The Refugee to Regent Kingdom Building Challenge.

Introduction

Previous Stage: Wood Settlement

The Settlement is growing larger, and the refugees are recovering quickly under a steady diet and fresh water. You are the leader of your small Hamlet, even if you are one of several Elders that meet regularly to guide the course of the community. You have been studying the Cobblestone you have collected during your mining efforts, and have determined ways to improve the lives of everyone. Stronger than wood, it can be used to reinforce existing houses, build stronger tools, and even build a few things you would never have dared with mere wood.

But all is not well. The word is out about your small community. In the vast wilderness, you have security, you have a steady food supply, and, most importantly, you are willing to take people in. You know that soon more and more people will come to you looking for shelter, and your current stocks of food won't cut it for long. You'll need to expand your farming efforts, maybe even assign one or two members of the community to the job. Worse, the mobs still roam your streets at night. It is time to fortify your small community, and build a wall to keep them out.

And what of the metal ores that you have found underground? Iron, Copper, Tin.....they could be useful, you know. But you lack the facilities and castings necessary to shape them into useful shapes. Still, you feel confident that your new Stone tools are sufficient to pull most of the ore out of the ground. You also think that you can use some of the Quartz you have discovered to grind the raw ores into dusts, and get more pure metal. You and your smartest advisors are considering the best ways to take advantage of these metals, once you have recovered enough of them.

Stage 3 Rules:

Valid Materials

General Rules

Fast Track Advancement Rules:

Item Requirements

Tool Requirements:

Tools may be built out of up to Stone materials. If Tinker's Construct is used, any non-metal material whose mining strength is the same as Stone tools may be used.

Armor Requirements:

Armor may be built out of up to Leather-strength material. Helmets are required if going underground, except if going into a non-cave basement.

Building Guidelines:

Food Requirements:

Residential

Player Dormitory

Furnishings
Required Rooms:

Hamlet Hut

Furnishings:
Elder's Additional Furnishing:
Required Rooms:
Elder's Hamlet Hut Additional Room:

Agriculture:

Build at least 1 Farm House Build at least 1 Ranch House

Farms and "Farm House"s

A Farm House is not counted in the Residential section, mainly because they are mainly built according to the population. As a general rule of Thumb, each Farmer is capable of tending anywhere from 25-75 Blocks of crops before another Farm House is required. Each block of crops is considered one food source Once there are enough Farmers, Farmers are encouraged to specialize their crops.

"Farm House"

Additional Room Requirements

Ranches and "Ranch Houses"

A Ranchhouse is not counted in the Residential section, mainly because they are built as needed, according to the food needs of the population. As a general rule of Thumb, each Rancher is capable of tending to 15-30 Livestock, 1.5x that if the Livestock are Chickens. Livestock are animals that produce edible or useful products. In Vanilla these are Cows, Mooshrooms, Pigs, Chickens, and Sheep, though depending on your mods, there may be many more. Each animal that produces an edible product is considered one food source. Once there are enough Ranchers, Ranchers are encouraged to specialized their Livestock. In the case of Sheep Ranchers, Ranchers are eventually encouraged to specialize their color of Sheep.

"Ranch House"

Room Requirements:

Fortifications

Walls

Normal Advancement Rules:

Item Requirements

Tools (Per Player):

Tools may be built out of any Material less than or equal to Stone strength.

Required Tools
Recommended Tools

Armor (Per Player):

Armor must be made of any Material that is equal to or less than Leather's Durability. Players do not always need to wear their armor, only have it constructed. Players must wear a helmet before venturing underground.

Required Armor Pieces

Food

Population Type Food Type Amount of Food
Player(s) Any Food 12 per Player
Officers/VIPs/Elders Any Food 8 Per Officer/etc
General Population Any Food 6 per Population
Agricultural Population Any Food 6 per Population
General Military Any Food 4 per Population
Cow/Mooshroom Wheat 2 per Cow/Mooshroom
Horse Haybales 1-2 per Horse
Sheep Wheat 2 per Sheep
Pig Carrots 2 per Pig
Cat Fish 1 per Cat
Dog Meat 2 per Dog
Chicken Seeds 1 Seed-bearing Plant per Chicken
Additional Livestock Breeding Item 2 per Livestock Type
Livestock Food Requirements

Building Codes:

Building Materials

Residential

Population Type New Constructions (Minimum) Average Number of Rooms Number of Furnishings per Room Food per Capita Special Requirements
Player(s) See Below See Below At least 2/Room 12 May not live together
Elders/VIPs 1-2 5-6 (Plus Office) 1-2/Room 8 Must have Office in Dwelling
General Population 4-8 Hamlet Huts 4-5 1/Room 6 Must have Furnace
Servants To Taste 1 Room Only 0-1/Room 4 Live on Employer's land

Player Estates

Upgrades
Build New Rooms
Servants
Furnishings

Every indoor room must be Furnished with at least 1 of each of the following

Every outdoor room must be beautified with the following

Elder's Hamlet House

Required Rooms
Furnishings

Every indoor room must be Furnished with at least 1 of each of the following

Hamlet Hut

Required Rooms
Furnishings

Every indoor room must be Furnished with at least half of the following

Agriculture

Agriculture Type Produces (Type) Produces (Number) Livestock/Pet Food Requirements Agriculturalist Food Requirements
Farmer Food 20-60 Blocks/Farmer None 6/Farmer
Rancher Livestock (Food, Goods) 10-30/Rancher (25-50 Chickens) See Above 6 Food/Rancher
Beekeeper Bees, Honey, Honey Products 10-20 Hives/Keeper None 6 Food/Rancher
Orchard Master Trees/Tree Products/Fruit 1 Orchard/Master, 30-50 Trees/Orchard None 6 Food/Master
Stable Master Horses, other Rideables 20-25/Master 2 Wheat/Breeding Item/Horse/Rideable 6 Food/Master
Kennel Master Dogs, Cats, other Pets 20-25/Master 2 Breeding Item/Pet 6 Food/Master
Fisherman Fish 15-30 Fish/Fisherman 25-50 Water Blocks/Fisherman 6 Food/Fisherman
Plantationer Non-Food Farmables 20-60 Blocks/Farmer None 6 Food/Plantationer

You must have enough food to feed your entire population.You may choose any combination of food sources (Farming, Ranching, Fishing, etc) to get your population fed. However, you may not advance to the next stage until your entire population is fed. Most livestock count as 1 food unit, and nearly all plants/fruit-bearing trees count as 1 food unit. The exceptions are:

Farming

Plantations

Fishermen and "Fishing Huts"

Fishing Huts are not counted in the Residential section, mainly because they are built to help support the population, not add to the general population on their own. Fishermen are rather unlike most of the other Agricultural food providers, because you don't necessarily need to build them much. You don't need to tend their crops, you don't need to breed their livestock. However, they can only live directly next to the water. There are two main kinds of Fishermen--the kind that fish from shore, run fishing lines, etc, and the kind that goes out in boats and fishes in the water. Fishermen that fish from shore generally fish along rivers. Fishermen that go out in boats and fish generally live next to an ocean and/or giant lake. One Fisherman can usually provide 15-30 food.

Unlike other Agricultural types, however, you can't simply crowd Fishermen in together and have them all concentrated in one place. That would lead to overfishing and killing off all the fish in that area. Fishermen must have a fishing area of their own of at least 25-50 blocks. No more than 2-3 fishermen may fish in the same area.

Fishing Huts

Additional Requirements:

Fishing Dock
Fishing Raft
Fisherman's Houseboat

Houseboats are far more than just a place for a Fisherman to fish from, though that happens here too. Houseboats are for the dedicated Fisherman who loves the open water, or anyone who wants to get away from the shore. This entry is specifically for Fishermen. Houseboats for the general population can (soon) be found in the Dwellings page. Generally, one Fisherman lives on each Houseboat. Standard rules to prevent overfishing apply to Fisherman's Houseboats.

Ranching

Kennel Masters and "Kennels"

Kennel Masters are not terribly important in the grand scheme of things, but they are important for one very important thing. The Breeding, training, and care of animals kept in your Kennels. Without Kennel Masters, you would have no war dogs. Without Kennel Masters, you would have no dogs at all, except what you manage to tame yourself. Being a busy person, you wouldn't have the time to give the dog or cat to really train them the way that they should be trained. For the Kennel Master, his animals are the only thing in his life.

By default, he only cares for Dogs and Cats. However, if you have a mod that includes more animals that can be tamed like dogs and cats that have no value as Livestock and cannot be ridden, the Kennel Master will take care of them too. Kennel Masters can take care of up to 20 animals at any one time. Nobles, your army, yourself, and others all come to Kennel Masters for pets.

"Kennels"
Room Requirements

Apiculture and Bee Keepers

By now you almost certainly have come across a few bee hives. You may have even collected more than a few bees yourself. At present there aren't a whole lot of rewards for keeping bees, but you have most certainly heard of some of the fantastic bee breeds out there that produce truly outlandish products.

However, Bee Keepers do tend to deal in, well, Bees. So Bee Keepers are generally not welcome in Residential or Commercial areas. They tend to be on the edges of town, where the townspeople won't be too bothered by the Bees. One Bee Keeper can give adequate care for 10-20 Bees.

Bee Keeper's Dwelling

A Bee Keeper's Dwelling is exactly the same as the current Stage's main type of Dwelling (Settlement Shack, Village Villa, Hamlet Hut, etc), with only a few modifications

Arboriculture

Agricultural Focus Requirements

Pick at least 3 of the following 8 types and build the Requirements

Farming
Ranching
Beekeeper
Arboriculture
Stables
Kennels
Fishermen
Plantations

Commercial:

Administrative Center "Community Center"

Hamlet Mine

Marketplace

Inn

Additional Community Buildings

Build 1-2 additional Community Buildings to taste.

Transportation

Roads and Pathways

Tracks and Minecarts

Maritime

Shipping

Aviation

Hot Air Balloons

Fortification

Walls and Defenses

Militia/Army

Your Militia (and, later, Army), will be your Capital/Outlier's primary means of defense against hostile mobs, bandits, raiders, etc. Your Militia are housed in a Barracks, have their weapons stored in an Armory, and have a few support structures built for them. Generally, the Militia is divided into Squads of 10 soldiers. 9 Militia/Army led by a Sergeant. Leftenants keep an eye on various squads, and command up to 4 squads per Leftenant. All the Leftenants report to the Commandant, who leads the Militia/Army.

Your Soldiers all bunk together in a Barracks, though squads are generally slightly separate from each other. Leftenants get rooms, though they sleep 2 to a room. Commandants get to sleep in their own (small) house.

Note that this beginning force is only the Army--the land rats. Your Airship Air Force and Maritime Navy will be introduced a little later.

TL:DR

Commandant > All

10 Soldiers to a Squad (9 Soldiers, 1 Sergeant) 2-4 Squads/Leftenant

Soldiers=Barracks, Leftenants Sleep 2/room, Commandant gets his own small house Leftenants, Commandant=Officers Soldiers/Sergeants=Enlisted Men

Soldier Classes

If certain materials are not available in a given stage, use the closest Stage-appropriate material you can get.

Myrmidon

Based on the Fire Emblem Myrmidon Class. I realize it doesn't translate well to Minecraft.

Standard Armament:

Archer

Standard Armament:

Military Conscript: Hammer
Swordsman
Beastmaster
Leftenants
Commandant

Buildings and Support

Wherever you build your Barracks, etc, there should be plenty of room to expand, because your Army/Militia is going to expand a great deal.

The Navy/Air Force will have their own bases when they show up.

Outliers

Outlier 1: Dirt Hovel

Focus:

Decide on the Focus for the new Outlier

Residential:

Build a Dirt Hovel(Any material, any size)

Hardcore Advancement Rules:

Item Requirements

Tools (Per Player)

Tools may be built out of up to Stone materials. If Tinker's Construct is used, any non-metal material whose mining strength is the same as Stone tools may be used.

Required Tools
Recommended Tools

Armor (Per Player)

Armor must be made of any Material that is equal to or less than Leather's Durability. Players do not always need to wear their armor, only have it constructed. Players must wear a helmet before venturing underground.

Required Armor Pieces

Food

Building Code

Building Materials

Food Advancement Requirements

Food Stocks (May be stored in each house, the Diner, or in the Food Bank):

Residential

Player Estate

Players may not live together. Each Player must upgrade their Estate to the following standards.

Upgrades
New Rooms
Servants

Elder "Hamlet House"

"Hamlet Hut"

Agriculture

Unless you have an Agricultural focus, you will have only a few specific requirements beyond simply meeting the food needs of your population and your Livestock, Rideables, and Pets (if any). You may meet the food requirements using any combination of any and/or all of the various types of Agriculture. If you do have an Agricultural Focus, you may choose to have a general Agriculture focus, or pick one section of Agriculture, and have, for example, a Farming focus, a Fishing focus, or a Plantation focus, etc.

Farming

Farmers have only one job: plant seeds and grow as much food as possible. Farmers are Agriculturalists that grow plants for food. As a general rule of Thumb, each Farmer is capable of tending anywhere from 25-75 Blocks of crops before another Farm is needed. They spend all day out in their fields, working hard to supply others with food.

"Farm House"
"Farmhand Bunkhouse"

Occasionally, Farmers fall behind despite their best efforts. If this happens, they hire Farmhands. Farmhands are considered Agricultural Servants. Food and Room Requirements are identical in most respects with their Residential Servant brethren. Each Farmhand needs 4 Food, and can tend an additional 15-30 blocks for their Farm.

"Granary" Farming Special Building

Granaries reduce the waste and spoilage that naturally occurs on some farms. Granaries allow Farmers to be more efficient and, by extension, tend more blocks. To acquire the bonus from the Granary, its Food Storage must be filled. Granaries, in addition to providing bonuses to Farmers and Farmhands, also store food for the Farm's neighboring town/settlement/nation/empire.

Plantations
Fishing

Fishing Huts are not counted in the Residential section, mainly because they are built to help support the population, not add to the general population on their own. Fishermen are rather unlike most of the other Agricultural food providers, because you don't necessarily need to build them much. You don't need to tend their crops, you don't need to breed their livestock. However, they can only live directly next to the water. There are two main kinds of Fishermen--the kind that fish from shore, run fishing lines, etc, and the kind that goes out in boats and fishes in the water. Fishermen that fish from shore generally fish along rivers. Fishermen that go out in boats and fish generally live next to an ocean and/or giant lake. One Fisherman can usually provide 15-30 food.

Unlike other Agricultural types, however, you can't simply crowd Fishermen in together and have them all concentrated in one place. That would lead to overfishing and killing off all the fish in that area. Fishermen must have a fishing area of their own of at least 25-50 blocks. No more than 2-3 fishermen may fish in the same area.

Fishermen

Fish Preparation Room

Fishing Dock

Fishing Raft

Fisherman's Houseboat

Houseboats are far more than just a place for a Fisherman to fish from, though that happens here too. Houseboats are for the dedicated Fisherman who loves the open water, or anyone who wants to get away from the shore. This entry is specifically for Fishermen. Houseboats for the general population can (soon) be found in the Dwellings page. Generally, one Fisherman lives on each Houseboat. Standard rules to prevent overfishing apply to Fisherman's Houseboats.

Ranching

As a general rule of Thumb, each Rancher is capable of tending to 15-30 Livestock (20-45 if the Livestock are Chickens). Livestock are animals that produce edible or useful products. In Vanilla these are Cows, Mooshrooms, Pigs, Chickens, and Sheep, though depending on your mods, there may be many more. Each animal that produces an edible product is considered one food source. It is recommended that Ranches specialize their Livestock.

Horses, Chocobos, Komodo Dragons, Elephants, etc are not considered Livestock. See Stables section for more information

Cats, Dogs, and other Pets are not considered Livestock. Please see Kennels for more information on Pets.

"Ranch House"
"Ranch hand Bunkhouse"

Occasionally, Ranchers fall behind despite their best efforts. If this happens, they hire Ranch hands. Ranch hands are considered Agricultural Servants. Food and Room Requirements are identical in most respects with their Residential Servant brethren. EachRanch hand needs 4 Food, and can tend an additional 15-30 blocks for their Farm.

"Barn" Ranching Special Building

Barns are structures that are raised to help protect Livestock from adverse conditions. Livestock that have a Barn to shelter in generally grow up in better condition than those that do not. Livestock that have a Barn to shelter them produce 125% more food (round up), and because of the bettered health of his Livestock, the Rancher can take care of 5 more Livestock (10 more Chickens).

Stables

While not vital to any given town's economy like, say, Farming or Ranching, Stable Masters are important because they are masters of breeding, training, and raising Horses, Chocobos, and other Mountable creatures.

Stables may provide Mounts to any City, Hovel, or Settlement in the same Nation/Empire

Stable

Stable Master--10-25 Rideables

Stable Hand--5-10 Rideables

Stable--+5 Rideables, Food Requirements for Rideables reduced to 1 Breeding item per Rideable

Building Specifications are identical to the Barn--see "Ranchers", above

Kennels

Kennel Masters and Kennels

Kennel Masters are not terribly important in the grand scheme of things, but they are important for one very important thing. The Breeding, training, and care of animals kept in your Kennels. Without Kennel Masters, you would have no war dogs. Without Kennel Masters, you would have no dogs at all, except what you manage to tame yourself. Being a busy person, you wouldn't have the time to give the dog or cat to really train them the way that they should be trained. For the Kennel Master, his animals are the only thing in his life.

By default, he only cares for Dogs and Cats. However, if you have a mod that includes more animals that can be tamed like dogs and cats that have no value as Livestock and cannot be ridden, the Kennel Master will take care of them too. Kennel Masters can take care of up to 20 animals at any one time. Nobles, your army, yourself, and others all come to Kennel Masters for pets.

"Kennels"

Room Requirements

Kennel Hands+5 Pets per Hand

Pet Groomer/Pet Hotel/[Pet Luxury Service]+5 Pets, Feed Costs reduced to 1 Item per Pet

Apiculture

you have most certainly heard of some of the fantastic bee breeds out there that produce truly outlandish products.

However, Bee Keepers do tend to deal in, well, Bees. So Bee Keepers are generally not welcome in Residential or Commercial areas. They tend to be on the edges of town, where the townspeople won't be too bothered by the Bees. One Bee Keeper can give adequate care for 10-20 Bees.

Bee Keeper's Dwelling

A Bee Keeper's Dwelling is exactly the same as the current Stage's main type of Dwelling (Settlement Shack, Village Villa, Hamlet Hut, etc), with only a few modifications

The Bee Keeper, or Apiarist, raises Bees and Butterflies for fun and profit.

As a General Rule of Thumb, Each Beekeeper keeps around 25 bees per person in the household.

Arboriculture

The growing of trees and bushes in order to produce goods. This can range from standard trees to berry bushes to specially bred trees. Generally, Orchards are tended by people from other professions, and kept in public places (or near Farms, Ranches, Plantations, etc). The exception to this rule is that Ore Berries are generally jealously guarded by town rulers/Tinkers/Weaponsmiths.

There are two kinds of Arboriculturalists. The Orchard Masters and the Lumberjacks. One is responsible for developing new kinds of trees and harvesting the result, and the other is responsible solely for gathering large amounts of wood. Both tend to Orchards whose size is dependent on how many people they have tending it. Each Orchard is by default only 25-50 Trees.

Orchard Master

Orchard Masters are responsible for planting, growing, tending to, harvesting, and breeding trees that produce useful products.

Orchard Hand Bunkhouse

Additional Hands can tend an additional 5-10 trees Each

Orchard Bonus Building: Composter
Lumberjack Shack

Lumberjacks are responsible for planting and cutting down trees to supply their town, nation, and empire with wood. If you decide to assign more Lumberjacks to the same Orchard, the Lumberjack Shack will belong to a Lumberjack Overseer.

Lumberjack Dormitory

Lumberjacks can tend an additional 5-10 trees each.

Lumberjack Bonus Building: Sawmill

25 Additional Trees in Lumber Orchards

Expands

Commercial:

Community Center Upgrades

Hospital

"Tribulation Tower" Upgrades

Official Hamlet Mine

Inn

Marketplace

Build 2-4 Additional Community Buildings

Fortification

Walls and Defenses

Men and Material

Buildings and Support

Transportation

Roads and Pathways

Pathways
Underground Tunnels
Tracks and Minecarts

Maritime

Docks
Shipping

Aviation

Hot Air Balloons

Outliers

Outlier 1: Dirt Hovel

Focus:

Decide on the Focus for the new Outlier

Build 1-3 Dirt Hovels (Any material, any size)

Next Stage: Iron Village