The Refugee to Regent Kingdom Building Challenge.
Introduction
Previous Stage: Wood SettlementThe 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
- Rule of Cool still applies
- You may use any Stone, Wood, Dirt (Clay, Dirt, Quicksand, etc) that you can harvest with the tools available to you.
- You may use up to Stone tools, and tools that have the same mining strength as Stone tools.
- TiC Mining Level 1: Iron
- Metals may not be used yet
- Tools, Armor, etc found in chests may be used
- Portal Guns/Gravity Guns may not be used
- Tools/Armor/etc found in chests that are above Stone strength that are nearly destroyed may not be repaired or replaced
General Rules
- Population is calculated by number of unique Dwellings (Refugee Shack/Refugee Refuge, Hamlet Hut/Hamlet House, Player Dwelling[s])
- You must wear a Helmet if you go Underground
- You may harvest any ores that you find
- You may NOT use metals all, yet, unless it is an Advancement Requirement
- You MAY smelt any ores you want into ingots/blocks.
- You may not delve below Y Level 30. If you find yourself at Y 29 or below, immediately get above Y 30
- The sole exception is an exposed Ravine that goes below Y 30. In this case, you may travel to the bottom of the Ravine, and harvest whatever you like, but you may not enter any cave systems that begin once the top of the Ravine is covered.
- Generally all Stone recipes that are non-tech related may be used.
- If you find an Abandoned Mineshaft, feel free to grab the tracks and/or minecarts and use them yourself.
- Coke Ovens are unlocked for all difficulty levels
- All Wooden Rails may be used except for Wooden Booster Rail
- The following are the only carts you may use this Stage (but only if you find them in a dungeon, chest, or Abandoned Mineshaft)
- Railcraft Work Cart (Cart with a Crafting Bench)
- Vanilla Minecart
- Furnace Cart
- Chest Cart
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.
- Sword required for Advancement
- Pickaxe required for Advancement
- Axe required for Advancement
- Shovel required for Advancement
- A Mattock may replace both the Shovel and the Axe requirements.
- All other Tools are optional.
- You may use any Tools you discover in Chests except for Portal Guns and Gravity Guns
- You may use any Potions you discover in Chests
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.
- Leather Helmet required for Advancement
- Leather Breastplate required for Advancement
Building Guidelines:
- All kinds of Dirt may be used as a building material
- All kinds of Wood may be used as a building material
- All kinds of Stone may be used as a building material
- Bricks (Smelted Clay) may be used as a building material
- Glass may be used as a building material
- In general, any non-metal/Redstone/gemstone material that you can gather with this stage's tools may be used as a building material
Food Requirements:
- At least 3 Food Sources must be maintained per player
- At least 2 Food Source per Hamlet Hut
- At least 1 Food Source per Settlement Shanty
- At least 1 Food Source per Agricultural House.
- These Food Units may be crops, Livestock, etc.
Residential
- Upgrade Player Dormitory
- Build at least 1 Hamlet Hut for an Elder
- Build 2-3 Hamlet Huts
- Build 1 Additional Hamlet Hut for every 3 players
Player Dormitory
- Hostile Mobs may not be allowed to spawn inside the Settlement Shanty
Furnishings
- Each room in the Dormitory must be Furnished with at least 1 of each of the following:
- Painting
- Filled Item Frame
- Filled Clay Pot
- Carpeting/Wool Floor
Required Rooms:
- Build a Furnace Room
- Furnace Room must have at least 2 Furnaces
- Furnace Room should have Chest/Barrels for Coal/Charcoal
- Expand the Item Bank
- Add at least 3 Double Chests for Storage
- Label all Chests by their contents
- Build an Infirmary
- Any Golden food (if any) should be kept in this room
- Must have beds for half the number of Players living in the Dormitory (rounded up)
- Build an Armory
- All spare Tools, Weapons, and Armor should be stored in this room.
- Use of Bibliocraft tool racks is recommended, though not required.
Hamlet Hut
- Hostile Mobs may not be allowed to spawn inside the Settlement Shanty
Furnishings:
- Each room in a Hamlet Hut must be Furnished with 1 or more of the following:
- Painting
- Filled Item Frame
- Filled Clay Pot
- Carpeting/Wool Floor
- Hamlet Hut must be sealed with Wooden Door(s) and/or Trapdoor(s)
Elder's Additional Furnishing:
- The Elder must have at least 1 Bookshelf in his Office
- Bookshelves may also be added in other rooms if to taste
- Bookshelves may be vanilla or Bibliocraft
Required Rooms:
- Bedroom
- Must have a Bed
- Storage Room
- Requires at least 2 Double Chests
- 1 Additional Room to Taste
Elder's Hamlet Hut Additional Room:
- Office
- Must have a Desk
Agriculture:
Build at least 1 Farm House Build at least 1 Ranch HouseFarms 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"
- Building Materials are equal to the Dwellings of the current Stage.
- Must be sealed by Doors
- Hostile Mobs may not spawn inside.
- Farm Houses should not be built near the Residential area.
- Farm Houses should be built as close to their crops as possible.
- It is recommended to keep Farmhouses on the edges of your towns so there is more space for building
- Room Requirements are equal to the Dwellings of the current Stage, with slight additions
Additional Room Requirements
- Must have Granary (Food Storage)
- Must have at least 1 Double Chest for Seeds and/or Food
- May be part of the main house or may be separate.
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"
- Building Materials are equal to the Dwellings of the current Stage.
- Must be sealed by Doors
- Hostile Mobs may not spawn inside.
- Ranchhouses should not be built near the Residential area.
- Ranchhouses should be built as close to their Livestock as possible.
- It is recommended to keep Ranchhouses on the edges of your towns so there is more space for building
- Room Requirements are equal to the Dwellings of the current Stage, with slight additions
Room Requirements:
- Feed Room
- Must have at least 1 Double Chest containing Breeding Material per species of Livestock and/or Eggs
- Livestock Pasture
- 1 Rancher may care for 15-30 Livestock
- Must have a minimum of at least 2 mobs of a specific mob type
- passive mobs may not mix in each other's Pastures
- Must be safe from Hostile Mobs
- May not be able to escape
- Should not be able to "Glitch Out" of their Pasture
Fortifications
Walls
- Build a Wall around, at minimum, your Dormitory
- You may build it around Everything only if you want to.
- Needs only to be 2 Blocks high
- Does not need to be Spider-proof
- May be made of any material you can use, including Dirt.
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
- Sword is Required for Advancement
- Axe is Required for Advancement
- Pickaxe is Required for Advancement
- Shovel is Required for Advancement
- Hoe is Required for Advancement
Recommended Tools
- A Mattock may replace the Axe, Shovel, and Hoe requirements
- A Sickle is recommended for Utility
- A Fishing Pole is recommended for Utility
- A Bow is recommended for Utility
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
- Helmet
- Chestplate
- Leggings
- Boots
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 |
- 12 Food Sources per Player
- 4 Food Sources per Servant
- 6 Food Sources per General Population
- 6 Food Sources per Agricultural Population
- 4 Food Sources per Military Population
Livestock Food Requirements
- 2 Wheat per Cow
- 2 Wheat per Mooshroom
- 2 Wheat per Sheep
- 1 Wheat per Chicken
- or 1 plant whose seeds Chickens eat and consequently breed
- 2 Carrots per Pig
- 1-2 Hay Bales per Horse
- 1 Fish per Cat
- 2 Meat per Dog
- Additional Livestock:
- 2 [Breeding Item] per [Breed]
Building Codes:
- Existing buildings do not need to be upgraded unless the Player(s) wish it.
- Existing buildings do not need to be torn down/rebuilt unless the Player(s) wish it.
Building Materials
- All kinds of Dirt may be used as a building material
- All kinds of Wood may be used as a building material
- All kinds of Stone may be used as a building material
- Bricks (Smelted Clay) may be used as a building material
- Glass may be used as a building material
- In general, any non-metal/Redstone/gemstone material that you can gather with this stage's tools may be used as a building material
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 |
- Each Player must expand their Estate
- Build 1-2 Hamlet House for new Elder(s)
- Settlement Shacks may be upgraded to Hamlet House requirements if desired. This is not required.
- Build 4-8 Hamlet Huts
- All previously built Dwellings, whether Residential or not, must have a Furnace installed
Player Estates
Upgrades
- Install at least 1 Furnace in the Kitchen
- Install at least 2 Furnaces in the Work Room
- If desired, upgrade Frying Pan in Kitchen to Stone level.
- Add at least 3 Double Chests to your Storage Room
- Install Glass/Glass Panes in empty window holes (if applicable)
- If desired, replace Wooden Pressure Plates/Buttons with Stone Pressure Plates/Buttons
Build New Rooms
- Build a Trophy Room
- Treasured Items are to be stored here
- Any surviving items from Dirt Hovel and Wooden Settlement should be stored here.
- Any surviving tools and/or Weaponry from previous Stage(s) that are outclassed in the current Stage are laid to rest here, to display your accomplishments
- Any surviving Armor piece(s) from complete Stage(s) that are outclassed in the current Stage are laid to rest here, to display your accomplishments
- If required Tools/Weapons/Armor are not worn/equipped at End of Stage, they must be stored here.
- It is recommended to sort the Trophy Room(s) by Stage
- Build a Guest Room
- Must have a Bed
- Must have a Double Chest to store your Guest's items
- Pick 2 additional items over and above the normal Furnishings
- Hire a Maid (See Servant's Quarters, below)
- Hire a Gardener, Stable boy, etc to help tend your Agricultural Room (See Servant's Quarters, below
- The Gardener requires a Hoe (or equivalent) of any Quality if tending Crops
- If Gardener is tending Livestock, he will require at least 1 of the requisite breeding material
- If Gardener is tending to Kennels or Stables, he will require 1 item to heal/make animal friendlier
- Build 1 Agricultural Room to taste
- Choose 2-3 Additional Stage-appropriate Rooms to taste
- If your Hamlet is near a large source of water, build a personal pleasure boat to taste
- It is recommended to have a flat keel so as not to destroy water blocks if the boat is eventually given an inchworm drive
- pleasure boat must have 16 blocks or more of surface area in any configuration desired (4x4, 2x8, etc)
Servants
- Servants should all have their rooms in the same area, somewhere out of the way but still close enough to be able to do their jobs.
- All Servants need only 1 room as their Bedroom with a Bed and a Double Chest to store their belongings. The Rooms may be as large or as small as their masters wish.
- Servant's Quarters require only half of the standard Furnishings
- Servants do not necessarily need any Armor
Furnishings
Every indoor room must be Furnished with at least 1 of each of the following
- Painting
- Filled Item Frame
- Filled Clay Pot
- Carpeting/Wool Floor
Every outdoor room must be beautified with the following
- Filled Item Frame
- Potted Plant
- May be Flower, Tree, Cactus, etc
- Hay Bale
- Only if Livestock are present in the current room
- A clear and distinct pathway
- Unless such a pathway would present a distinct violation of the Room's intended purpose
Elder's Hamlet House
Required Rooms
- Bedroom
- Must have a Bed
- Work Room
- Must have a Double Chest
- Must have a Furnace
- Must have a Crafting Bench
- Kitchen
- Must have either Frying Pan or Furnace for cooking food
- Must have a Crafting Bench
- Must have a Single Chest for food
- Office
- Must have a Desk
- Must have 2-4 Bookcases or Bookshelves
- May be Vanilla or Bibiliocraft
- 1-2 Additional Rooms to taste
Furnishings
Every indoor room must be Furnished with at least 1 of each of the following
- Painting
- Filled Item Frame
- Filled Clay Pot
- Carpeting/Wool Floor
Hamlet Hut
Required Rooms
- Bedroom
- Must have a Bed
- Work Room
- Must have a Double Chest
- Must have a Furnace
- Must have a Crafting Bench
- Kitchen
- Must have either Frying Pan or Furnace for cooking food
- Must have a Crafting Bench
- Must have a Single Chest for food
- 1-2 Additional Rooms to taste
Furnishings
Every indoor room must be Furnished with at least half of the following
- Painting
- Filled Item Frame
- Filled Clay Pot
- Carpeting/Wool Floor
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 |
- As Long as Food Requirements are met for all Livestock, Players, and Population, ANY variation of the various Agricultural groups is acceptable.
- For Agriculturally-based Hamlets, see the bottom-most section for Building Requirements.
- Hamlets that are not Agriculturally-based may ignore these Requirements if desired.
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:
- Mooshrooms count as 2 food units (Mushroom Stew/Beef)
- Natura Berries count as a full food unit only when they are fully grown (3x tall)
- Before then, each "stack" of berries only counts as half a food unit
- If planted by a player, Natura berries do not grow wildly out of control
- Only wild Natura berries grow and grow and grow seemingly without end (albeit slowly)
Farming
- You must have at least 10 Potato plants planted
- You must have at least 10 Carrot plants planted
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
- Building Materials are the same as the Dwellings of the current Stage.
- Must be sealed by Doors
- Hostile Mobs may not spawn inside.
- Fishing Huts should not be built near the Residential area.
- Fishing Huts should be built as close to their fishing areas as possible.
- It is recommended to keep Fishing Huts on the edges of your towns so there is more space for building
- Room Requirements for Fishing Huts ignore the "X extra rooms to taste" requirements of any/all stages
- There are some additional rooms required for Fishing Huts
Additional Requirements:
- Fishing Huts ignore the "X extra rooms to taste" requirements of any/all Stages
- Rule of Cool applies
- Fish Cleaning/Fish Smoking Room
- Must have a Crafting Table.
- Must have a double chest for storing fish
- Must have Furnace/Frying Pan to smoke fish
- I know it's not how it works in reality, but work with me here.
- Fishing Dock/Fishing Raft
- A fisherman must have a place to fish from. Multiple Fisherman (up to the maximum provided by the difficulty) may fish from the same Dock or Raft
- If a Fisherman lives on a Houseboat that he then fishes from, he does not need a Dock/Raft. His Houseboat is his raft.
Fishing Dock
- A Fishing Dock is simply a place where a Fisherman goes to fish. It must extend out into/above the water. The Fishing Dock must have 2-3 Blocks for each Fishermman that is using it.
- i.e. One Fisherman is using a single dock. The Dock only needs to extend 2-3 blocks into the river, or run parallel to shore for 2-3 blocks.
- Another Fisherman sets up shop and decides to use the same Dock. The Dock will need to be extended 2-3 blocks in any direction over the river/water.
Fishing Raft
- Fishing Rafts are a place where Fishermen can go and fish. They are generally a good ways out into a lake/ocean.
- Fishing Rafts must have a base of at least 3x3 per Fisherman that uses the Fishing Raft.
- Fishing Rafts should have a Bed and at least a Chest per Fisherman that uses the Fishing Raft.
- Sometimes you are having a good run of luck, or for whatever reason you can't make it back to shore. Best to be prepared.
- Each Fisherman's Chest must contain at least 1 Boat in case of emergencies and/or crashing into the Raft and breaking their boat
- Fishing Rafts must have a Boat landing area.
- The Boat Landing Area must be coated in Wool, so boats don't break when they bump into the 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.
- Houseboats must be made of at least Wooden materials, up to the current material level of the Capital.
- Dirt may be used to build a Houseboat, but it may NOT be used for the bottom of the Houseboat
- If desired, these requirements may be used instead for an "Ice House", which would have a similar functionality, except there would have to be a hole through the floor and the ice so the fisherman can fish from a warm shelter on top of the ice.
- Room Requirements
- All Rooms but the Bedroom and the Porch/Deck may be combined into a single room if desired. If all rooms are combined into a single room, size requirements are 75% (3/4) of the individual rooms.
- If the rooms are combined into a single room, the functionality of each room MUST be maintained, and any items/blocks that are required for one room may not count towards the requirements of another room combined into the same room.
- Must have a Bedroom
- Must have a Bed
- Must have Double Chest
- Must have a Kitchen
- Must have Frying Pan or Furnace to cook food
- Must have Chest to store food
- Must have a Work Room/Fish Cleaning Room/Smoking Room
- Must have Crafting Table and/OR
- Must have Frying Pan/Furnace for smoking fish.
- Must have Chest to store equipment
- Fishermen must have at least a Fishing Rod
- Must have at least 2 Boats (Vanilla or equivalent) in case of emergency
- May have a Porch/Deck
- Though not required, the Porch is an area easily accessible from the rest of the Houseboat that is open to the air. It's a place where someone could go out and enjoy the sun on the water.
- Room dimensions, etc are up to you
- This is here simply to serve as inspiration
- Must have Boat Landing Area
- The Boat Landing Area must be coated in Wool, so boats don't break when they bump into the Raft.
- May have additional Rooms to taste
- Numbers/contents of additional rooms are up to you. This is the bare minimum for a Fisherman's Houseboat
- small Livestock area, small garden, small Orchard......there is no limit to what you could add to a Houseboat
Ranching
- Expand your Livestock as needed by population
- You must have at least 2 of each kind of Livestock
- You must have at least 4 different colors of Sheep
- Build additional Ranch Houses as needed
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"
- Building Materials are equal to the Dwellings of the current Stage.
- Must be sealed by Doors
- Hostile Mobs may not spawn inside.
- Kennels should not be built near the Residential area.
- Kennels should be built as close to their Animal Kennels as possible.
- It is recommended to keep Kennels on the edges of your towns so there is more space for building
- Room Requirements are equal to the Dwellings of the current Stage, with slight additions
Room Requirements
- Animal Kennels
- Each animal in a Kennel Master's charge needs at least a 2x3x2 area to be kept in.
- There must be an area for the animals to run around in and get some exercise.
- Exercise area should be 2x2 per animal using the exercise area
- There doesn't need to be one massive exercise area, there can be multiple, smaller exercise areas.
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
- Bee Work Room
- Bee Keepers need an additional room to deal with Bee products and process them. Whether it's merely storage, or actual processing, this room needs to be indoors and/or underground to prevent bees from finding their way back to all of their products.
- Must have a Crafting Bench
- Must have at least a Double Chest for storage
- Must have at least 1 Apiarist's Chest (or better)
- Must have Bee Processing machine(s) when Stage-applicable
- Should have the Following Tools if Stage-Appropriate:
- Scoop (Dirt Hovel and up)
- Beealyzer (Redstone Discovery and up) or better
- Apiarist's Clothes (Redstone Discovery and up)
- Bee Meadow
- The specifics of the Bee Meadow requirements will be heavily dependent on the Bee breed. However, there should be at least a 1 block area for the Bees to fly around.
- Must have at least 1 of the Bee Requirements (Grass, Stone, Lillypad, etc) must be present for each set of Bees.
- Must have at least 1 of the following (Depending on Stage, preference, etc)
- Bee House (Stone Hamlet Stage and up)
- Apiary (Redstone Discovery and up)
- May be used if traded for from a Testificate Villager. Replacements/Original Apiaries may not be built until Redstone Dsicovery.
- Alveary (Glowstone Expansion and up)
Arboriculture
- Expand Orchards if Necessary
- If you are Tree Breeding, discover at least 5 new Breeds by end of Stage.
- Build a Sawmill
- Workers live in Lumberjack Shacks
- Should be located next to/near your Orchards
- Process raw Logs and turn them into Wood Planks.
- May have Wind/Waterwheel if desired
- Must have at least 3 rooms
- Log Storage
- Stores Logs before they are processed
- Must have at least 2 Double Chests
- Or 1 Barrel per Log type
- Work Room
- Must have at least 4 Crafting Benches
- Plank Storage Room
- Must have at least 4 Double Chests
- Or 1 Barrel per Plank type
Agricultural Focus Requirements
Pick at least 3 of the following 8 types and build the Requirements
Farming
- Build at least 3 new max-size Farms
- All Crop Types must be present in your Hamlet
- Wheat
- Carrots
- Potatoes
- Melons
- Any additional Crop types added by mods
Ranching
- Build at least 2 new max-size Ranches
- All Livestock Types must be present in your Hamlet
- Mooshrooms are excepted (Unless available nearby)
- Cows
- Pigs
- Sheep
- Must have at least 5 different colors of Sheep
- Chickens
Beekeeper
- Build at least 1 max-size Bee Field
- If Apiaries are available, must have at least 4 different breeds
- If only using Bee Houses, fill them with what bees you have.
- Wax Craftery
Arboriculture
- Grow at least 2 Orchards
- May be of any type
- Sawmill/Fruit Stand
- What kind depends on what kinds of Ochards you have.
- If lumber Orchards, build a Sawmill
- Must have some kind of device (functional or not) to split wood.
- Must be able to hold at least 100 Blocks of wood, of 4-10 different types
- If Fruit Orchards, set up a Fruit Stand (and an additional Orchard Master's house to run it)
Stables
- Build at least 1 Stable filled to Capacity
- Capacity above and beyond any needs in the rest of the Hamlet
- Race Track
Kennels
- Build at least 2 Kennels filled to Capacity
- Must have both Cats and Dogs
- Needs of Military and Nobility must be fulfilled
- Bonus Building: Pet Store
- There must be at least 2 extra Dogs, 2 extra Cats
Fishermen
- At least 10 Fishermen must move to your Hamlet
- Fish Cleaner/Canner
- House Requirements are exactly the same as a Fisherman, Except:
- Room dedicated to Cleaning Fish
- Post-Redstone, Fish Canner(ies) may replace Fish Cleaners, if desired.
- Must have at least 1 kind of fish mounted on a wall
- How it is mounted is up to you.
Plantations
- Build at least 3 full-size Plantations
- Expand your Ranch
- Expand your Enclosure from the Wooden Settlement
- Whatever kind of Livestock you had before, you should have at least 6 of them now.
- Livestock is considered to be Cows, Sheep, Chickens, and Pigs.
- Livestock must be safe from hostile mobs
- Livestock must not be able to get away
- Livestock must have breeding material near their pasture/building/enclosure
- Build 2 more Livestock Enclosures
- Pick 2 more kinds of Livestock, and keep them in the Enclosure
- Get at least 4 of each of the new kind of Livestock
- Livestock must be safe from hostile mobs
- Livestock must not be able to get away.
- Livestock must have breeding material near their pasture/building/enclosure
- Expand your Farm
- You should have at least 10 Edible Plants planted per player
- You should have at least 5 Edible Plants planted per Refugee Refuge
- You should have at least 7 Edible Plants planted per Hamlet Hut
- [Mod-Natura] Each Berry Bush counts as only half an Edible Plant
- [Mod] It is recommended that any non-Edible Plant seeds you have be planted
Commercial:
Administrative Center "Community Center"
- Upgrade Settlement Center to Community Center
- Build 1 Additional Office per Additional Elder
- Must have Desk
- Must have 2-4 Bookshelves/Bookcases
- May be Vanilla or Bibliocraft
- Any existing Elder's Offices that do not have Bookshelves must have them installed
- Upgrade Hospital
- Must have beds for half of Hamlet's population
- Build Elder's Meeting Room
- Must have Seating for you, all Elders, and up to 6 members of the Hamlet's Population
- Upgrade Armory, Food Bank, Item Bank
- Add 2 Double Chests to all
- Build Library
- May contain Vanilla Bookcases or Bibliocraft Bookshelves
- Must have at least 10 Bookcases/Bookshelves
Hamlet Mine
- Must be a building covering the opening to a mineshaft descending into the ground
- The building may be of an size.
- Standard mineshaft reinforcement rules apply
- Wooden reinforcements at least every 10 blocks
Marketplace
- Assign an area to become the local Marketplace
- Build at least 3 shops
- The shops may be open air or stand-alone buildings
Inn
- Must have at least 8 Rooms for guests
- Rooms need only a Bed and a Chest
- Furnishings are optional
- Must have a dining area with enough room for all guests
- Optional: Bar
- Must have a Kitchen with 2 Furnaces, a Crafting Bench, 3 Frying Pans, and 2 Double Chests for food
Additional Community Buildings
Build 1-2 additional Community Buildings to taste.
Transportation
Roads and Pathways
- All Community Buildings should be connected by a 2x2 Path
- Any block type that doesn't turn into Grass is permissible, though Gravel is recommended
- All other Buildings should be connected by a 1x1 Path
- Any block type that doesn't turn into Grass is permissible, though Gravel is recommended
Tracks and Minecarts
- All Wooden Rails (Except Wooden Boosters) may be built
- You may use any Minecarts and/or Tracks that you find in Abandoned Mineshafts/Dungeons
Maritime
Shipping
- If you live along a waterway, it's time to start building. Pick one (or more) of the following options, depending on how big your water way is.
- Build a Ship out in the water
- Should be a decently sized ship.
- I recommend a flat bottom in case you decide to install an inchworm drive on it one day.
- Build docks for shipping
- Combine with a Ship alongside for some fun!
- Build a Boat launching area
- Line the launching area with wool so they don't break when they hit shore.
Aviation
Hot Air Balloons
- The Sky is the limit! Starting this stage, it's time to start expanding skyward! This is your first step into a larger world.
- Build a Hot Air Balloon
- Should have a Basket that has room for more than one person
- Should have the balloon overhead.
- Build it on the ground or suspended in the air.
- Designate an area as an Airfield
- This area will be expanded as the Stage goes on, and will need room for Zeppelin/Airship docking/landing room, and more.
- Leave plenty of room to expand
Fortification
Walls and Defenses
- Walls should surround most of your city
- Agricultural areas do not need to be Walled off
- Build 2 Watchtowers for Defense
- All Watchtowers will need a Watchman to man it.
- The Watchman will need a Dwelling to live in
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:
- TiCo Rapier
- Leather Armor
Archer
Standard Armament:
- Bow
- Arrows
- Leather Armor
- Wooden/Stone Sword for close combat
Military Conscript: Hammer
- Stop
- Hammer Time!
Swordsman
- Iron (or Stage-Equivalent) Sword
- Iron Armor
Beastmaster
- Stone (or Equivalent) Sword
- Leather Armor
- 1-2 Dogs
Leftenants
- Iron Sword
- Iron Armor
- Bow
- Arrows
Commandant
- Named Iron Sword (any kind)
- Iron Armor
- Diamond Helmet
- Enchanted Bow
- Arrows
- Dog
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.
- Build a Barracks
- Squads should sleep together, and separated slightly from other squads
- Each Squad member gets a Bed and a Chest
- Each Squad Member gets 1 Decorative item
- Every Sergeant gets a Double Chest
- Sergeants get 2 Decorative Items.
- Build a Leftenant's Bunkhouse
- The Bunkhouse will be expanded as more Leftenants are hired.
- Leftenants sleep 2 to a room
- Each Leftenant gets a bed
- Each Leftenant gets a Double Chest
- Each Leftenant gets 3 Decorative Items
- Build a Commandant's Billet
- Should be built to Hamlet Hut specifications
- Build an Armory
- If Beastmasters/other Dog/animal-using Soldier is in the Militia/Army, they should have Kennel/exercise areas for the Dogs needed.
- See Kennel/Kennel Master section in Agriculture for specifications
- Should store/be capable of storing all the weapons and armor for the entire Militia/Army
- Should store 25% more weapons than the Militia/Army needs
- Officers' arms/armor should be kept separately from the Enlisted Men's arms/armor
- Bibliocraft Tool Racks/Armor Stands are recommended
- Chests/Barrels, etc are perfectly acceptable as well
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
- Sword is Required for Advancement
- Axe is Required for Advancement
- Pickaxe is Required for Advancement
- Shovel is Required for Advancement
- Hoe is Required for Advancement
Recommended Tools
- A Mattock may replace the Axe, Shovel, and Hoe requirements
- A Sickle is recommended for Utility
- A Fishing Pole is recommended for Utility
- A Bow is recommended for Utility
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
- Helmet
- Chestplate
- Leggings
- Boots
Food
- Food Sources per Player
- Food Sources per Servant
- Food Sources per General Population
- Food Sources per Agricultural Population
- Food Sources per Military Population
Building Code
- Existing buildings do not need to be upgraded unless the Player(s) wish it.
- Existing buildings do not need to be torn down/rebuilt unless the Player(s) wish it.
Building Materials
- All kinds of Dirt may be used as a building material
- All kinds of Wood may be used as a building material
- All kinds of Stone may be used as a building material
- Bricks (Smelted Clay) may be used as a building material
- Glass may be used as a building material
- In general, any non-metal/Redstone/gemstone material that you can gather with this stage's tools may be used as a building material
Food Advancement Requirements
Food Stocks (May be stored in each house, the Diner, or in the Food Bank):
- Each Player's Base's Kitchen must be stocked with 32 Palatable food items of any variety
- Each Refugee Refuge must be stocked with 16 Palatable food items of any variety
- Each Hamlet Hut must be stocked with 20 Palatable food items of any variety
- Community Center Food Bank stocked with 64 Palatable food items of any variety
Residential
- Expand Player Estate(s)
- Build 1-3 Hamlet Houses for additional Elders
- Build 6-10 Hamlet Huts
- Most Rooms require Furnishings
Player Estate
Players may not live together. Each Player must upgrade their Estate to the following standards.
Upgrades
- Trophy Room
- Retire all tools from the previous Stage and intern them into your Trophy Room.
- If you personally had a particular focus or major challenge(s) that you had to overcome in the previous stage, memorialize the focus/challenge(s) in the trophy room.
New Rooms
- Personal Mine
- Build a Personal Mineshaft for your own use.
- Does not need to be on your own Estate, but must be for your own personal use only.
- Standard Mineshaft support rules apply
- Build 1-2 Guest Rooms
- Must have at least 1 Bed
- Must have at lest a Double Chest for Storage
- Must have 2-4 Furnishings
- Library
- May be specialized (Lore, Journal Entries, Enchanted books, Link Books, etc) or general book storage
- Library may also use Vanilla Bookcases if desired
- Must have 1-3 Furnishings
- Formal Dining Room
- Should be large enough for you and for as many guests as you have guest rooms.
- Beyond this, it may be as large or small as you wish.
- Must have 5-8 Furnishings
- Servants
- Hire a Gardener
- Gardeners tend to your Agricultural exploits on your Personal Estate. They keep aesthetic Gardens looking nice, and tend to crops, Livestock, and Pets for functional Gardens.
- Gardeners require either a Hoe or a Mattock of any material quality
- Hire a Butler
- Butlers are in charge of maintaining the Estate. Essentially Butlers are Servant Managers.
- Hire a Maid or two
- A Maid's sole job is cleaning up after you, whether you're a slob or not.
- Personal Security
- Let's face it, your stuff is awesome, and more valuable than the rest of the crap the others in your Hamlet have. It's time to hire some muscle to keep you and yours safe.
- "Garden"
- May be functional or Aesthetic
- No minimum or maximum on personal Gardens
- Personal Airship Landing/Docking field/area
- Air travel is the future! For now, designate an area for Hot Air Balloons to take off and land, and get yourself a Balloon.
- Personal (Maritime) Marina/Ship
- If you are near a body of water, build yourself a Ship, and a dock for easy access.
- Also build a wool-coated landing area for any 1-person boats you may happen to use.
- 2-3 Additional Rooms to taste
Servants
- Servants should all have their rooms in the same area, somewhere out of the way but still close enough to be able to do their jobs.
- All Servants need only 1 room as their Bedroom with a Bed and a Double Chest to store their belongings. The Rooms may be as large or as small as their masters wish.
- Servant's Quarters require only half of the standard Furnishings
- Servants do not necessarily need any Armor
- Personal Security do not bunk with ordinary servants. They require their own personal Bunkhouse and Armory for their equipment.
- Personal Security are equipped as well as you want.
- They might have the latest in military technology if you are paranoid or militaristic
- They might have the cheapest, lightest crap you can find if you're cheap
- They might not have any uniforms or equipment if you're a REALLY cheap bastard.
- your Personal Security does not need to live on your Estate or even necessarily inside the Hamlet.
- See the Nobles page for more information on Mercenaries
Elder "Hamlet House"
- Master Bedroom
- Must have a Double Bed
- At Least 1-2 Decorative Items
- Guest Bedroom
- Must have a Bed
- At Least 2-4 Decorative Items
- Work Room
- Must have a Double Chest
- Must have a Furnace
- Must have a Crafting Bench
- At Least 1 Decorative Item
- Storage Room
- Must have at least 4 Double Chests
- or 12 Barrels if Barrels are preferred
- At Least 1 Decorative Item
- Kitchen
- Must have either Frying Pan or Furnace for cooking food
- Must have a Crafting Bench
- Must have a Single Chest for food
- At Least 1 Decorative Item
- Office
- Must have a Desk
- Must have 2-4 Bookcases or Bookshelves
- May be Vanilla or Bibiliocraft
- Required Bookshelves do not count towards Decorative Items
- At Least 1-3 Decorative Items
- If Elder is assigned an aspect of City/National Life, they must have one room dedicated to their specialty. IE:
- Agriculture Elder must have a room dedicated to Agriculture
- Mining Elder must have a room dedicated to mining equipment (or personal mine entrance)
- etc.
- 2-3 Additional Rooms to taste
"Hamlet Hut"
- Bedroom
- Must have a Bed
- At least 2 Decorative Items
- Work Room
- Must have a Double Chest
- Must have a Furnace
- Must have a Crafting Bench
- At least 1 Decorative Item
- Storage Room
- Must have at least 3 Double Chests
- Or at least 9 Barrels if Barrels are preferred.
- At least 1 Decorative Item
- Kitchen
- Must have either Frying Pan or Furnace for cooking food
- Must have a Crafting Bench
- Must have a Single Chest for food
- At least 1 Decorative Item
- 1-2 Additional Rooms to taste
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.
- Meet Food Requirements of your Population using any combination of Agricultural types
- Build a Mill
- Intended to be used to grind up wheat and other food into flour.
- Does not necessarily need to be functional
- May be a watermill, windmill, or any other kind of mill you can think of.
- Build a Hamlet Hut for the Miller.
- Build a Granary
- See Farming section, below, for details
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"
- Must be sealed by Doors
- Hostile Mobs may not spawn inside.
- Farm Houses should not be built near the Residential area.
- Farm Houses should be built as close to their crops as possible.
- It is recommended to keep Farmhouses on the edges of your towns so there is more space for building
- Room and Building Materials Requirements are equal to the Dwellings of the current Stage
"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.
- Farmhands live communally in a bunkhouse.
- Bunkhouses must have a dining area with enough room for all Farmhands
- Bunkhouses should have a common activity area that is not devoted to sleeping
- Farmhands sleep in either a Barracks-style setting or very small (no more than 3x2) private rooms
- Farmhands should all have their rooms in the same area, somewhere out of the way but still close enough to be able to do their jobs.
- Common Areas must have at least 1 Furnishing per Room.
- Farmhand Rooms do not need any Furnishings
- There may only be up to 6 Farmhands maximum per 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.
- Granary Bonuses
- Farmer may tend an additional 10 Blocks
- Each Farmhand may tend an additional 5 Blocks
- 1 Granary may serve up to 3 Farms
- Granary Requirements
- Granaries must be able to store 1-3x the required amount of food for the entire Settlement/Town/City
- This total is cumulative across all Granaries in a given town.
- Unless the City is Agriculturally focused, Granaries may not store food for other towns in the nation.
- Granaries do not give their bonus unless they are at least half full.
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
- Building Materials are the same as the Dwellings of the current Stage.
- Must be sealed by Doors
- Hostile Mobs may not spawn inside.
- Fishing Huts should not be built near the Residential area.
- Fishing Huts should be built as close to their fishing areas as possible.
- It is recommended to keep Fishing Huts on the edges of your towns so there is more space for building
- Room Requirements for Fishing Huts ignore the "X extra rooms to taste" requirements of any/all stages
- There are some additional rooms required for Fishing Huts
Fish Preparation Room
- Must have a Crafting Table.
- Must have a double chest for storing fish
- Must have Furnace/Frying Pan to smoke fish
- I know it's not how it works in reality, but work with me here.
- Fishing Dock/Fishing Raft
- A fisherman must have a place to fish from. Multiple Fisherman (up to the maximum provided by the difficulty) may fish from the same Dock or Raft
- If a Fisherman lives on a Houseboat that he then fishes from, he does not need a Dock/Raft. His Houseboat is his raft.
Fishing Dock
- A Fishing Dock is simply a place where a Fisherman goes to fish. It must extend out into/above the water. The Fishing Dock must have 2-3 Blocks for each Fishermman that is using it.
- i.e. One Fisherman is using a single dock. The Dock only needs to extend 2-3 blocks into the river, or run parallel to shore for 2-3 blocks.
- Another Fisherman sets up shop and decides to use the same Dock. The Dock will need to be extended 2-3 blocks in any direction over the river/water.
Fishing Raft
- Fishing Rafts are a place where Fishermen can go and fish. They are generally a good ways out into a lake/ocean.
- Fishing Rafts must have a base of at least 3x3 per Fisherman that uses the Fishing Raft.
- Fishing Rafts should have a Bed and at least a Chest per Fisherman that uses the Fishing Raft.
- Sometimes you are having a good run of luck, or for whatever reason you can't make it back to shore. Best to be prepared.
- Each Fisherman's Chest must contain at least 1 Boat in case of emergencies and/or crashing into the Raft and breaking their boat
- Fishing Rafts must have a Boat landing area.
- The Boat Landing Area must be coated in Wool, so boats don't break when they bump into the 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.
- Houseboats must be made of at least Wooden materials, up to the current material level of the Capital.
- Dirt may be used to build a Houseboat, but it may NOT be used for the bottom of the Houseboat
- If desired, these requirements may be used instead for an "Ice House", which would have a similar functionality, except there would have to be a hole through the floor and the ice so the fisherman can fish from a warm shelter on top of the ice.
- Room Requirements
- All Rooms but the Bedroom and the Porch/Deck may be combined into a single room if desired. If all rooms are combined into a single room, size requirements are 75% (3/4) of the individual rooms.
- If the rooms are combined into a single room, the functionality of each room MUST be maintained, and any items/blocks that are required for one room may not count towards the requirements of another room combined into the same room.
- Must have a Bedroom
- Must have a Bed
- Must have Double Chest
- Must have a Kitchen
- Must have Frying Pan or Furnace to cook food
- Must have Chest to store food
- Must have a Work Room/Fish Preparation Room
- Must have Crafting Table and/OR
- Must have Frying Pan/Furnace for smoking fish.
- Must have Chest to store equipment
- Fishermen must have at least a Fishing Rod
- Must have at least 2 Boats (Vanilla or equivalent) in case of emergency
- May have a Porch/Deck
- Though not required, the Porch is an area easily accessible from the rest of the Houseboat that is open to the air. It's a place where someone could go out and enjoy the sun on the water.
- Room dimensions, etc are up to you
- This is here simply to serve as inspiration
- Must have Boat Landing Area
- The Boat Landing Area must be coated in Wool, so boats don't break when they bump into the Raft.
- May have additional Rooms to taste
- Numbers/contents of additional rooms are up to you. This is the bare minimum for a Fisherman's Houseboat
- small Livestock area, small garden, small Orchard......there is no limit to what you could add to a Houseboat
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"
- Must be sealed by Doors
- Hostile Mobs may not spawn inside.
- Ranch Houses should not be built near the Residential area.
- Ranch Houses should be built as close to their crops as possible.
- It is recommended to keep Farmhouses on the edges of your towns so there is more space for building
- Room and Building Materials Requirements are equal to the Dwellings of the current Stage
"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.
- Ranch hands live communally in a bunkhouse.
- Bunkhouses must have a dining area with enough room for all Ranch hands
- Bunkhouses should have a common activity area that is not devoted to sleeping
- Ranch hands sleep in either a Barracks-style setting or very small (no more than 3x2) private rooms
- Ranch hands should all have their rooms in the same area, somewhere out of the way but still close enough to be able to do their jobs.
- Common Areas must have at least 1 Furnishing per Room.
- Ranch hand Rooms do not need any Furnishings
- There may only be up to 6 Ranch hands maximum per 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).
- Barn Bonuses
- Barn Bonuses are on a per-Ranch basis
- Additional Barns on the same Ranch do not give additional bonuses
- Ranchers are able to tend 5 more Livestock
- If the additional Livestock are Chickens, the Rancher can tend 10 more Chickens.
- Barns give a 125% bonus to Food Production
- Barn Requirements
- At least half of the Rancher's Livestock must fit into the Barn.
- Individual stalls are not necessarily required
- Barn bonuses are restricted to its home Ranch
- It is recommended (not required) that Livestock food be stored on an upper level
- For fun aesthetics, put some Hay Bales on an upper level
- Not a requirement
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
- Building Materials are equal to the Dwellings of the current Stage.
- Must be sealed by Doors
- Hostile Mobs may not spawn inside.
- Stable Master's House should not be built near the Residential area.
- Stable Master's House should be built as close to their Stables as possible.
- It is recommended to keep Stable Masters and their Stables on the edges of your towns so there is more space for building
- Room Requirements are equal to the Dwellings of the current Stage, with slight additions
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"
- Building Materials are equal to the Dwellings of the current Stage.
- Must be sealed by Doors
- Hostile Mobs may not spawn inside.
- Kennels should not be built near the Residential area.
- Kennels should be built as close to their Animal Kennels as possible.
- It is recommended to keep Kennels on the edges of your towns so there is more space for building
- Room Requirements are equal to the Dwellings of the current Stage, with slight additions
Room Requirements
- Animal Kennels
- Each animal in a Kennel Master's charge needs at least a 2x3x2 area to be kept in.
- There must be an area for the animals to run around in and get some exercise.
- Exercise area should be 2x2 per animal using the exercise area
- There doesn't need to be one massive exercise area, there can be multiple, smaller exercise areas.
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
- Bee Work Room
- Bee Keepers need an additional room to deal with Bee products and process them. Whether it's merely storage, or actual processing, this room needs to be indoors and/or underground to prevent bees from finding their way back to all of their products.
- Must have a Crafting Bench
- Must have at least a Double Chest for storage
- Must have at least 1 Apiarist's Chest (or better)
- Must have Bee Processing machine(s) when Stage-applicable
- Should have the Following Tools if Stage-Appropriate:
- Scoop (Dirt Hovel and up)
- Beealyzer (Redstone Discovery and up) or better
- Apiarist's Clothes (Redstone Discovery and up)
- Bee Meadow
- The specifics of the Bee Meadow requirements will be heavily dependent on the Bee breed. However, there should be at least a 1 block area for the Bees to fly around in every direction except down (unless desired)--X, Y, Z dimensions.
- Must have at least 1 of the Bee Requirements (Grass, Stone, Lillypad, etc) must be present for each set of Bees.
- Must have at least 1 of the following (Depending on Stage, preference, etc; Any of the below--not *all* of the below)
- Bee House (Stone Hamlet Stage and up)
- Apiary (Redstone Discovery and up)
- May be used if traded for from a Testificate Villager. Replacements/Original Apiaries may not be built until Redstone Dsicovery.
- Alveary (Glowstone Expansion and up)
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
- Orchard Masters recycle spoiled fruit and dead branches and leaves to produce fertilizer for their trees.
- Affected Orchards may have an additional 5-10 Trees
- Affected Orchards have an additional 125% Food Point Bonus
- 1 Composter may affect up to 4 Orchards
- Composters may affect Lumber Orchards
- Lumber Orchards do not receive Food Point Bonus
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
- Expand your Farm
- Minimum of 18 edible food plants planted per Player
- Minimum of 8 edible food plants planted per Hamlet Hut
- Minimum of 14 edible food plants planted per Hamlet House
- You must have at least 1 Potato planted to advance
- You must have at least 1 Carrot planted to advance
- If you have found Pumpkin or Melon seeds, you may plant them
- [Flavor]ized Dwellings do not need additional food
- Minimum 2 Wheat per Cow in your Ranch
- Minimum 2 Wheat per Sheep in your Ranch
- Minimum 2 Seed-producing plant per Chicken in your Ranch
- In addition to any other requirements
- Minimum 2 Carrots per Pig in your Ranch
- Crops must be irrigated
- Crops must be safe from mobs trampling them
- [Mod] IC2 Crop Holders are allowed
- [Mod-Natura] Each Natura Berry Bush block counts as half an edible food plant
- Must have a Chest near the field(s) containing a stack of every food plant you have planted (except pumpkins, melons, carrots, and potatoes)
- You must have a half stack of carrots in the chest
- Must have a Chest near the field(s) containing at least a half-stack of every food plant you have planted (except pumpkins and melons. Do not put carrots and potatoes in this chest)
- Expand your Ranch
- Build Enclosures to keep Harvestable Mobs safe from hostile mobs (and cats), separated by breed
- [Challenge] Separate Sheep by color
- You must have at least 8 Cows
- You must have at least 8 Sheep
- You must have at least 8 Pigs
- You must have at leaast 8 Chickens
- You must have a chest near each enclosure containing at least 4 breeding material per animal.
- Store Chicken Eggs in the Chicken Seed chest if you're keeping the eggs
- Build a Mill
- Build a Windmill
- If near water, you may build a Watermill instead.
- [Mod/Challenge-Applied Energistics]
- [Flavor] Designate a Dwelling as a "Miller's House"
- [Challenge] Help me get a better name than that
Commercial:
Community Center Upgrades
- Armory
- Town Watch/Militia Armory no longer stores arms and armor in the Community Center.
- As of this stage, they should store their equipment in the Armory
- See Fortifications, below.
- Offices
- Build new offices for any new Elders
- Any new Specialties that enter the town from this point forward will need an Elder to oversee them.
- Infirmary
- The Infirmary should continue to be stocked, but no longer needs to expand to keep up with your growing population
- See Hospital, below
Hospital
- Should have beds for at least 1/2 of the town's population
- Any Clay Hovel Outliers are included in this estimation
- Wood Settlement Outliers+ are exempt from this estimation
- Head Doctor is appointed to an Eldership
"Tribulation Tower" Upgrades
- Build at least 2 Levels
- Specifics are up to you
Official Hamlet Mine
- The Building on top of the mine should be at least 3x3
- The Mines themselves must be airlocked from the surface Hamlet
- Standard Reinforcement Rules apply
- Miners report to the Miner Elder
Inn
- Must have Rooms for at least 12 Travellers
- Rooms must have a Bed
- Rooms may have Chests and/or additional luxuries if desired
- Must have Dining Area with room for at least half of their guests at any one time.
- Must have a Kitchen
- Kitchen must have at least 1 Furnace
- Furnace(s) may be replaced/aided by TiCo Frying Pan(s)
- Must have at least 1 Crafting Bench
Marketplace
- May be indoor or outdoor
- May have individual stalls or a more modern mall/strip mall design
- Stalls/stores may be as lavish/frugal or stocked/barebones as you wish
- Stalls/Stores in successful Cities/Outliers must have at least 1-2 items on display
- Must have at least 6 stalls/stores
- Stalls/stores should be stocked
Build 2-4 Additional Community Buildings
- Build an Administrative Center
- Build an Elder's Meeting Room
- There must be seating for at least 4 elders
- There must be seating for at lest 6 Villagers to watch
- [Flavor] Designate 1-3 Dwellings as an "Elder's House"
- [Challenge] For the love of Notch, help me find a better name than that
- [Challenge] Build a Secretary's desk just outside the Meeting Room
- [Flavor] Designate a Dwelling as a "Secretary's Studio"
- Build a Storage Room/Bank
- Must have a Food Bank Double chest
- Must have a Spare Tools Chest
- Must have a Spare Armor Chest
- Must contain at least 5 Resource Double Chests
- [Mod-Factorization] Include at least 6 Barrels
- Clearly Mark all chests as to what they contain
- Build a Library Room
- [Designate a Dwelling as the "Librarian's Lair"
- [Challenge] Using a Book and Quill, create a backstory to your Hamlet
- [Challenge] Using a Book and Quill, write the story of your Hamlet thus far
- Build a Conference Room
- Should have a long table
- Should have chairs around it
- Build an Infirmary
- Must have at least 5 beds
- [Challenge] Build the room out of white wool
- [Challenge] Put a Red Cross in the middle of the floor
- Build a Community Workshop
- Should have at least 3 Crafting Tables, 2 Chests, and 3 Furnaces
- Upgrade Cafeteria/Diner
- Install 3 Furnaces in the Kitchen
- [Mod-Tinker's Construct] Upgrade Frying Pans to Stone-level
- If Room, add more tables
- Upgrade Mob Spawner
- Replace Clay blocks with Brick Blocks
- Expand by at least 4x4
- From Iron Village on, floors will be added on vertically, and called "Tribulation Tower"
- Upgrade Logging Building
- Plant any additional Sapling types you may have run into.
- If you have any, plant a Greatwood Sapling
- you do not have to harvest the Greatwood Tree if you don't want to
- IndustrialCraft 2 Rubber Tree Saplings still do not need to apply
- Plant at least 5 more Saplings than you had before.
- If you harvest any trees from the Logging Tree Farm, be sure to replant them
- Build a second Storage Chest
- Build Official Mine
- May be built of any material
- The official mine of your Hamlet
- It may be of any size or type, as long as it's producing resources
- If it uses mineshafts, standard mineshaft rules apply
- 3x3 minimum
- Must be reinforced with Wooden blocks every 10 blocks
- [Challenge] Keep the top part of the Mining Building safe from mobs from the depths.
- [Flavor] Designate a Dwelling as a "Miner's Mansion"
- Build 1-3 Community Buildings from the Community Buildings Page
- If you're having trouble finding something, try converting a Room to a Building from the Dwellings page
- [Challenge] If you have built a Cubeaism Shrine in your Wooden Settlement, expand your Shrine, and Complete all Level 1 challenges for your deity(ies), and try to accomplish the first Tier of challenges.
- Take the requirements of a Hamlet House, and build it onto the Shrine. Designate it an "Acolyte Apartment"
- If you have not started this challenge, but want to start now (or pick a new deity), all that is required is picking a Cubeaism deity, and build the basic shrine to the deity (or as close as you can with available/useable materials) somewhere inside your Hamlet
- Armor requirements (or lack thereof) override whatever Armor requirements the R2R Challenge places on you. With the exception of the Helmet for Underground work.
- Regardless of what your deity(ies) may demand of you, you may not leave the town permanently, and you must still help build the Hamlet.
- If you wish, you may build your own base out of your deity(ies)'s building materials (if you have any available)
Fortification
Walls and Defenses
Men and Material
Buildings and Support
- Build a 2-deep, 4-high wall around your Hamlet
- Must be Spider-proof
- Must have at least 2 places where the player(s) can leave, without breaking the wall or placing the Hamlet at risk of mobs.
- Must be Torched inside and out.
- Build 2 or more Watchtowers on the wall in the direction that you plan to expand next Stage.
Transportation
Roads and Pathways
Pathways
- All Buildings should be connected by a 2x2 path
- Path should also connect to the exits in the wall
- The path to the exits only need to be 1x1
- Gravel is recommended, but any block that doesn't turn to grass will do
Underground Tunnels
- Build an Underground Tunnel between your house/all player's houses and the Community Center
- [Challenge] Connect all buildings together with an underground tunnel system
- Standard reinforcement rules apply
Tracks and Minecarts
Maritime
Docks
- Waterside Towns should build a second dock into the water
Shipping
- Waterside Towns should build a boat building next to one of the docks on the water.
- Doesn't have to be huge, just has to look like to could float on the water.
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