[Guide] Cities in DC15 - Darkstar1592 - 07-29-2018
Cities
- If any of you were around for DC5 or earlier (and once again in DC12), this will seem familiar.
- Cities can be built and gain prestige and glory through a tier system.
- Unlock perks for your Residence as you progress through the tiers.
- A staff member must approve your city before it can be ranked up.
How to Rank Up
- To rank up to the next city tier, you must meet all the requirements of that tier and have a staff member judge your town.
- If the staff member determines that your town is eligible for rank up, they will grant you the bonuses of that tier
- You must then update your city tier in your forum post to complete the rank up
Tiers
Tier 0: Settlement
Requirements:
Perks:
Residence admins can toggle the following flags in the village:
- title - Shows or hides enter/leave message in residence.
- tp - Allow or disallow teleporting to the residence.
Tier 1: Village
Requirements:
- 576 xp bottles or 3 residents
- Town square
- Roads
- Planned living plots
- A public forum post in the Cities section of the forum with a resident list, city tier, map with directions from spawn or stargate, and other information about your city
Perks:
Residence admins can toggle the following flags in the village:
- subzone - Allow a player to make subzones in the residence.
- trample - Allows or denys crop trampling in residence.
- nmonsters - Allows or denys natural monster spawns.
Tier 2: Town
Requirements:
- 1,152 xp bottles gold ingots or 5 residents
- Town Hall
- Town Storage (With public chests, stocked)
- Crafting Hall
- Blacksmith room
- Smeltery
- Public crop farms
- Public mine
- Tavern / Restaurant
- Map room with at least 9 maps
- Non-torch lighting
Perks:
Residence admins can toggle the following flags in the village:
- keepexp - Players keeps exp after death.
- glow - Players will start glowing when entering residence.
- wspeed2 - Change players walk speed in residence to 2.
- falldamage - Protects players from fall damage.
Tier 3: City
Requirements:
- 1,728 xp bottles or 7 residents
- Banners
- Library + Complete Lv. 30 enchanting room
- Brewing room
- City walls - not made of cobblestone (If not underwater or in the sky)
- Public animal farm
- Tree farm
- Stables
- Town jail
- Inn or Lodge
- Nether portal
- Lighthouse (if next to an ocean)
Perks:
Residence admins can toggle the following flags in the village:
- sun - Sets weather to sunny in residence.
- rain - Sets weather to rainny in residence.
- night - Sets night time in residence.
- day - Sets day time in residence.
Tier 4: Province
Requirements:
- 2,304 xp bottles or 9 residents
- A grand entranceway
- Art museum/gallery
- Road in the nether to the nearest nether fortress
- Vineyard
- Guard Tower
- Barracks
- PvP Arena
- Bank or vault
- Inn/Lodge must have 10 beds
- Tree farm must have every type of tree
- River or other natural water source (mountain spring, oasis, lake, ocean, ..) within 20 blocks of the city limits
- Fishing hut
- Water mill
Perks:
A portal at spawn to your city (optional in case you want privacy)
Residence admins can toggle the following flags in the village:
- feed - Setting to true makes the residence feed its occupants.
- healing - Setting to true makes the residence heal its occupants.
- keepinv - Players keeps inventory after death.
- jump2 - Allows players to jump 2 blocks high.
Tier 5: Country
Requirements
- 2,880 xp bottles or 11 residents
- Villagers and houses for them
- Embassy for other town
- 2 Public works (i.e: statue, fountains, arenas, giant temple, observatory)
- Port with boats and docks (if near a river or ocean)
- Subway or other connection to nearest public area
- A castle or large structure to establish power
- A town attraction - Something large and unique that engages players (Spleef arena, casino, archery range, BE CREATIVE)
- A full-size beacon
- Marketplace
- Must have a farm for every crop and animal
- Wheat
- Melon
- Pumpkin
- Sugar Cane
- Potato
- Carrot
- Cocoa Beans
- Beetroot
- Nether Wart
Perks:
A free end portal in your country
Residence admins can toggle the following flags in the village:
- fly - Toggles fly for players in residence.
- jump3 - Allows to jump 3 blocks high.
- nodurability - Prevents item durability loss.
- wspeed3 - Change players walk speed in residence to 3.
Using tier flag perks:
Once a tier has been assigned to your residence, the residence owner and anyone with the Residence admin flag for that residence can toggle the unlocked flags in that tier themselves.
Commands
- /cities flag <residence> <flag> <true|false|remove>
- true - Turns the flag on.
- false - Turns the flag off.
- remove - Removes your custom setting and lets Residence fall back to its normal/default behavior.
- /cities list <residence> - see which presets and flags are currently unlocked for your residence
Who Can Use These Commands?
You can toggle unlocked flags if:
- You are the owner of the residence, or
- You have the Residence admin flag for that residence.
RE: [Guide] Cities in DC12 - Veresy - 07-31-2018
Is this that same cities idea I lost sleep over that one time? It's been so long!
RE: [Guide] Cities in DC12 - Darkstar1592 - 07-31-2018
(07-31-2018, 02:18 PM)Veresy Wrote: Is this that same cities idea I lost sleep over that one time? It's been so long!
Were you the one to come up with the cities plan for DC4/5?
RE: [Guide] Cities in DC12 - Veresy - 08-09-2018
I'm fairly certain I did, I remember needing to sleep on the idea because it was stressing me.
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