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what it takes to make or break a town

mrfreaker

ICE ICE ICE!
Joined
Jun 27, 2011
Location
Arizona
hi eveyone, ive noticed while playing on this server that its pretty simple to grasp how you create a town, but what i havent seen is what it takes to run a town and keep it from becoming a crash and burn scenario, so instead of asking every possible mayor/sic i could, i figured it'd be better and more helpful to every one else to just put it here.

so tell me, what does it take to run a good town, from the basics to everything advanced
 

GreekCrackShot

Legacy Supporter 7
Joined
Feb 1, 2011
Location
New York
^^What he said, plus active citizens who are willing to work and donate/sell materials to you in order to benefit said town. Also, allies are important, and the ability to defend/prepare in the case of a raid helps
 

jwplayer0

Legacy Supporter 6
Joined
Jan 14, 2011
Location
Columbus, OH
A town that is fairly close to spawn, people are lazy and dont like to walk unless its for raids an such, if a person died and cant get back to their city easy, it makes them happier. Plus people are too lazy to walk 2000 blocks just to see a city.

A group of 7 to 15 good friends. If you have a group of friends that you know are dedicated to the city and eachother, the chance of the city dying even in bad times is slim.

A good aliance town, even though evil and neutral alliance towns seem to get members faster, you always here about betrayals in those towns and a loss of enough material to make several payers quit the server all together

Security, people like to be safe from raiders, make sure their are no mines entering your town and no way to tower over your wall

A Staff member of Guide or higher, you'll always have those pesky theives in your town, so instead of putting in a pe and have to wait forever to get the list of things they stole, get towny staff member to do it for you.

Those are just a few of the many things that can help keep a town succesful
 

RedKhan

Soulsand
Joined
Jun 21, 2011
Quality over quantity when it comes to members.

Overall town design is a factor in attracting new members(Aesthetics, practicality) as well as a good attitude on the part of those in charge (No snobbery towards new town members or indeed, minecraft owners).

Having clearly laid out laws and guidelines without being too controlling (Allowing townsfolk to have a say in how things are run).

To be honest, if there was ever another map wipe I'd love to see the elite of HC form 1 uber town together, although that might devolve into an argument about who's in charge etc.
 

Dsawemd

Wiki Team
Legacy Supporter 8
Joined
Jun 16, 2011
Active leadership is crucial.

Betrayal kills towns.
Actively let people know that if they betray the town, they might as well leave the server, because you will put them on a blacklist and they will never have another friend.

Inactivity kills towns. Make sure you incentivize people to be active. You can do this by providing larger plots to more active members, charging an inactivity tax, and making sure the leadership (mayor/sic/officers of some kind) is on most or all the time


@RedKhan interesting idea with the elite town.
 

RedKhan

Soulsand
Joined
Jun 21, 2011
Most towns have been through a phase of crapness, be it through players stealing from town after gaining access to the region, leaders dissapearing, mass raiding. I just wonder what it'd be like if all the active team players of the server were to band together under one flag. (Kainzo, wipe the map by accident, everyone will forgive you :p)

Although with that, there would probably be the problem of that single town holding most of the power in the server.

Sorry if that's off topic.

Dsa has a point about incentives, and I think things like activity and productivity are more important than the amount of coin or gold a player contributes to a towns bank.
 

Dielan9999

Legacy Supporter 5
Joined
Mar 9, 2011
Location
Temple of Melonmancy
I think towns who aren't near spawn, like mine are also a good bet. It's a different way to go about it. With close to spawn towns, they collect alot of new players. So what few players who are willing to walk this far, we must give them something to do, so that when they come back they won't be bored or lost. It's also important to keep things tight between your community. Something Fudoshi wasn't able to do :(

From it's mistakes we only can learn.
 

RedKhan

Soulsand
Joined
Jun 21, 2011
Might be biased, but towns further from Spawn have their advantages. They are more out of the way which makes them less likely to be targeted by raiders (Might not be the case once they are known about, but during the town building process this is good). I think further away from Spawn gives them a bit more adventure, as well as room to expand also.
 

jwplayer0

Legacy Supporter 6
Joined
Jan 14, 2011
Location
Columbus, OH
Might be biased, but towns further from Spawn have their advantages. They are more out of the way which makes them less likely to be targeted by raiders (Might not be the case once they are known about, but during the town building process this is good). I think further away from Spawn gives them a bit more adventure, as well as room to expand also.

Nah, i see raids do circles around the edge of the map hitting every city near it before
 

Dielan9999

Legacy Supporter 5
Joined
Mar 9, 2011
Location
Temple of Melonmancy
Also, if you defenses are really good, as well as far from spawn, it's very discouraging to raid. Considering the added effort and the risks involved.
 

ChunkyM0nk3y

Legacy Supporter 4
Joined
Mar 22, 2011
I would also Not build Lear the mainroads, These are targeted by Raiders all the Time. Until you have town rings I would also Avoid

Building Roads to your town until you get Rings.
 

strongholdx

Moderator
Legacy Supporter 6
Joined
Mar 4, 2011
Location
Earth
I would also Not build near the mainroads, These are targeted by Raiders all the Time. Until you have town rings I would also Avoid

Building Roads to your town until you get Rings.

Haha - Ironpass gets shit for that all the time because we al litterally on the main road. at first we had huge trouble with riaders, we still do. However this promotes great security. Of course, our systems are not even close to flawless and we still get people in town. However most of them abuse glitches to get in *cough* we still have lots of work to do. If you want to know whats wrong with your walls/defences build on a road.
 

RedKhan

Soulsand
Joined
Jun 21, 2011
Haha - Ironpass gets shit for that all the time because we al litterally on the main road. at first we had huge trouble with riaders, we still do. However this promotes great security. Of course, our systems are not even close to flawless and we still get people in town. However most of them abuse glitches to get in *cough* we still have lots of work to do. If you want to know whats wrong with your walls/defences build on a road.

Ironpass is like entrapment for would be glitchers then? I like it.
 

jwplayer0

Legacy Supporter 6
Joined
Jan 14, 2011
Location
Columbus, OH
Recruit dedicated, mature people, keep them occupied, kick idiots.

This reminds me of when brancher glitched in, we had a hole dug around the city to prevent mines from letting people into the city, and we had a wall with glass to finish it off to sky lvl... he still got in and claims someone let him in when stronghold had removed everyone from regions about 2 days before
 

Farroes

Legacy Supporter 6
Joined
Jan 13, 2011
I think you have to try and create and environment where people look forward to logging on to help the town and be with their friends. Organize group builds/digs/pvp to get a sense of a community going.

People also need incentives to continue working for the town, and to donate to the town, rank systems or upgrading plots is a good way to do this, and don't forget to tell your citizens how great of a job they are doing when they help you.

Basically just create a positive environment and remove any negativity ( ie: raging citizens, douche cannons, and thieves).
 
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