Wood Settlement

You have survived the long nights of the wilderness. It is time to stop merely surviving and begin thriving. Using the wood you collected, it is time to build a proper house, and stop living in the mud like a mere mob. It is time to plant crops, and get a steady food supply.

Other refugees have passed by, and have decided to settle down with you. They will need houses as well, and most are too weak to work. With a steady diet, and shelter from the elements, they should improve quickly. But your wooden houses are far too easily burnt down, and too fragile besides. You should begin collecting Stone in preparation for reinforcing your existing buildings and expanding your small settlement for the other refugees that you have learned are already on their way.

Stage 2 Rules:

Fast Track Advancement Rules:

Player Tools/Armor Requirements

Scoring (by Individual) 5 Points:

Residential:

Build a Player Dormitory

Must be so lazy they can't be asked to build even the slightest shelter for the poor refugees passing by.

Assholes.

Scoring:

Individual Scoring:

Collective Scoring:

Stored Items:

Agriculture:

Farming:

Ranching:

Normal Advancement Rules:

Among the handful of refugees that have settled with you there is one that is healthy enough to help you with your work. He has volunteered to take over all the administrative duties in town, as well as helping you wherever possible. As a reward, you have named him an Elder of the town, and together you have built him a house that is slightly better than the houses for the other refugees.

Player Tools/Armor Requirements

Food Requirements

Livestock Food Requirements

Residential [Settle Res Norm]

Player Dwelling "Settlement Shanty"

Required Rooms:

Bonus Points (Scored individually per Player). 5 Points Possible.

Elder's Dwelling "Settlement Shack"

Required Rooms:

Bonus Points. 5 Points Possible.

Settler's Dwelling "Refugee Refuge"

Required Rooms:

Bonus Points. 10 Points Possible

Commercial [Settle Com Norm]

Administrative Center "Settlement Center"

Room Requirements:

Additional Community Buildings

Agriculture [Settle Agro Norm]

The Agricultural section consists of seven major divisions:

For now, we are only concerned with the first two, as your Settlement will need plenty of food sources if it hopes to grow.

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. If more than one person lives in a single Farmhouse, this number increases. For example, 2 Farmers in a single Farmhouse can tend anywhere from 50-150 Blocks of crops. Again, there is a limit of 2 People per Bedroom. Once there are enough Farmers, Farmers are encouraged to specialize their crops.

"Farm House"

Room Requirements:

Ranches and "Ranchhouses"

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. If more than one person lives in a single Ranch House, this number increases. For example, 2 Ranchers in a single Ranch House can tend anywhere from 30-60 Livestock. Again, there is a limit of 2 People per Bedroom. 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.

"Ranchhouse"

Room Requirements:

Transportation [Settle Trans Norm]

Fortifications [Settle Fort Norm]

Watchmen

Watchmen are your first line of defense against invaders. Lightly armed and armored, they are intended more to warn the heavy hitters that danger is coming than to actually ward off intruders. You will need 1 Watchman per Watchtower built. Their houses are built in addition to any population added by the Residential section. Watchmen are generally given a Stone Sword, a Bow, and 32 Arrows. If you have any, they are also assigned a cat. As always, keep in mind Stage restrictions, and change their fitting accordingly.

Watchmen:

Hardcore:

Refugees are streaming in, most them are sick. There are more Settlers arriving that are both willing and able to work. Among them are two that are particularly skilled. They have been named Elders of your young Settlement, and will be handling the day to day administrative duties required for smooth Settlement life, but they still answer to you.

Calculating Population

Population that is required for this stage is fluid, depending largely upon the number of houses built in the Residential stage. However, Population is also added in the Fortification and Agricultural sections. To find your Population, first determine the amount of Residences you built (or will build), then add the amount of Watchmen that you have. This will determine your Food Requirements (See Agriculture section, below). Once you have built enough Farmhouses or Ranchhouses to feed your entire population (including the new Farm/Ranchhouses), you will have your population for this stage.

Food Requirements

Livestock Food Requirements

Tools/Armor Requirements

Player Tool Requirements

Elder Tool Requirements (Per Elder)

Settlement must have enough food in storage to support its population.

Settlement must have at least 5 stacks of Cobblestone

Must build around a central square, minimum of 6x6

Residential [Settle Res Core]

Requirements:

Player Estate(s) "Settlement Shanty":

You have the resources to build a decent house for yourself, so take some pride in yourself. Build yourself a Dwelling out of any resource available to you. Keep in mind that you will be expanding your house many times, and will need to leave yourself plenty of room to expand. Players (if more than one are attempting the challenge) may not live with each other, and must build their own Dwelling/Estate.

Required Rooms:

Elder's "Settlement Shack"

Elders are pillars of the community that are highly skilled in either a particular area (Commerce, Agriculture, etc) or in Administrative duties. They are also healthy enough to help the more ill or injured Refugees that are coming into your Settlement. Particularly skilled Elders may be named Leader of a Guild (Farming, Mining, etc).

Required Rooms

Settler's "Refugee Refuges"

The Refugees that are arriving need shelter, just as you did in the last stage. You are better equipped now than before, and can help them back to health. As they gain strength, they will be able to help you more and more.

Required Rooms

Commercial [Settle Com Core]

Administrative Center "Settlement Center"

The center of Government in your small Settlement, the Settlement Center will be a focus of the town for quite some time to come. You will have an Office here, as will all Elders, all Guild Leaders, and any Ambassadors you may have from neighboring lands/Outliers you may found. In addition, the Town's Item and Food Banks will be stored within the Settlement Center (and it's successive iterations)'s walls. It will also hold all the arms and armor for the Settlement's Reserve soldiers. Make sure that there is plenty of room to expand the Settlement Center, and that all Armory(ies), Food Bank(s), Item Bank(s) are able to be expanded, or have more of any of them installed.

Room Requirements

"Tribulation Tower"

Your Clay Hovel(s) from the first stage will henceforth be referred to as "Tribulation Tower"(s). They will eventually be controlled mob spawners, reaching either into the sky or the depths of the ground. For now, it is enough to simply expand the original Clay Hovel, as it would be nearly impossible to effectively keep the Tower in a decent shape against Creepers, let alone control spawning with Lamps.

Cafeteria/Diner

Not all of the Settlers are able to cook for themselves, whether it is because they are too sick or injured or they just don't know how. So it was decided that a Settlement Cafeteria would be set up to ensure that nobody would have to starve. If the Player(s) would prefer to call it a Diner or Restaurant or some other kind of eating establishment, they are free to do so. Please note that the Dining Area is assuming a standard, 2-4 person per table arrangement. If long tables are instead used, or some other kind of arrangement, recompute accordingly.

Other Community Buildings:

Agriculture [Settle Agro Core]

The Agricultural section consists of seven major divisions:

For now, we are only concerned three of these categories, as your Settlement will need plenty of food sources if it hopes to grow, and will need plenty of wood to keep it going.

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. If more than one person lives in a single Farmhouse, this number increases. For example, 2 Farmers in a single Farmhouse can tend anywhere from 50-150 Blocks of crops. Again, there is a limit of 2 People per Bedroom. Once there are enough Farmers, Farmers are encouraged to specialize their crops.

"Farm House"

Additional Room Requirements:

Ranches and "Ranchhouses"

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. If more than one person lives in a single Ranch House, this number increases. For example, 2 Ranchers in a single Ranch House can tend anywhere from 30-60 Livestock. Again, there is a limit of 2 People per Bedroom. 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.

"Ranchhouse"

Room Requirements:

Arboriculture and "Lumberjack Shacks"

Lumberjack Shacks, like the rest of the Agricultural workers, are not counted in the Residential Section. They work on the outside edges of any Settlement, Hamlet, or Town by necessity, and provide all the wood for your town. In addition, they are also in charge of all Orchards and Tree Breeding. Because of the sheer amount of room they need for the frankly enormous amount of tree breeds out there, they are often among the first of the Agriculture workers that are sent out to new Outliers, in order to free up room for more buildings in the Capital. There are many different kinds of Orchards.

"Lumberjack Shack"

Additional Requirements:

Orchard types (not an exhaustive list):

Transportation [Settle Trans Core]

Fortifications [Settle Fort Core]

It's all well and good that you're doing so well, but there are those out there that will envy your success. And, of course, the Hostile Mobs that wish to tear down everything that you have accomplished. For now, you will be safe enough if you have a few men to watch for trouble. But this will only last for so long......

Watchmen

Watchmen are your first line of defense against invaders. Lightly armed and armored, they are intended more to warn the heavy hitters that danger is coming than to actually ward off intruders. You will need 1 Watchman per Watchtower built. Their houses are built in addition to any population added by the Residential section. Watchmen are generally given a Stone Sword, a Bow, and 32 Arrows. If you have any, they are also assigned a cat. As always, keep in mind Stage restrictions, and change their fitting accordingly.

Watchmen:


Next Stage: Stone Hamlet