Iron Village Classic

You are now a fully established Village, and news of your success is spreading far and wide. The Immigrants are still pouring in, but your building standards are keeping up nicely. Unfortunately, Village services are stretched thin. It's time to focus on the people, and make sure that they can stay healthy, become educated, and happy. You have mined deep, and discovered Redstone. You have already come up with a few uses for it, though your top men tried to make a good case to use it as a liquid flavoring instead. "Happiness is some Redstone in your cup," "Redstone Coffee--start the day out with a jolt," and other such bad catchphrases were eventually abandoned. More research into its curious properties is probably warranted. Already they have developed two items that use it--the Piston and, after a lab Slime got loose and smashed by a Piston, the Stick Piston. Maybe they're still upset that their iron boat idea led to too much iron underwater. But they eventually decided to put wheels on it, and call it a Minecart. In addition, your mystics have been making some amazing breakthroughs. Both Science and Magic are being explored more by their respective experts. You have also read reports about advances in Minecart Technology, and, while still basic, the potential is there. In the meantime, you're discovering that you're needing more and more food to feed your rapidly growing population. your advisors say that you should probably send a few people out to found a new settlement, one that is specifically devoted to feeding your people. page 98 / 284 Refugee to Regent Challenge Stage 4 Rules: From this stage forward you will be building at least 1 Outlier per stage, and most of the time upgrading the Outliers you have built before. Outliers that are close to the Village/City/etc may eventually be subsumed into the Village/City/Capital itself. From this stage forward, I will be trying to dictate less and less of what *has* to be done, simply because of the sheer amount that must be done. And because being forced to build someone else's vision isn't always fun. Magic: Thaumonomicon may be made, but during Iron Village stage only Alchemy (changing one metal to another) may be used. Research may proceed as far as the Thaumaturge wishes Thaumaturgy must be practiced away from a Player's base, in a building (preferably tower) that may ONLY be used for Thaumaturgy (Research is the only Thaumcraft 3 activity that may be done in Library/Player's Base) Ars Magica activity, likewise, should be kept away from a Player's base, preferably away from all residential areas, but should done in a relatively open space. Technology: Technology is just being discovered, and as such not much will exist this Stage. Next Stage will kick the Tech mods off, and from there you're off to the races. Essentially this stage you're limited to Redstone Dust, the Dispenser, the Piston, the Sticky Piston, Clockwork Engines (or Redstone Engines if you don't have [the correct version of] Forestry), Wooden Pipes and vanilla Redstone logic. If you're running Railcraft 7.0.0.0 onwards, you are limited to crafting Wooden Rails only (Railcraft 7 allows their crafting at the Crafting Bench). Found rails may be used however you want. If you're running pre-Railcraft 7, Wooden/Standard rails in the Rolling Machine. Don't worry, your best scientists aren't spending (all) of their research time using Sticky Pistons to take the walls away from the women's changing rooms. ....yeah.....maybe there's a reason why better Engines aren't invented this stage. For the Iron Village, Population is calculated by the number of unique Dwellings (Villager/Player), and the number of beds in the Militia Armory in the Iron Village. The Population of the Outliers is not factored into the Village Population Advancement Requirements (but can and should be taken just for fun). page 99 / 284 Refugee to Regent Challenge Tech unlocks: Magic Unlocks: Cauldron Thaumonomicon Wand of the Apprentice Crucible Research Table Arcane Workbench Thaumaturge Research up to/including Unified Thaumic Field Theory Arcane Empowerment Table Outliers Easy Link Normal Advancement Rules Tool Requirements (Per Player): Iron Sword Iron Axe Iron Pickaxe Iron Shovel Iron Hoe [Mod-Redpower 2] Iron Sickle [Mod-Tinker's Construct] Iron Mattock may replace Iron Axe/Shovel/Hoe Advancement Requirements [Mod-Tinker's Construct/Challenge]: Make all Iron Tool parts using the Smelter and Casts. Armor Requirements (Per Player): Full set of Iron Armormust be worn constantly Iron Helmet Iron Chestplate Iron Leggings Iron Boots If any piece of Armor is destroyed or lost, it must be replaced immediately Residential: Each Player needs to upgrade their Dwelling. Build a Functional Clock somewhere in the Dwelling page 100 / 284 Refugee to Regent Challenge Clock in an Item Frame will do nicely Replace Wooden Doors with Iron Doors Bedroom Upgrades: [Challenge] Replace Tool Chest with Tool Dispenser(s) [Challenge] Replace Armor Chest with Armor Dispenser(s) Optional: Move Tool/Armor Dispensers out of the room Work Room Upgrades: Install a second Furnace Supply both Furnaces with at least 32 items of fuel [Challenge] Keep both Furnaces supplied with a full stack of fuel. [Challenge] Use Hoppers to automate the Furnace including a Furnace that does nothing but produce Charcoal to keep the Hopper line going. [Mod-Tinker's Construct] Place all of the Tinker's Construct tool-making tables Stencil Table Part Crafter Tool Station [Challenge] Have all Tinker tables surround a Pattern Chest [Mod-Tinker's Construct] Build a Smelter in your Work Room [Challenge] Have 2 outputs from the Smelter One output should be the Casting Table for tool parts The other output should be the Casting Basin, which will output metal blocks. [Challenge/Mod-Tinker's Construct+Bibliocraft] Build a Desk or Bookshelf, and store your Tinker's Construct Bookshelves in it Place it near the Tinker's Construct tables/Smelter [Mod-Thaumcraft 3] [Magic] Begin Construction of a Thaumaturge Tower May be built on top of your base, or may be an entirely separate building May be built out of any material type, but should be distinctive and unique All Thaumcraft 3 Research, Production, must be based out of this tower If you choose to have a Thaumaturge Villager (based on your imagination, not Testificate), it must have its own tower. After Production, Thaumcraft items may be used anywhere, but they have to be made in a Thaumaturge Tower. Construct a Research Room Should hold a Research Table and a good variety of items to research from Construct a Production Room Place a Crucible in this room Buil 1 more Thaumcraft-centric room in the tower [Mod-Bibliocraft+Ars Magica] [Magic] Build an Ars Magica Spell scroll library Bibliocraft should able to use Ars Magica scrolls in their bookshelves/desks Construct a wall of Bibliocraft bookshelves Store a copy of every Ars Magica spell scroll that you own in the bookshelves [Mod-Bibliocraft+Mystcraft] [Magic] Build a Mystcraft Library Build a Writing Desk page 101 / 284 Refugee to Regent Challenge Build Book Binder Build Bookshelves for Linking Books [Challenge] Write 2 Bookshelves full of Linking Books back to the Overworld/your Village/your base/Mystcraft Library that you can grab quickly before you head off into a new Age. Build Bookshelves for Descriptive Books Build Bookshelves for non-Overworld Linking Books Build/leave room for Mystcraft Linking Book Nexus [Challenge] All Linking/Descriptive Books off the shelf in the Mystcraft Library must be on a Lectern one block off the floor. Build 1 Stage-Appropriate room from the Dwellingspage. [Challenge] Build 2 (total, but is only a minimum) Stage-Appropriate rooms from the Dwellings Page Build 6-12 Village Villas `Optional: Make sure you have enough people in your town for all the jobs you have available. [Flavor] Designate Dwellings as caretakers for Community Buildings [Challenge] Decorate Designated Dwellings accordingly If not playing Solo, add 1.75 Houses per additional Player Must be sealed from Outdoors by at least Wooden Door Any Window Holes must be filled by Glass/Glass Panes All rooms must be closed off from each other by Doors [Challenge] Build Pressure Plates on the inside of every door Must be too bright for mobs to spawn inside the Village Villa Bedroom Minimum 3x3x3 Must have a Bed Must have at least a Single Chest Should have a Painting (any) [Challenge] Carpet the flooring with wool Kitchen Minimum 2x3x3 Must have Double Chest May only store Palatable Food Food for the Villagers may be stored here, or in the Village Center Food Bank Must have Crafting Bench Must have Furnace [Mod-Tinker's Construct] And/Or Stone Frying Pan Work Room Minimum 3x4x3 Must have Furnace Must have at least 1 Crafting Bench Must have at least 2 Double Chests (or better) May store anything but food Storage Room page 102 / 284 Refugee to Regent Challenge Minimum 4x4x3 Must have at least 5 Double Chests (or better) [Mod-Factorization] Install at least 3 Barrels Main Room Minimum 2x3x3 May be decorated however you wish Choose 1 Additional Stage-appropriate Room from the Dwellings page. Armor Advancement Requirements Tool Advancement Requirements (per Player) Must have full set of Iron Tools Iron Sword Iron Axe Iron Pickaxe Iron Shovel Iron Hoe Iron Pickaxe Technology Advancement Requirements Must set up Minecart Workshop Leave plenty of room to expand--you're going to need it Leave room for a Rolling Machine next stage Must have at least 4 Crafting Benches Must have at least 6 Double (or better) Chests Optional: Store all Minecart tracks in the Minecart Workshop Optional: Set up Minecart Station Leave plenty of room to expand/tracks from many Outliers Must set up Machinist Workshop The Citizens that work here will be responsible for building/refining most of your technology Should have several Pistons (either/both types) on display Should have room for TE/IC2/etc processing machines next Stage Optional: Expand Machinist Workshop to Industrial Park as your city grows. Optional: Armorer Optional: Weaponsmith Optional: Cooper (Barrel maker) Optional: Blacksmith Optional: Smokehouse Magical Advancement Requirements [Mod-Alchemine] Must set up Alchemist's Workshop [Mod-Thaumcraft 3] Must set up Thaumaturge Tower (1 per player) page 103 / 284 Refugee to Regent Challenge See Player Base Requirements for details Must set up 1 additional Thaumaturge Tower per citizen if any citizens feels like experimenting. Community Building Advancement Requirements Optional: Make sure you have enough jobs for all your Citizens. Don't forget to include janitors, Butlers (if applicable), kitchen help, etc, if you don't have enough Community Buildings. Begin Construction of Tribulation Tower Tribulation Tower will eventually be a controlled mob spawner, with redstone-controlled lights that may be turned on and off to allow mob spawning, that stretches far, far into the sky. Think RPG Towers that require clearing out. For now, build 2 levels out of (Smelted Clay) brick, using any room configuration of your choosing. But there should be a a path up the tower with stairs, and room for another staircase to the next level in following stages. It is recommended to divide each current level into a main room with several sub-rooms. For now, light with Torches when you don't want mobs, and take them all down when you want mobs to spawn. Fully clearing Tribulation Tower means fully relighting the Tower and killing all mobs that may infest the tower, in addition to repairing any Creeper damage. Clear Tribulation Tower at least once before advancing to the next stage.. Construct Hospital Room for 1 Patient per 3 Population (may be in ward setting) Construct School Room for 1 student per 5 Population (including Players, Militia) Construct Shop/Store May be catering to a specific need, or a general store. Up to you. Construct Theater or other means of entertainment Should have room for at least 80% of the Village (not necessarily including standing room) Must have a stage Should have seats facing the stage. May have backstage areas May have reception area Upgrade Community Center to Village Center Elder's Meeting Room is now Mayor's Office It's your office, redecorate however you please Build Conference Room Must have long table Should have seating for Mayor, Militia Commandant, Mining Guild Leader, and 4 or more others Construct an Office for the Mining Guild Leader page 104 / 284 Refugee to Regent Challenge Must have a Desk Should have pickaxes on display (any kind, any quality, in any shape) Should have types of stone (and/or Ores) on display Recommended to use Bibliocraft Shelving/displays, or Item Frames. [Challenge] Build a Secretary's Desk outside his office. Upgrade Official Town Mine (now known as "Mining Guild Headquarters") Town Mining Guild Headquarters should be built over the *official* Town Mine Entrance [Flavor-Mandatory] Designate a Village Villa as "Mining Guild Leader's Home" [Challenge] Get me a better name than that Mining Guild Leader is a member of the Militia Reserves (See Fortification Section for details) Mining Guild Leader must have at least an Iron Pickaxe stored somewhere in his home. [Challenge/Mod-Tinker's Construct] give the Mining Guild Leader a Named, Tinker's Construct Iron Pickaxe Need not be fully Iron Mining Guild Leader must have an Iron Helmet Must Choose 1-2 buildings from the Community Buildings page to build Construct Blacksmiths Shop Optional: Blacksmith Shop Optional: Armorer Optional: Weaponsmith Optional: Cooper (Barrel Maker) Optional: Smokehouse Optional: Bar/pub/saloon Optional: Inn/Hotel/Motel Optional: Goldsmith Optional: Jewelry Maker Optional: Tailor (Leather) Optional: Restaurant Optional: Flower Shop Optional: General Store Optional: Meat Shop Optional: Stable For Pigs or for Horses Fortification Building Advancement Requirements Construct Wall around new construction Walls do NOT have to enclose farmland or livestock Build Watchtowers along the wall If this gets to be too much, Construct Wall around new Residential Areas. [Flavor] "Hire" 1 Watchman for every 2 Watchtowers you construct/have constructed by building a "Watchman's House" Any Watchmen from previous stage are hereby drafted into the Village Militia Reserve. page 105 / 284 Refugee to Regent Challenge Reservists must have equipment waiting for them in the Armory The standard armament (per Reserve Member) is Leather Armor, Stone Sword, a Bow, and at least 32 Arrows Construct Militia Headquarters Must have Conference Room Must have long table Should have seating for head of Militia, Mayor, and at least 2-3 others Must have Planning Room Planning Room should have desks Planning Room must have basic map of the immediate area posted on the wall. Each stage from here on the basic map must be expanded one stage. Must have Officer Offices Any Ranked (doesn't sleep in the barracks) member of your Village's military must have an office in the Militia Headquarters Office must include a desk Office should have weapons on display (any kind) construct Militia Armory Must have Equipment for Militia Reservists Must have at least 1 Leather Helmet per Reservist Must have at least 1 Leather Boots per Reservist Must have at least 1 Leather Chestplate per 2 Reservists Must have at least 1 Stone Sword per Reservist Must have at least 1 Bow per Watchman Each Bow must have at least a stock of 16 arrows Mining Guild Leader provides his own Helmet Must have Equipment for Militiamen: Must have at least 1 full set of Leather Armor per Militiaman Must have at least 1 Stone Sword per Militiaman Must have at least 1 bow per 4 Militiamen Each Bow must have at least a stock of 32 arrows The Bow is assigned to Militiamen in addition to their Swords. Must have a full set of Iron Armor for Commandant Player(s) may not be the Commandant Must have an Iron Sword for Commandant [Mod-Tinker's Construct/Challenge]: Give the Commandant a named, non-standard Tinker's Construct Sword. Need not be fully Iron Construct Militia Barracks Must have at least 4 beds The Militiamen stationed in the Barracks count towards the population, but do not need additional housing Construct Commandant's Billet General Building Requirements are at least Hamlet Hut (See previous stage) [Challenge]Set Building Requirements to Village Villa page 106 / 284 Refugee to Regent Challenge Outliers Building Advancement Requirements Build New Outlier [Challenge]: Build a Direwolf20 Outlier This is exactly the same as any other Outlier, with two variations All buildings may ONLY be 9x9 cubes Cobblestone is recommended, though not required Every 10-20 blocks, you must place a sign that says either "Cool" or "Awesome" Recommended to be minimum 1-200 Blocks away from main Village Should have a 1-thick, 2-high Wooden Palisade around it Fields, Livestock, Drilling Field, etc, may be outside the Palisade Dwellings, Buildings must be inside the Palisade. May use current technology/advancements Houses must have Furnaces Houses must have Chests May use any available building material Must have Militia stationed there for defense Only 2 Militia minimum needed at Settlement May use small Barracks/Armory as house House may contain both/all beds for Militia Garrison Minimum Armament: Wooden Swords Minimum Armor: Leather Chest Plate, Leather Helmet Add 2 or more additional Dwellings May be Refugee Refuges, Hamlet Huts, Village Villa, or have completely other building requirements Must be connected to main city by Road Road may be built of any available building material Must be 2x2 at minimum Must be lit by torches May just be sitting on the ground or in some elaborate place setting Optional: Connect Village/Settlement with Minecart Rails (Any valid type) Must have either an Agricultural or Mining focus You will have the choice of Agricultural, Military, Technological, Magical, or Mining focus for your next Outlier Agricultural Focus: Must have at least 1 Village FarmHouse Must have at least 1 Village RanchHouse Optional: Relocate current FarmHouses to Agriculture Outlier if you need/want the space for construction Outlier Tribute: Must send 10% of total Agricultural capacity (Food, Leather, Wool, Eggs, etc) back to the Village by the end of the Stage Mining Focus: Must have Mining Guild Headquarters This building must be placed on top of/directly adjacent to the entrance to the mine. page 107 / 284 Refugee to Regent Challenge Must have Ore Refinery This building must have furnaces to produce ingots [Challenge] Build a Quartz Grindstone in the Ore Refinery (even if you never use it) Outlier Tribute: Must send 10% of total Mine output (Ores, Coal, Quartz, etc. Does not include [Necessarily] Gravel, Dirt, or Cobblestone) back to the Village by the end of the Stage Optional: Build 1 Dirt Hovel as precursor to another Outlier next stage (Must be at least 250 blocks away from Village) Optional Advancement Requirements [Challenge] Cubeaism--expand shrines (will expand on this section later once I've caught up). Hardcore Advancement Rules: [Challenge]: All Metals must be smelted by a Tinker's Construct Smelter, and poured into a Tinker's Construct Ingot mold for ingots, or the Smelter basin for metal blocks [Challenge-Iron Chest Mod] Replace as many important Double Chests with Iron Chests as possible Residential Advancement Requirements Armor Advancement Requirements Tool Advancement Requirements Community Building Advancement Requirements Fortification Building Advancement Requirements Outliers Building Advancement Requirements Optional Advancement Requirements Tool Advancement Requirements: [Note] Tools made using Tinker's Construct may be constructed of any material, as long as the head/top of the tool that does the actual work is Iron. [Note] If you find yourself frustrated at your tools breaking constantly, feel free to make several more tools that you can switch to until you can get back and replace/repair them. [Note] All of these tools must be held constantly, and replaced as soon as possible after they break Iron Sword Iron Axe page 108 / 284 Refugee to Regent Challenge Iron Pickaxe Iron Shovel Iron Hoe [Mod-Redpower 2] Iron Sickle [Mod-Tinker's Construct] Iron Mattock may replace Iron Axe/Shovel/Hoe Advancement Requirements [Mod-Tinker's Construct/Challenge]: Make all Iron Tool parts using the Smelter and Casts. [Mod-Better Bows]: Longbow [Note] Only the Vanilla, Torch, and Fire arrows (and their Split equivalents) are unlocked at this stage. Armor Advancement Requirements: Full set of Iron Armor(or its equivalent) must be worn constantly Iron Helmet Iron Chestplate Iron Leggings Iron Boots [Note] If any piece of Armor is destroyed or lost, it must be replaced immediately [Mod-Better Bows]A Quiver must be worn at all times The Quiver must be kept as close to capacity as possible at all times. Residential Every player must upgrade his/her dwelling A Functional Clock must be present somewhere in the dwelling (Gold) Clock in an Item Frame or other equivalent is sufficient All Wooden Doors must be replaced with Iron Doors [New]Trophy Room This room should have plenty of extra room now, or plenty of room to expand The Trophy Room is for your left-over tools and/or armor from previous stages If you are not using Tinker's Construct or another mod with replaceable tools, place whatever tools you have left in item frames/Armor Stands, etc for posterity. [Challenge]As soon as you finish the Iron Village Stage, place your Armor/Tools you used for the stage on an Armor Stand/in an Item Frame inside this room, and build yourself new Armor/Tools. Armor/Tools that were not used do not need to be put into the Trophy Room. If you'd like to put your spares in the Trophy Room, feel free [Sub-Challenge]Build a Spare Trophy Room for all your Spare equipment that was never used. The Spare Trophy Room MUST be connected to the Trophy Room The Spare Trophy Room should not be prominent in the page 109 / 284 Refugee to Regent Challenge Trophy Room--an unmarked, single door will do. Repeat for every stage after this. There will be reminders. [Upgrade]Bedroom The Armor Chest(s) must be replaced with either an Armor Dispenser(s), Bibliocraft Item Storage, or an Armor Stand for easy access. The Tool Chest(s) must be replaced with either a Tool Dispenser(s) or Bibliocraft Item Storage for easy access [Upgrade]: Work Room Install a second furnace Supply both Furnaces with at least a half stack of Fuel [Challenge] Keep both Furnaces stocked with a full stack of fuel [Challenge]Keep the Furnaces stocked using Hoppers. [Sub-Challenge] Fully Automate the Furnaces using Hoppers [Tinker's Construct/Bibliocraft]Store Tinker's Construct instruction books in a Bibliocraft/Enhanced Books bookcase. Should be near the Tool tables and the Smelter [Tinker's Construct]Place all of the tool-making tables Stencil Table Part Crafter Tool Station All tables must be touching at least 1 (the same) Pattern Chest [Tinker's Construct]Build a Smelter [Challenge] Have One Smelter per kind of metal, and one for Brownstone Roads Must be at least 4 levels of liquid high It must have at least 3 Outputs Casting Table with Ingot Mold This Output should always hold the Ingot Mold Casting Basin Should be used for making metal blocks/brownstone roads Part Mold Used for making parts for tools [Thaumcraft]Begin Construction of your Thaumaturge Tower All Thaumaturgical Research and Production must be done in your Thaumaturge Tower It may be built of an material as long as it is distinctive. Any Thaumaturge Villagers (imaginary, not Testificate) must have their own Thaumaturge Tower to base out of Thaumaturge Towers should be unique to the individual, reflecting their abilities, interests, and tendencies--possibly even their alignment towards Good/Evil. Thaumaturge Towers do not necessarily need to be Towers, but can be a Thaumaturgy Complex, instead, staffed by Golems, etc. Build a Research Room Needs to have at minimum a Research Table Should have a good supply of a wide variety of essences for research. Construct a Production Rooom page 110 / 284 Refugee to Regent Challenge Needs at minimum a Crucible Needs an Arcane Crafting Table Leave room for an Infusion Altar [New] [Library] Build a Library [Main Library] [Ars Magica] At least one copy of every spell you know must reside in Bibliocraft bookshelves [Ars Magica] Store Lorebooks in bookshelves as you find them. [Mystcraft] All the Descriptive Books that you have written should reside safely here [Mystcraft] You should have at least 3 Bibilocraft Bookshelves full of Linking Books that link back to the library, your dwelling, and/or your Village. [Mystcraft] Any extra linking books that you are not using should be carefully stored and labeled in the Main Library [Nexus Room] Any and all Linking Books that you are using should be placed in well-lit, beautiful surroundings on lecterns at eye level All Linking Books must be labeled clearly [Writing Room] Must Contain a Writing Desk The Writing Desk should contain a Notebook that has at least one of every page you have discovered [Challenge] Build a Spare Notebook, that is an exact copy of the Notebook that has every page you have discovered. The Spare should be placed in a place of honor somewhere in the Main Library. [Upgrade]Kitchen Upgrade your Frying Pan to an Iron Frying Pan. Put all your old ones in the Trophy Room. You must have at least 2 stacks of food (total) stored in your Kitchen. [Upgrade]Storage Room Must have at least 15 Chests Total. At least 75% must be Iron/Copper Chests [Factorization] There must be at least 6 barrels for common materials. Food may not be stored in the Storage Room. [Upgrade]Infirmary You must have at least room for ten people in your Infirmary [Upgrade]Tree Farm/Orchard Your Tree Farm is hereafter known as your Orchard You should have at least 20 trees in your Orchard [Natura]Build hedges of Berries inside your Orchard. You must have at least one hedge of every kind of berry you own. [New]Build 2 new Guest Rooms Must have Bed Must have at least a Single Chest page 111 / 284 Refugee to Regent Challenge Should have Flower in a Pot Should have Painting (any dimensions) [New] [Maid]You're a big deal. It's time to get a Maid to clean up after you. You slob. The Maid's quarters should be an apartment in your Dwelling or a small dwelling near your Dwelling. The Maid needs a bed The Maid needs at least a Double Chest The Maid should have a Crafting Table The Maid should have a full set of Leather armor. Give your Maid a Painting to brighten up her room/house. The Maid should have a clear shot to your Dwelling from her room/house to your Dwelling that is safe from mobs. [New] [Gardener]Your Gardens are getting big, and you won't always have time to tend them. Time to get some help. The Gardener's Shack should be near your Orchard, or any personal Gardens/Farms you may have. The Gardener's Shack should be reasonably safe from mobs, and in a well-lit area, both inside and out. The Gardener needs tools. Their quality doesn't matter, except to show what kind of employer you are The Gardener must have a Shovel The Gardener must have an Axe The Gardener must have a Hoe [Tinker's Construct] A Mattock may replace the three above tools [Redpower 2] The Gardener must have a Sickle The Gardener's Shack needs a bed The Gardener's Shack needs at least a Double Chest The Gardener's Shack should have a Crafting Table The Gardener needs a full set of Leather Armor. The Gardener's Shack needs a Painting to brighten up his house. [New] [Apiary] Build at least 6 Bee Houses, and place Queens inside. Build 3-5 Stage-appropriate Rooms from the Dwellings page. Build 10-15 Village Villas Older buildings do not need to be upgraded People that are living in/on your estate do not need Villas Those serving in the Militia, whether as officer or Militiaman, do not need Villas [Challenge] Make sure you have enough people in your town for all the jobs you have available. [Flavor] Designate Dwellings as Caretakers for Community Buildings [Challenge] Decorate Dwellings Accordingly If not playing solo, add 2 Village Villas per Player Must be sealed from Outdoors by at least Wooden Door Any window holes must be filled with Glass or clear equivalent All rooms must be closed off from each other by Doors [Challenge] Build Stone Pressure Plates on the inside of every door page 112 / 284 Refugee to Regent Challenge Must be too bright for mobs to spawn inside the Village Villa [Bedroom] Minimum 3x4x3 Must have a bed Must have a Double Chest Should have a Painting (any) [Challenge] Carpet the floor with Wool This rule was written pre-carpets. Proceed accordingly. [Kitchen] Minimum 3x3x3 Must have Double Chest May store only Palatable Food Food for the Villager may be stored here, or in the Village Food Bank Must have Crafting Bench Must have at least Stone Frying Pan [Challenge] At least half Village Villas should have Stone Handle/Iron Pan Frying Pans [Work Room] Minimum 4x4x3 Must have Furnace Must have at least 1 Crafting Bench Must have 2 Double Chests May store anything but Food [Storage Room] Minimum 5x4x3 Must have at least 5 Double Chests (or better) [Factorization] Must have at least 5 Barrels [Main Room] Minimum 3x3x3 May be decorated to taste Choose 1-2 Additional Rooms from the Dwellings page All Upgrades are to NEW Village Villas. They do not add to the number required. [Upgrade] Upgrade a Village Villa for the Mining Guild Leader The Mining Guild Leader gets an extra room The Mining Guild Leader gets to move out from his Stone Settlement House into a Villa [Upgrade] Upgrade a Village villa for the Farming Guild Leader the Farming Guild Leader is considered to still be a farmer The Farming Guild Leader gets an extra room [Upgrade] Upgrade a Village Villa for the Headmaster The Headmaster gets an extra room [Upgrade] Upgrade a Village Villa for the Head Doctor The Head Doctor gets an extra room Commercial [Upgrade] Tribulation Tower page 113 / 284 Refugee to Regent Challenge Bottom floor must be at least 10x10 Doesn't need to be just 1 room Build another floor onto Tribulation Tower [Challenge] Build 2-3 floors onto Tribulation Tower Tribulation Tower must be built out of Brick [Upgrade] Community Center is now the Village Center Elder's Meeting Room is now the Mayor's Office You Must have a Desk Aside from that, it's Your office--decorate however you want Build Conference Room Must have Long Table Must have seating for Mayor, Commandant, Mining Guild Leader, Farming Guild Leader, Headmaster, Blacksmith, Head Doctor, and 2 others Construct an office for the Mining Guild Leader Must have a Desk Recommended to have mining implements displayed around the room Recommended to have (raw) ores and ingots on display around the room Construct an office for the Farming Guild Leader The Farming Guild Leader is one of your town's Farmers The Farming Guild Leader's Dwelling gets an extra two rooms. Because he's the Leader Must have a Desk Recommended to have farming implements displayed around the room Maybe have food (Cookies, Cake) in the room? Construct a workspace for the Village Secretary She serves everyone that works in the Community Center. Must have a Desk Doesn't have an office Workspace should be relatively close to the offices in the Village Center [Upgrade] Logging Center If you have any additional new saplings, plant them near the Logging Center Keep everything lit to keep mobs from spawning. Build 1-3 more Double Chests for storage [New] Hospital Maintain room for 1 Patient bed per 3 Village Population There must also be 1 Patient bed per 5 Outlier Population Build Office for Head Doctor [New] School Build Headmaster's Office There must be 1 Desk per 4 Village Population Militia inclusion optional There must be 1 Desk per 7 Outlier Population Militia inclusion optional [New] Blacksmith's Must have Smelter [Challenge] Must have Anvil page 114 / 284 Refugee to Regent Challenge Must have at least 2 Furnaces Must have a Crafting Table Must have 2 Double Chests [Mod-Tinker's Construct] Must have full set of Tinker's Tables and a Tinker's Chest [New] Shop This may be a General Store or a specialized shop--up to you. [Challenge] This Store will mark the beginnings of a mall/shopping complex as your city grows OR--build a Square (Town Square, you know), and have the main shopping area be surrounding the Square [New] Build at least 3 Additional Buildings from the Community Buildings page [New] Build 1-2 Parks to Keep your Village Beautiful [Challenge] One of the Parks should have a pond in it Never forget the peaceful and beautiful effect of nature. Unless it's hostile mobs In which case kill those mobs! That'sssssss a nice Village you have there Magic [Mod-Alchemine] Build an Alchemist's Workshop Give the Alchemist all the Hermetic Ash your miners have discovered [Optional: Mod-Thaumcraft 3] Build an NPC Thaumaturge's Tower EACH Thaumaturge must build his own Thaumaturge's Tower Each Player, each NPC must have their own Thaumaturge's Tower/Thaumaturge's Complex See the Personal Residential for details NOT REQUIRED. Only if you want to [Mod-Ars Magica] You may use Spells, but that's all for this Stage Technology [New] Set up Minecart Workshop Leave plenty of room to expand--you're going to need it You may only make Wooden Minecart Tracks this Stage [Railcraft 7.0.0.0] Rolling Machine is banned this Stage Must have at least 4 Crafting Benches Must have at least 5 Double Chests Build at least 2 Coke Ovens [Optional] Store all Minecart tracks in the Minecart Workshop [New] Set up Minecart Station This will be the central hub of your Minecart network. You don't necessarily need to connect it to anything, but I'm putting it here so you can plan ahead. In the future you will be required to link to some of your Outliers page 115 / 284 Refugee to Regent Challenge If you want you can connect things even within the Village [New] Set up Machinist's Workshop The Villagers that work here will be responsible for researching, building, and refining most of your technology You should have several pistons (any type) on display Should have room for any Tech mods power Generation/Processing machines you will build next Stage [Challenge] Expand your Machinist's Workshop to Industrial Park as your Village expands. Transportation Set up a Minecart Station Build a Conductor's Village Villa All Minecart tracks that don't have self-contained purposes should converge here. [Train/Railcraft] Set up a rail switching system to control where carts go. At least one Outlier should be connected to the Village Minimum Wooden Rails Main Avenues should be 3x3 Pathways should be 2x2 Avenues, Pathways, and Roads may be any material you wish, through Brownstone Roads from Tinker's Construct lets you travel faster Roads between Outliers and the Village should be at least 3x3, and lit the entire way. If the Village is on/near a body of water, build a dock into the water, and have several boats either in the water, or in a chest/barrel/dispenser near the dock. Agriculture Expand the Village's Ranches Build a Rancher Village Villa Livestock must be safe from hostile mobs Livestock must be able to get away Livestock must have at least a stack of their breeding material near their enclosure You must have at least 20 Sheep Separate Sheep by Color For each color Sheep you have, you should have at least 3 sheep You should have at least 6 colors There are 16 colors total You must have at least 20 Cows Keep several buckets of Milk stored in the Village Center's Food Bank You must have at least 20 Pigs You must have at least 20 Chickens You must have at least 64 eggs stored in the Village Center's Food Bank Expand the Village's Farms and Plantations page 116 / 284 Refugee to Regent Challenge Build a Farmer's Village Villa All Crops must be irrigated All Crops must be protected from mobs trampling them. It is recommended to have pathways near staircases Occasionally coming down a staircase will cause planted cropland to despawn [IndustrialCraft 2] Crop Holders are Allowed Minimum of 20 Food plants planted per player (This is as high as this will go) Minimum of 15 Food plants planted per Villager (regardless of House Type) you must have at least 30 Carrot Plants You must have at least 30 Potato Plants Plants Must be separated by type Plants must be labelled clearly to distinguish what is planted where. You must have at least 10 Pumpkin Patches planted You must have at least 10 Melon Patches planted [Important] All Livestock food requirements are IN ADDITION TO the Player/Villager food requirements. You must have at least 3 Wheat per Cow in your Ranch You must have at least 3 Wheat per Sheep in your Ranch You must have at least 3 Carrots per Pig in your Ranch You must have at least 3 Seed-producing plants per Chicken in your Ranch Begin building up your Town's Plantation (non-food producing plants and Bushes) area Build a Plantation Owner's Village Villa [Natura] You must have at least 6 bush blocks of every edible Bush type you have discovered, neatly arranged Bushes count as half a food plant per block You must have at least 7 of every non-food plant that you have discovered planted. [Forestry] Apiculture and Orchards Build a Gardener's Village Villa Build at least 7 Bee Houses and place Queens inside them The Bees must be non-lethal The Bees must have their catalyst nearby (flowers, etc) Plant at least 14 Trees in the immediate area. The area must be safe from hostile mobs. [Challenge] Fence the Orchard off from the nearby area Make sure you have lots of room to expand the Orchard The area must be well lit Mobs shouldn't be allowed to spawn inside your orchard [Challenge] Put a pathway through your Orchard The Orchard should contain any fruit-bearing trees that you have discovered Fortification New Constructions (except Residential) do not need to be walled in [Note] Residential Areas DO need to be walled in. [Challenge] Wall in all new Constructions page 117 / 284 Refugee to Regent Challenge Build Watchtowers along the Wall Build Watchtowers around the perimeter of the new Construction Build Watchtowers in the direction you plan to expand next stage These Watchtowers can be torn down as you expand in the next stage Conscript New Officers, Militia, Reservists; Construct lodging for them Build Commandant's Billet Hire a Commandant The Commandant is the commander of all of your military forces from here on out. The Commandant will be an Advisor, and will need a seat in your Conference Room Building Requirements are at least Hamlet Huts (See previous stage) [Challenge] Construct the Commandant a Village Villa Build Leftenant's Bunkhouse Hire a Leftenant for your Commandant [Challenge] Hire at least two Leftenants for your Commandant The Commandant's Leftenants assist him in managing your armed forces. The Leftenants will not need to attend meetings in the Conference Room The Leftenants will each require a seat in the Militia Headquarters' Planning Room Leftenants will each be assigned Squads of up to 10 people per Squad Leftenants may command up to 2 squads apiece (May be raised later) If you have more than one Leftenant, you should divide your troops between the Leftenants Building Requirements are at least Refugee Refuge. Leftenants sleep two to a room If you have more than two Leftenants, you will need to build more rooms [Challenge] Building Requirements are Hamlet Huts Build Militia Barracks Hire 8 Militia Recruits These are your foot soldiers. Whenever duty calls, they will do most of the fighting. The Recruits will gain experience with each stage With this experience, they will receive better titles and equipment As they get better and better, so will their barracks [Challenge] Hire 15 Militia Recruits Appoint one of your Recruits as a Sergeant (per Squad). The Sergeant will be in charge of his men and take care of them. From the next Stage on, you will need one Sergeant per 4-5 men [Challenge] Divide your men into 4 man fire teams led by a Sergeant There should be 2 fire teams per Squad Squads have a maximum of 10 men Build the Recruits a Barracks page 118 / 284 Refugee to Regent Challenge Must have a Common Room It's recommended to have activities in the Common Room to help them unwind Build a Barracks room with enough beds for your Recruits Militiamen housed in the Barracks count towards the Population Militiamen housed in the Barracks do not need additional housing [Challenge] If you have multiple Leftenants, divide your troops into squads, based on the number of Leftenants Each Recruit should have a Single Chest for storing personal items at the foot of or adjacent to his bed. Sergeants get a Double Chest Sergeants also get your choice of a single other decorative item [Note] Items in pots count as one item (Potted X), instead of 2 (Pot and X) Arm your Militia, Officers, Reservists Build a Militia Armory It must have at least 3 rooms It must have an Officer's Armory It must have a Militia Armory It must have a Reservist's Armory [Challenge] Build a Spare Arms and Armor Room Arm your Officers Arm your Commandant The Commandant must have a full iron set of armor The Commandant must have a bow The Commandant must have a quiver full of arrows Any kind of arrows will do [Mod-Better Bows Challenge] Have it half full of bundled arrows The Commandant must have an Iron Sword [Mod-Tinker's Construct Challenge] The Commandant must have a named, Tinker's Construct Sword with at least an Iron (or equivalent) blade Arm the Leftenant(s) Leftenants must have Iron Breastplate, Iron Helmet Leftenants must have full set of Armor Leftenants may use Leather boots, Leggings Leftenants should have a Bow Leftenants should have a quiver that is full Leftenants must have at least a Stone Sword [Challenge] Give the Leftenants Iron Swords, or Tinker's Construct swords with Iron Blades Arm the Militiamen All Militiamen Armament and Armor should be stored in the Militiamen's Armory room Militiamen must have full set of Leather Armor page 119 / 284 Refugee to Regent Challenge Militiamen must have 1 bow per 4 Militiamen Bow is assigned to the Militiaman in addition to his Sword Archer Militiamen given a full Quiver Any type of Arrows will do. Arm your Reservists Each Reservist must be assigned 1 Leather Helmet, 1 Leather Boots, 1 Stone Sword The Armory should hold 1 Leather Chestplate for every 2 Reservists The Armory should hold 1 Bow per Watchman All Reservist Armament and Armor should be stored in the Reservist's Armory Room Build a Militia Headquarters Build a Planning Room Needs to have maps of the local area posted on the wall Needs to have a long table There needs to be seating for the Commandant, his Leftenants, The Mayor, and at least 3-4 others Build 1 Office per Officer Each Office should contain a Desk and at least a Single Chest The Desks may be Decorative or functional Build 1 room per Squad for Sergeants Each room should have 1 Desk per Sergeant The Desks may be Decorative or functional Build a Parade Grounds in front of the building This is where the Militiamen will be trained and drilled [Challenge] Build a flagpole and flag at one corner of the Parade Grounds Outliers Build a new Outlier Name your Outlier Food requirements are Woodcore Settlement Food Requirements based on housing If the Outlier does not produce enough food for its population, the food must be produced at the Home Village OR an Agricultural Outlier Build a Militia Barracks Must have at least 5 Beds Equipment is stored in Chests near their beds Equipment Requirements are the same as Village Militiamen It is recommended you put Single Chests at the foot of their beds One of the Beds must belong to a Sergeant The Sergeant gets all the perks that a Village Sergeant would get Build 3-6 additional Dwellings for additional Settlers May be any Dwelling, from Refugee Refuge to Village Villa Build 1-3 Community Buildings May be any size [Challenge] Build a Community Center page 120 / 284 Refugee to Regent Challenge See Stone Settlement for details Needs only 1 or 2 Elders Choose a Focus from the following list Agricultural Outlier Must have 3 Village Villas for Agricultural Settlers [Flavor] 2 of the Villas will be lived in by Farmers Each Farmer must have at least 30 plants planted BEFORE food/other requirements [Flavor] 1 of the Villas will be lived in by a Rancher The Rancher may choose any kind of livestock to Ranch [Optional] If you need space in your main Village, you may move Farmers/Ranchers to this outlier This will increase the number of Villas needed by 1 for every Farmer/Rancher you move to the Outlier The amount of fields needed will not decrease, but may be moved to the Outlier instead of near your Village The Villager that left your Village will need the same amount of food in the new Outlier as they would have needed in your Village this stage. Mining Outlier Build 1 Village Villa [Flavor] This is for the Mining Foreman a member of the Militia Reserves Build 1 Tinker's Village Villa [Flavor] The Tinker pulls Ingots/blocks from Raw Ore. May use Smelter/Grindstone or Furnace If using a Smelter, the Smelter must be in a Stone-lined room in addition to the other rooms Stone may be of any variety, as long as it's Stone. Build 1 more Dwellings for a Miner May be anything from Refugee Refuge to Village Villa Build Outlier Mine May go as deep as the Village Mine Direwolf20 Outlier Direwolf20 Outliers must choose between Agricultural or Mining Focus Direwolf20 Outliers are normal Outliers, except all buildings MUST be 9x9 cobble cubes with glass in 2x2 skylights If you're not sure what this looks like, watch pretty much ANY DW20 video that isn't a spotlight Build a Dirt/Clay Hovel in preparation for a new Outlier next stage [Challenge] Build 2 Dirt/Clay Hovels [Note] If you choose to build multiple Hovels, they MUST be upgraded to at least a Settlement the next Stage