- Joined
- Jan 17, 2011
So, townships. I feel like this is a trendy forum topic, but I'm going to go ahead with it anyway. So, it seems to be consensus (of the vocal minority, anyway) that townships are essentially nothing more than buying a large region. I'm going to expand on that and say they are identically-sized large regions. They serve no other purpose than block and loot protection, and turned into fancy-walled warehouses. Which is fine, there are many beautiful towns out there. But we can do more! Now, with the way Minecraft and the Heroes plugin, there's not really a whole lot we can do about that. However, we can make it so there is more leniency as to the shape of your fancy-walled warehouse, and also benefits of maintaining a higher player-base.
Caveat: I admit this will create a lot more work on the admin's part for setup and monitoring.
Ignoring costs, becasue I'm not the most knowladgeable about the HC economy, I'm proposing a new way to develop a community that allows for varied town design and citizen benefits.
So, let's look at the current system. You pick your center spot, and buy progressively larger boxes around the center point. What if, instead, you are able to buy chunks of land depending on how many citizens your town has, and once you get enough citizens to be able to upgrade to your next tier, you get a City Bonus?
For example, according the wiki, the current breakdown is as such:
Also, towns would be given a bonus every time they 'tier up'. When you reach town, the next region you buy gets increased crop growth rate. When you reach city, the next region you buy gives players within it moderate health regen. When you reach capitol, your bankers can sell to DHX for a higher price. This encourages towns to try to recruit, instead of just getting their 5-10 players and sitting on a little fortress.
To pay for it, each chunk would be assigned a cost. 'Tiering up' would be assigned a cost. Taxes would be based off how many chunks you own, not your tier. This way, if a town feels like it can afford higher taxes but is not able to save money for the bonus regions, it could still expand to the full extent of its member count. It just wouldn't be able to become a capital/city for kingdoms.
I ignored Kingdoms because they work on a whole different system with pylons and whatnot.
This is kind of based off the old factions system that was thrown around a while back, and I know it would be a lot of work on the admins parts, but it could be a nice way to help shake things up a bit.
Caveat: I admit this will create a lot more work on the admin's part for setup and monitoring.
Ignoring costs, becasue I'm not the most knowladgeable about the HC economy, I'm proposing a new way to develop a community that allows for varied town design and citizen benefits.
So, let's look at the current system. You pick your center spot, and buy progressively larger boxes around the center point. What if, instead, you are able to buy chunks of land depending on how many citizens your town has, and once you get enough citizens to be able to upgrade to your next tier, you get a City Bonus?
For example, according the wiki, the current breakdown is as such:
- 10 members = hamlet - 100x100 area
- 10 members = town - 150x150 area
- 15 members = city - 200x200 area
- 25 members = capital 250x250 area
Also, towns would be given a bonus every time they 'tier up'. When you reach town, the next region you buy gets increased crop growth rate. When you reach city, the next region you buy gives players within it moderate health regen. When you reach capitol, your bankers can sell to DHX for a higher price. This encourages towns to try to recruit, instead of just getting their 5-10 players and sitting on a little fortress.
To pay for it, each chunk would be assigned a cost. 'Tiering up' would be assigned a cost. Taxes would be based off how many chunks you own, not your tier. This way, if a town feels like it can afford higher taxes but is not able to save money for the bonus regions, it could still expand to the full extent of its member count. It just wouldn't be able to become a capital/city for kingdoms.
I ignored Kingdoms because they work on a whole different system with pylons and whatnot.
This is kind of based off the old factions system that was thrown around a while back, and I know it would be a lot of work on the admins parts, but it could be a nice way to help shake things up a bit.