Towns & Nations info
Here you can find all relevant information regarding towns & nations
Because the world is small. Nations can only have up to 3 alliances.
Town levels & Information
Town bankruptcy One of the most important features in Requiemcraft. If a town is unable to pay it's upkeep it will go bankrupt. This is the final stage/protection before the town get's completely deleted.
Max debt: 10 000$
Once the debt cap is reached , the town will be deleted.
A town that has been bankrupt for 72 hours will get deleted.
Newly found towns will start with 4 Town Blocks
Each resident invited to a town will grant the town 4 additional Town Blocks.
A Town Blocks = 16x16 (1 chunk)
Founding a Town costs 1500$
Claiming additional Town blocks (chunks) Costs 100$ and will increase by 5% and is capped at 250$/Town Block
Cost of purchasable Town Blocks = 75$
Upkeep starts at 6.50$/chunk and is paid every day.
In case of war
A town can choose to be neutral and not participate in a war for the fee of 25$ * claimed townblock/day. Factors are influenced by the town perks.
Level 1: Homestead
We want there to be a clear divide between one man towns or friendship towns (towns only inhabited by a small circle of friends), and actual settlements that should be respected and recognised as such. For this reason, all lands start as βHomesteadsβ, a fitting term for one man towns and tiny hamlet like towns inhabited by a small group of friends.
Perks:
4 x Town Blocks
Requirements:
None
Level 2: Settlement
A settlement represents the breakthrough point where a land is no longer a solo gig and is actually inhabited by other players. Requires 3 players. The benefits are very small, as the requirements are also small. The primary purpose of this level is to indicate a land is an actual prospective town and not a solo act.
Perks:
Ability to purchase +3 Town blocks
-5% upkeep cost
+5% cost to remain peaceful/neutral
Requirements:
3 Citizens
Level 3: Village
A village is the first real foray into having to manage and maintain a townβs activity . The requirement is rather simple, This means 5 players , but more than likely the town is going to need more members than that to keep it above the threshold. This also the minimum level needed to create a nation, a major milestone and political move which should be backed by actual potential, proven by the land ownerβs ability to make it this far.
Perks:
Ability to purchase +8 Town blocks
-10% upkeep cost
Ability to create a Nation
1 Outpost
+10% cost to remain peaceful/neutral
Requirements:
5 Citizens
Level 4: Town
Becoming a town represents a major milestone where there is evidence of significant recruiting, growth, and financial acquisition. Land owners should exercise caution before upgrading to this level, otherwise they suffer due to the amount of claims and upkeep
Perks:
Ability to purchase +15 Town blocks
-25% upkeep cost
+15% cost to remain peaceful/neutral
Requirements:
12 Citizens
Level 5: City
A city indicates the massive progression of a land. Requiring people to work together to obtain the required money for upkeep, and expansion. It is mostly about numbers, the requirements get exponentially steeper as a town reaches higher levels.
Perks:
Ability to purchase +25 Town blocks
-40% upkeep cost
2 Outposts
20% cost to remain peaceful/neutral
Requirements:
25 Citizens
Nation levels & Information
Joining or creating a nation can come with great benefits
Benefits and perks of nations are listed at the respected level.
Nation Zones are a special type of wilderness surrounding Capitals of Nations or Nation Capitals and their Towns. who are members of the nation can use the wilderness surrounding the town like normal. Players who are not part of that nation will find themselves unable to break/build/switch/itemuse in this part of the wilderness.
The Nation zone is based on your Nation level.
During wars Nation zones are disabled.
Upkeep starts at 1.90$/chunk and is paid every day.
Nations (depending on the level) will lower a town's upkeep enabling Nations to tax their towns if they deem necessary.
Town upkeep reduction is calculated after the initial Town level reduction, so yes it stacks.
Towns that fail to pay upkeep will go first in debt instead of being kicked.
Towns that fail to pay nation tax with their debt cap are kicked from the nation.
In case of war
A Nation can be peaceful/neutral for a fee of 300$ * each town in the nation/day Factors are influenced by nation perks.
Level 1: League
A league in this case represents the beginning of a collaboration between different groups, the initial stages of collaboration.
Perks:
+3 Extra bonus Town blocks for all towns.
-10% upkeep cost for towns
Nation Zone = 1 Chunk surrounding the towns.
Requirements:
None
Level: 2 Coalition
A coalition is where the nation starts to provide significant bonus chunks capacity to member towns.
Perks:
+6 Extra bonus Town blocks for all towns.
-15% upkeep cost for towns
-5% upkeep for the Nation
Nation Zone = 1 Chunk surrounding the towns.
+10% cost to remain peaceful/neutral
Requirements:
Total citizens: 9
Level 3: Federation
The citizen requirement goes up by a lot, but towns and nations start to benefit greatly from it's perks.
Perks:
+15 Extra bonus Town blocks for all towns.
-25% upkeep cost for towns
-10% upkeep for the Nation
Nation Zone = 2 Chunk surrounding the towns.
+15% cost to remain peaceful/neutral
Requirements:
Total citizens: 20
Leve 4: Nation
Perks:
+20 Extra bonus Town blocks for all towns.
-35% upkeep cost for towns
-15% upkeep for the Nation
Nation Zone = 2 Chunk surrounding the towns.
+ 1 Extra outpost
+20% cost to remain peaceful/neutral
Requirements:
Total citizens: 30
Level 5: Empire
Perks:
+30 Extra bonus Town blocks for all towns.
-50% upkeep cost for towns
-20% upkeep for the Nation
Nation Zone = 3 Chunk surrounding the towns.
+ 1 Extra outpost
+30% cost to remain peaceful/neutral
Requirements:
Total citizens: 50
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