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Building and Bases (Rules): Difference between revisions

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There are limitations in place for personal and clan building. These limits include the total number of build parts, placeables (deco), crafting stations and lighting. Further aesthetic restrictions are in place for us as a role-play server. <includeonly> [[Building and Bases (Rules)|<Read More>]] </includeonly><noinclude>[[category:TOC]][[category:Rules]]
'''Season 4:''' Private clans are being de-emphasized in favor of Gorean settlements. The build area is restricted to the COLORED highlighted areas on the map. No residential building is allowed in the Fair Grounds. There are new pre-built buildings available this season at the /warp craft area. <includeonly> [[Building and Bases (Rules)|<Read More>]] </includeonly><noinclude>[[category:TOC]][[category:Rules]]


=Rules=
Players are required to join a settlement (player-ran village) but may additionally have a private residential clan. Players are required to build within the build zone along Merchant Row. [[Building and Bases (Rules)#Exceptions| Exceptions]]


==About Building on BoG==
Settlements are public and anyone can join. Settlements may have pre-built homes available for you to move into. Alternatively, they may require you to build near by under your own private residential clan. Speak to the officers, look in discord and/or check the notice boards at the entrance or docks of each settlement.


It is important that we maximize role-play opportunities and thus request everyone to build within the preferred build zone. This is not a requirement unless you are intending to recruit players to your location.
;Cliffs
:All buildings must be accessible via walk/run from merchant road without climbing, using elevators or other man-made elevation structures requiring more than two sets of stairs. If you can not realistically reach the building by cart you should find a new location.


You are not allowed, in anyway, to divide the player base. This includes, but is not limited to, attempting to create/recruit a new/separate/independent outpost/village/town/city <u>outside of the preferred building area</u>. (Personal homes and small clans are fine. Anything more than that is not allowed. Expansion is planned by the server team based on the current <b>server population</b> and server storyline.) <br><br>Our goal and needs are clearly explained here:
;Merchant Road
:Merchant Road, the brown line on the map, can not be blocked, covered or in any other way impeded.  Any structure found to block the road is subject to immediate destruction.


{{:Category talk:Server Setting}}
:Further, Merchant Road is under the auspices of the Merchant Guild and the laws of Nordhagen and Aurumvale, thus no town, village, person, clan, camp or house may impose additional laws or rights upon the road or those passing through.


;Residential clan builds
:''The focus of your public life should be in the Settlement Clan, but that does not mean you cannot have a residential clan with up to 6 people. Residential means where you are going to sleep and fuck - not where you work or socialize.
:*Residential Clans of 6 or less are required to build within the build area.
:*Once a clan has reached 6 members they may apply to become a settlement.
:*All residential clans are obligated to accept and enforce the laws of the area. However, clan and house rights are accorded as long as visitors are apprised of the rules at the time of their visit.
:* Residential Clans should not be walled. If there is a need for walls either move to a settlement or grow into one.
;Settlement
:''With the exception of lag issues you may apply to grow your clan into a settlement. Your settlement may be built around Merchant Road as long as only the laws of the area are in effect and a reliable thoroughfare is provided.
:*There are exceptions for villages that wish to have different or additional laws.
=Allotment=
=== Build Restrictions ===
=== Build Restrictions ===
You are not allowed to exploit the game mechanics at the expense of game play and fiction.  It is one thing to build a defendable base, it's another to build one that is inaccessible or unassailable.
You are not allowed to exploit the game mechanics at the expense of game play and fiction.  It is one thing to build a defendable base, it's another to build one that is inaccessible or unassailable.


# You are not allowed to build in naturally inaccessible or unrealistic locations such as on top of a tower or giant cliff. ''Specifically, if you can not be attacked during a [[Sieging (Rules)|siege]] you can't build there. [[image:buildstupid.jpg|300px|right]]
# You are not allowed to build in naturally inaccessible or unrealistic locations such as on top of a tower or giant cliff. ''Specifically, if you can not be attacked during a [[Sieging (Rules)|siege]] you can't build there. [[image:buildstupid.jpg|300px|right]]
# Elevators have been disabled.
# You are not allowed to construct homes where the mechanical game protection exceeds what is reasonable and immersive -- such as four tile thick walls and back to back draw bridges.  No more than two lockpickable gates should be used to restrict access to the main part of the base.
# You are not allowed to construct homes where the mechanical game protection exceeds what is reasonable and immersive -- such as four tile thick walls and back to back draw bridges.  No more than two lockpickable gates should be used to restrict access to the main part of the base.
# All doors and gates must be lockpickable. If you use a door or gate which can not be lock picked then it must be set unlocked.
# All doors and gates must be lockpickable. If you use a door or gate which can not be lock picked then it must be set unlocked.
# You are not allowed to construct unassailable bases -- such as stuck high up in a cave that can't be damaged by normal game mechanical means.
# You are not allowed to construct unassailable bases -- such as stuck high up in a cave that can't be damaged by normal game mechanical means.
# If there is a road -- build along side it or at the end of it, not ON it. (Exceptions for story arcs maybe allowed.)
# If there is a road -- build along side it or at the end of it, not ON it.  
# '''No bed rolls in dungeons:''' Bedrolls in dungeons have caused more issues than anything because they glitch the respawn and can cause the server to eventually start crashing out.
# '''No bed rolls in dungeons:''' Bedrolls in dungeons have caused more issues than anything because they glitch the respawn and can cause the server to eventually start crashing out.


;Blocking Resources
===Residential Build Size===
:It is acceptable to build with the intention of controlling a particular resources AS LONG as you are regularly available for the role-play of trading or fighting over that resource. You must be able accommodate others access to the resource -- even if that means winning a fight to keep them from it. If this does not happen we will over ride the building damage settings and allow the players to damage your building - even if you are off line.
# '''Where to build''' - You must build within the highlighted colored area on the map. You may build (secondary) temporary structures outside of the build area for the purposes of events or story arcs.
 
# '''One Base per clan.''' All permanent buildings must be near to each other. Market areas at the Fair Grounds are built under the fair grounds clan - see the Overseer there.
===Build Size===
# '''200 build parts <b>per person</b>'''.
[http://www.barbariansofgor.com/index.php?title=Building_and_Bases_(Rules)#Vargor:_Homes_within_the_City_Limit Homes within the town limits of Vargor (the white circle) may not exceed 8x8 tiles. All deco must be ON a foundation. Please read below for additional restrictions within the town limits].
# '''100 placeables <b>per person</b>'''.
 
# '''Two Unlock Plus containers <b>per person</b>'''. Unlock plus containers do not require the player to be in the clan that they were in when it was placed.  
# '''Two Bases per clan.''' That's a home and a shop. Do not scatter items all over the map. They cause lag and restrict other players from building in the area.
# '''One Basement''' used for role-play purposes, not for the purposes of storage or crafting. (Which shouldn't be the purpose of a RESIDENTIAL clan in the first place.)  
# '''200 build parts per person'''.
# '''NO base game lighting or lighting with flame flickering'''. Too many lights cause lag, reduce to the minimum, and switch to Beyond Decor lights. Most crafting benches are not available to players for use in their homes/bases.
# '''100 placeables per person'''.
# With a MAXIMUM of 2500 build parts and 750 placeable per clan. (Note: this is a lot of building parts and can generate a lot of lag, we reserve the right to require changes if this interferes with other players playability.)
# '''One of each type of crafting station per clan'''. This includes Campfires, Wheel of Pain, Stables, Deconstruction Bench, Preservation Box and Fashionist bench. Some benches are craftable and some can be purchased at the OOC Area. <br>(Additional preservation boxes can be obtained at the expense of the overall container count. Giving up five (5) general containers in exchange for each individual preservation box. Update 03/16/24.)
# '''Three containers per person''' - just having containers causes lag.
# '''NO base game lighting or lighting with flame flickering'''. Too many lights cause lag, reduce to the minimum, and switch to Shani's lights. Most crafting benches are not available to players for use in their homes/bases.
 
===What should it look like===
At an absolute bare minimum your base/home must actually look appropriate to a medieval or Gorean building. Ideally your build should be created with role-play in mind. The following guidelines are in place to maintain the immersion of the server.
 
''If you are not a skilled builder and/or can not decorate -- please build away from RP Hub(s), caravans and roads. Or get help!''
 
# Vargor has building styles enforced - please match the surrounding buildings. If you have built in such a location unintentionally, please open a ticket and we will help you find a new place and rebuild.
# There are some building styles in game which are pretty over the top when used predominantly in a build. Frontier and Black Ice have some useful parts but are not acceptable for an entire building. Halfling has a lot of really usable parts, but don't try and create a hobbit hole please.
 
===Pippi Move===
If you would like Pippi Move functionality added to your account, you will need to register and then open a ticket. Pippi move is not granted to everyone because it can be abused, abuse of the Pippi move function would count as a cheating. We will confirm you understand this when requested. Pippi resizing must be limited to no more then 50% larger or smaller with some exceptions. i.e. don't use it to make one of Shani's tiny tools even tinier so no one "can find it".
 
===Building Services===
If you do not have the DLC items you wish to build with, or do not have the skill to build, we will (Admin) build for you.  We work best from pictures of actual builds or with good concept art.  


;Available to Own
===Settlement Build Size===
:There are some houses that are in the clan "Available to Own". If you find one of these homes that you like, then you may open a ticket and request the home be transferred to your clan.
# '''A MAXIMUM of 2500 build parts and 750 placeable.''' (Note: this is a lot of building parts and can generate a lot of lag, we reserve the right to require changes if this interferes with other players playability or the settlement never grows.)
# '''One of each type of crafting station per clan'''. This includes Campfires, Wheel of Pain, Stables, and Deconstruction Bench. Some benches are craftable and some can be purchased at the OOC Area.
# '''One each of the Highmane's Universal Crafting Benches'''
# '''15 containers + 2 preservation boxes'''
# '''Up to four basements.''' Please make use of basements for the purposes of storing supplies and crafting stations/workbenches. It will help lag.
# '''NO base game lighting or lighting with flame flickering.''' Too many lights cause lag, reduce to the minimum, and switch to Beyond Decor lights. Most crafting benches are not available to players for use in their homes/bases.


===Enforcement===
===Region Aesthetics===
If you do not register and we do not have a way to contact you off-line we can not be expected to wait for you to log in. We will remove items that break our rules without notification in such casesOtherwise we will give you 72 hours to make the changes requested yourself.
Settlements are likely to have stricter building material requirements to maintain the immersion of the settlement. Styles not listed are probably small build sets used for accent and are not restricted. Neither Frontier, Stormglass or Black Ice should be used for an entire build anywhere.  


;What we won't enforce
;Nordhagen
* This land is small -- 7 to 8 passings in each direction. We are not going to force a Tahari player to live in the desert nor a Red Hunter in the arctic.  
:Overlook, Hulneth, and Vargrheim are mostly a Norse and medieval aesthetic and should be comprised of Aesir, Nemedian, Insulated Wood, Bossonian, Northern Timber, Frontier, Stable, Stockade, Flotsam, Tavern and Poor. (These last two are not on the construction hammer.)  
* We are not going to enforced the aesthetics of deco (placeables), especially if they are behind walls.


==Vargor: Homes within the City Limit==
;Aurumvale
'' There is a WHITE city outline for Vargor on the Conan game map overlay. <u>The intention is for single family dwellings without defensive walls. Please do not try to build forts or castles in town. One plot per person</u>
:Broken Pass and Blackgant Bay are mostly a medieval and Asian aesthetic and should be comprised of Insulated Wood, Bosnian, Flotsam, Murayama, Khitan, Yamato, Manor, Stable, Halfling, Tavern and Poor. (These last four are not on the construction hammer.)


* '''Center Island''': The center Island in Vargor's lake is off-limits for building individual homes and is used solely for the Initiate's temple and Arena.
:Argentora and Shensha's Outpost are mostly a Greco-Roman and Arabic aesthetic and should be comprised of desert town, Ardashir, Muran, Aquilonian, Arena, Argossean, Turanian, castle, bath house. (These last two are not on the construction hammer.)
* '''8x8''': If the plot can hold it, maximum size is 8x8, which is approx. 65 first floor foundation tiles - INCLUDING external patios and such.
* '''Not on Roads/Paths''': Can not go over the road. Can not crowd the road. Leave at least one tile between the road and the foundation of your home.
* '''Not over Water''': Do not build into the lake over the water.  '''Exception: You may build 2 pier tiles into the lake.'''
* '''Single Story''': Most of the town of Vargor is single story, if you want two story, build near the edges of the city limits so it you don't loom over town buildings.
* '''1.5 Wall Tiles Max''': Houses can not exceed two and a half '''wall''' heights. This is typically a first floor of 1.5 high and a second floor of 1 tile with a peeked roof. Roof is additional, but think cottage not english estate or castle.
* '''Match Admin Builds''': Must match the district walls, this means tavern, poor and bank in Vargor. Greek/Roman and Asian in Argentum. Viking in Torvald and Arabic/Desert in Turan. There are lots of styles for each them, please compliment.
* '''No Ugly Builds''': No boring square buildings - no need for Tier 1 sandstone as building kits are free.  Must be medieval town appropriate buildings.


We will build for you. We will roof for you.  The town is the FIRST place players arrive. And while we WANT you to build in town - it has to look nice or we will drive people off. Most role-players require attractive areas to role-play in. We have to enforce this for the good of the server.
;Use Sparingly or not at all
: Sandstone, Stonebrick, Reinforced, Black Ice, Hyperborean, Stormglass, Bank.


If your idea does not work in town, we CAN try and move the build for you.
=Exceptions=
Currently only panther bands are exempt from the build area restriction, and may build any where that is realistic for role-play.


;See Also
;See Also

Latest revision as of 11:25, 30 June 2024

Season 4: Private clans are being de-emphasized in favor of Gorean settlements. The build area is restricted to the COLORED highlighted areas on the map. No residential building is allowed in the Fair Grounds. There are new pre-built buildings available this season at the /warp craft area.

Rules

Players are required to join a settlement (player-ran village) but may additionally have a private residential clan. Players are required to build within the build zone along Merchant Row. Exceptions

Settlements are public and anyone can join. Settlements may have pre-built homes available for you to move into. Alternatively, they may require you to build near by under your own private residential clan. Speak to the officers, look in discord and/or check the notice boards at the entrance or docks of each settlement.

Cliffs
All buildings must be accessible via walk/run from merchant road without climbing, using elevators or other man-made elevation structures requiring more than two sets of stairs. If you can not realistically reach the building by cart you should find a new location.
Merchant Road
Merchant Road, the brown line on the map, can not be blocked, covered or in any other way impeded. Any structure found to block the road is subject to immediate destruction.
Further, Merchant Road is under the auspices of the Merchant Guild and the laws of Nordhagen and Aurumvale, thus no town, village, person, clan, camp or house may impose additional laws or rights upon the road or those passing through.
Residential clan builds
The focus of your public life should be in the Settlement Clan, but that does not mean you cannot have a residential clan with up to 6 people. Residential means where you are going to sleep and fuck - not where you work or socialize.
  • Residential Clans of 6 or less are required to build within the build area.
  • Once a clan has reached 6 members they may apply to become a settlement.
  • All residential clans are obligated to accept and enforce the laws of the area. However, clan and house rights are accorded as long as visitors are apprised of the rules at the time of their visit.
  • Residential Clans should not be walled. If there is a need for walls either move to a settlement or grow into one.
Settlement
With the exception of lag issues you may apply to grow your clan into a settlement. Your settlement may be built around Merchant Road as long as only the laws of the area are in effect and a reliable thoroughfare is provided.
  • There are exceptions for villages that wish to have different or additional laws.

Allotment

Build Restrictions

You are not allowed to exploit the game mechanics at the expense of game play and fiction. It is one thing to build a defendable base, it's another to build one that is inaccessible or unassailable.

  1. You are not allowed to build in naturally inaccessible or unrealistic locations such as on top of a tower or giant cliff. Specifically, if you can not be attacked during a siege you can't build there.
    Buildstupid.jpg
  2. Elevators have been disabled.
  3. You are not allowed to construct homes where the mechanical game protection exceeds what is reasonable and immersive -- such as four tile thick walls and back to back draw bridges. No more than two lockpickable gates should be used to restrict access to the main part of the base.
  4. All doors and gates must be lockpickable. If you use a door or gate which can not be lock picked then it must be set unlocked.
  5. You are not allowed to construct unassailable bases -- such as stuck high up in a cave that can't be damaged by normal game mechanical means.
  6. If there is a road -- build along side it or at the end of it, not ON it.
  7. No bed rolls in dungeons: Bedrolls in dungeons have caused more issues than anything because they glitch the respawn and can cause the server to eventually start crashing out.

Residential Build Size

  1. Where to build - You must build within the highlighted colored area on the map. You may build (secondary) temporary structures outside of the build area for the purposes of events or story arcs.
  2. One Base per clan. All permanent buildings must be near to each other. Market areas at the Fair Grounds are built under the fair grounds clan - see the Overseer there.
  3. 200 build parts per person.
  4. 100 placeables per person.
  5. Two Unlock Plus containers per person. Unlock plus containers do not require the player to be in the clan that they were in when it was placed.
  6. One Basement used for role-play purposes, not for the purposes of storage or crafting. (Which shouldn't be the purpose of a RESIDENTIAL clan in the first place.)
  7. NO base game lighting or lighting with flame flickering. Too many lights cause lag, reduce to the minimum, and switch to Beyond Decor lights. Most crafting benches are not available to players for use in their homes/bases.

Settlement Build Size

  1. A MAXIMUM of 2500 build parts and 750 placeable. (Note: this is a lot of building parts and can generate a lot of lag, we reserve the right to require changes if this interferes with other players playability or the settlement never grows.)
  2. One of each type of crafting station per clan. This includes Campfires, Wheel of Pain, Stables, and Deconstruction Bench. Some benches are craftable and some can be purchased at the OOC Area.
  3. One each of the Highmane's Universal Crafting Benches
  4. 15 containers + 2 preservation boxes
  5. Up to four basements. Please make use of basements for the purposes of storing supplies and crafting stations/workbenches. It will help lag.
  6. NO base game lighting or lighting with flame flickering. Too many lights cause lag, reduce to the minimum, and switch to Beyond Decor lights. Most crafting benches are not available to players for use in their homes/bases.

Region Aesthetics

Settlements are likely to have stricter building material requirements to maintain the immersion of the settlement. Styles not listed are probably small build sets used for accent and are not restricted. Neither Frontier, Stormglass or Black Ice should be used for an entire build anywhere.

Nordhagen
Overlook, Hulneth, and Vargrheim are mostly a Norse and medieval aesthetic and should be comprised of Aesir, Nemedian, Insulated Wood, Bossonian, Northern Timber, Frontier, Stable, Stockade, Flotsam, Tavern and Poor. (These last two are not on the construction hammer.)
Aurumvale
Broken Pass and Blackgant Bay are mostly a medieval and Asian aesthetic and should be comprised of Insulated Wood, Bosnian, Flotsam, Murayama, Khitan, Yamato, Manor, Stable, Halfling, Tavern and Poor. (These last four are not on the construction hammer.)
Argentora and Shensha's Outpost are mostly a Greco-Roman and Arabic aesthetic and should be comprised of desert town, Ardashir, Muran, Aquilonian, Arena, Argossean, Turanian, castle, bath house. (These last two are not on the construction hammer.)
Use Sparingly or not at all
Sandstone, Stonebrick, Reinforced, Black Ice, Hyperborean, Stormglass, Bank.

Exceptions

Currently only panther bands are exempt from the build area restriction, and may build any where that is realistic for role-play.

See Also

Horizontalline.png

Season Four
Season Four has began. We are in the process of upgrading our educational offerings, streamlining the application process, and onboarding new players. As always the wiki is a work in progress. As of Jul 9th, a significant re-organization was made.