of dirt won't get accepted.**

* **Port (required for oversea colonization)**
	+ Must be on water
	+ Minimum 20x20
	+ If you want to colonize over sea; 1 Ship = 1 Sea Province.

### **Castle**

**Castle Settlement.**

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

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

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

**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. You can only have one moat. A moat is a deeping going around(or on the side, if builder wants so) the castle. A moat can go around the whole castle.
	+ 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**.

#### **Human City**

**City Settlement.**

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

**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.)*

#### **Human** **City requirements:**

* **Farm fields(At least 800 blocks of farmland) - (Only if there is no Village in province)**
	+ Farmlands (filled)
	+ Orchard (every tree equals 5 farmland area blocks) There must atleast be a division between rows of trees.
	+ 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 3

* **Central building:** *Need interior and decoration.*
	+ Town hall
	+ Palace
	+ Temple
	+ Thermae complex

* **12x Houses** *must have:*
	+ Bed
	+ Door
	+ Window(s) *(if it fits the style)*
	+ Basic furniture *(just a table isn't good)*
		- Ideas for Basic Furniture: think about a table, small kitchen, chairs, bookcases, thatch flooring, etc.
* **2x Specialist buildings** *(All specialist buildings need furniture applicable with their profession. E.G. Smith: Smelt Place, filled weapon racks & armour stands.)*
	+ Smith
	+ Stonemason
	+ Armoury
	+ Butcher
	+ Tavern
	+ Brewery
	+ Carpenter
	+ Jeweller
	+ Baker
	+ Weaver
	+ Stables
	+ Cloth-maker
	+ Tanner
	+ Siege Equipment Manufactory
	+ Doctor
	+ Spa
	+ If in a biome which spawns enemy units -- Barracks
	+ For factions that condone war crimes -- Slaver
* **1x Military Building**:
	+ Barracks
	+ Armory
	+ Weaponsmith
	+ Fletcher
	+ Watchtower
	+ Siege Equipment Manufactory
* **Administrative building:**
	+ Tax collector's office,
	+ Courthouse
	+ Library
* **Main square**
* **Granary** *must have:*
	+ Hay Bales
	+ Crafting Table *(Both regular and your factions')*
* **Trading place:**
	+ For factions that condone war crimes -- Slave market
		- 15x slave cages
		- Selling place
	+ 10x Market stalls
	+ 3x Shops
	+ Port *(if by a river/sea)*
* **Fortifications (Not needed if you've built a recognized Castle within the city)**
	+ Needs to be at least 3 blocks wide.
	+ Needs to be at least 6 blocks tall.
	+ NB: These fortifications do not have to go around the whole settlement.

Battlements: adequate to your city stale, so for example a small town somewhere in Gondor can have a wooden palisade. If the city is at the seaside you can also build a port district, which works like a harbor, you need:

**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