Refugee to Regent Challenge Wiki
Refugee to Regent Challenge Wiki

Types of Citizens

Citizens are divided into 3 main categories, depending upon their abilities and efficiencies: Basic, Advanced, and Expert. Each is more experienced and efficient at their chosen craft than the one before. However, each is also more specialized and used to a certain (higher) standard of living, which improves with the affluence, influence, and technological ability of your civilization.

Basic: These Citizens can get the job done, but only just. They don't ask for much, mostly just a roof over their heads. At the very lst, they come in great numbers and can be trusted to get their jobs done. Eventually.

Advanced (+2, Generally require 10 Food): These citizens have had some training in their chosen craft. They demand a bit more from potential settlements before they move in, but bring with them a substantially better quality of work.

Expert (+5, Generally require 25 Food): It is extremely difficult to build up to the point where you can attract Experts. They are the absolute best in their very specific niche, and demand the best treatment in return. They generally are incredibly specialized, and next to useless outside of their tiny slice of work.

"Rooms"

A Room is defined as an area that serves a specific purpose, generally with clear boundaries. They may be indoors, outdoors, on the surface, (suspended) in the air, on a tree, underground, in the Overworld, in a different/pocket dimension, etc. usually of any size, as long as their requirements are fulfilled.

The one general requirement for most Rooms is that they must be completely safe from mob spawns, unless the room is designed for that exact purpose. In this case, the mobs must not be able to leave this specific room.

Luxuries

This list is not exhaustive.

Minor Luxuries Block Luxuries Pets Utilities
Carpeting Pet Bed

(Min. 1x1 Wool)

Dog Automatic Door

(Button/Lever/Pressure Plate)

Item Frame Bookshelf Cat Zombie-Proof Door
Maps

(In Item Frame)

Jukebox Horse Blast-Proof Door
Pot Note Block Donkey Toggleable Lighting
Filled Item Frame Redstone Lamp Cow Automatic Lighting
FIlled Pot Armor Stand Llama Automatic Item Gathering
Clock (In Item Frame) Banner Sheep Upgraded Storage
Mob Skulls (Withers, etc) Autodrobe

(Armor/Tool Dispenser)

Pig Redstone Tune
Jack O'Lantern Hobby Farm/Fishing

(4x4 Plants, 3x3 Pond)

Chicken Automatic Redstone Tune

Types of Houses

Formerly known as "Refugee Refuge"

Refuge (5 Food)
The most basic of all housing, Refuges are the absolute bottom of the barrel. Usually made out of some kind of dirt, these are barely more than a means of getting out of the weather and away from hostile mobs.

Practically any form of dirt may be used to build a Refuge, except for sand, gravel, and other types of dirt that falls down easily. If the blocks extend further than 3 blocks away from a wall or support, then a support must be placed to keep the roof from falling in.

Supports may be a 1x1 column of Stone, Metal, Logs, or other solid blocks (Supports may only be Logs for Dirt Hovel stage)..Alternately, a 2x2 column of non-collapsible Dirt may be used instead.

  • Bed
  • Double Chest
  • Crafting Bench
  • Door/Hatch
  • Safe from Hostile Mobs

Shanty (Basic, 5 Food. Required when ?500? Total Points or Stone Hamlet has been reached)

Shanties are slightly better than Refuges. The poor that live in Shanties are well enough off that they can afford not to use whatever type of dirt may be lying around, instead relying exclusively on Clay. Shanties are still not that pleasant, but they tend to be warmer, drier, and more comfortable than Refuges.

Only a 1x1 column of Logs, any kind of Stone, or any kind of Metal may be used for Supports (Supports may only be Logs for Dirt Hovel stage). Additional supports must be built to ensure that any ceiling block is no further than 3 blocks from a support.

  • Source of illumination in every room (sufficient to ensure no mobs spawn)
  • At least 1-3 Luxuries (across entire Shanty)
  • Door (to the outside) with an opening device (Button, Pressure Plate(s), Lever(s), etc)
  • Interior must be safe from Hostile Mobs.
  • Bedroom
    • At least 1 Bed
    • At least a Single Chest for Storage
  • Work Room
    • At Least 1 Crafting Bench
    • A Double Chest
    • A Furnace (Stone Hamlet Stage or higher)

Shack (Basic, 5 Food. Required once 1,000? Total Points or Gold City has been reached)

  • A source of illumination in every room (sufficient to ensure no mobs spawn)
  • At least 1-3 Luxuries per room
  • Double Door (to the outside) with an opening device (Button, Pressure Plate(s), Lever(s), etc)
  • Interior must be safe from Hostile Mobs.
  • Rooms inside must have doors (if applicable)

Bedroom

  • At least 1 Bed
  • At least a Double Chest for Storage
  • Armor Stand (for clothing) if available

Workroom

  • At least 1 Crafting Bench
  • Replace default Crafting Bench with a more advanced one (Tinker’s Construct, Bibliocraft, IC2, etc) if available
  • At least 2 Double Chests
  • At least 1 Furnace (If available)

Storage Room

  • At least 4 Double Chests (or Equivalent)
  • At 2,500 Total Points, include 1 additional room to taste.
  • At 5,000 Total Points, include 2 additional rooms to taste (total)
  • At 10,000 Total Points, include 3 additional rooms to taste (total)
  • At every 10,000 Total Point mark, add 1 additional room to taste (Total)

Advanced

Settlement Shanty

Hut (Advanced [+2], Requires 10 Food)

  • Source of illumination in every room (sufficient to ensure no mobs spawn)
  • Double Door (to exterior) with opening device (Lever, Button, etc)
  • 2-5 Luxuries per room
  • At least 1 Redstone/other powered device (Not counting doors to exterior)

Bedroom

  • At least 1 Bed
  • At least 2 Double Chests for Storage
  • Armor Stand (for clothing) if available

Workroom

  • At least 1 Crafting Bench
    • Replace default Crafting Bench with a more advanced one (Tinker’s Construct, Bibliocraft, IC2, etc) if available
  • At least 2 Double Chests
  • At least 1 Furnace (If available)

Storage Room

  • At least 3 Double Chests (or Equivalent)

Dining Room

  • At least Additional 1 Luxury (does not count towards the room’s Luxury count)
  • Table
  • Enough Seating for residents of the Hut and at least 2 guests

Settlement Shack

Cabin (Advanced, +2, Requires 16 Food. Required once 500 total points or Stone Hamlet Stage has been reached)

  • Source of illumination in every room (sufficient to ensure no mobs spawn)
  • Double Door (to exterior) with opening device (Lever, Button, etc)
  • 4-6 Luxuries Total (Across entire Hut)
  • At least 1 Redstone/other powered device (Not counting doors to exterior)
  • Requires a Butler (Support, at least Advanced)
  • Requires a Cook (Support, at least Basic)Bedroom
  • At least 1 Bed
  • At least a Double Chest for Storage
  • Armor Stand (for clothing) if available

Workroom

  • At least 1 Crafting Bench
  • Replace default Crafting Bench with a more advanced one (Tinker’s Construct, Bibliocraft, IC2, etc) if available
  • At least 2 Double Chests
  • At least 1 Furnace

Storage Room

  • At least 5 Double Chests (or Equivalent)Kitchen
  • At least 1 Furnace (or modded Kitchen-esque/specific item)
  • At least 1 Crafting Bench
  • At least 1 Double Chest

Dining Room

  • At least Additional 2 Luxuries (does not count towards the room’s Luxury count)
  • Table
  • Enough Seating for residents of the Hut and at least 4 guests

Sitting Room

  • At least 2-3 Additional Luxuries (does not count towards room’s Luxury count)
  • Seating for Residents and at least 2 guests.

Hamlet Hut

Cottage (Advanced, +2, Requires 17 Food. Required once 1,000+ total points or Gold City has been reached or surpassed [player’s prerogative])

  • Source of illumination in every room (sufficient to ensure no mobs spawn)
  • Double Door (to exterior) with opening device (Lever, Button, etc)
  • 6+ Luxuries Per Room
  • Requires 1 Butler (Support, at least Advanced)
  • Requires at least 1 Maid (Support, at least Basic)
  • Requires at least 1 Cook (Support, at least Basic)

Master Bedroom

  • At least 1 Bed
  • At least a Double Chest for Storage
  • Armor Stand (for clothing) if available
  • At least 2 Additional Luxuries

Guest Bedroom

  • At least 1 Bed
  • At least a Single Chest for Storage
  • At least 1 Additional Luxury

Workroom

  • At least 1 Crafting Bench
  • Replace default Crafting Bench with a more advanced one (Tinker’s Construct, Bibliocraft, IC2, etc) if available
  • At least 2 Double Chests
  • At least 2 Furnaces (If available)

Storage Room

  • At least 5 Double Chests (or Equivalent)Kitchen
  • At least 1 Furnace (or modded Kitchen-esque/specific item)
  • At least 1 Crafting Bench
  • At least 1 Double Chest

Dining Room

  • At least Additional 2 Luxuries (does not count towards the room’s Luxury count)
  • Table
  • Enough Seating for residents of the Hut and at least 4 guests

Sitting Room

  • At least 2-3 Additional Luxuries (does not count towards room’s Luxury count)
  • Seating for Residents and at least 2 guests.


  • At 2,500 Total Points, include 2 additional rooms, 1 additional Maid (Support, at least Basic) to taste.
  • At 5,000 Total Points, include 2 additional rooms, 1 additional Cook (Support, at least Basic), to taste (total)
  • At 10,000 Total Points, include 2 additional rooms, 3 members of a Security Team (Support, at least Basic) to taste (total)
  • At every additional 10,000 Total Point mark, add 2 additional rooms, 1 Maid (Support, at least Basic), 1 more member of a Security Team (Support, at least Basic), and 1-2 additional Support staff to taste (Total)

Hamlet House

Bungalow

Bungalow (Expert +5, 33 Food. at least 500? Total Points or Wood Settlement stage)

  • Source of illumination in every room (sufficient to ensure no mobs spawn)
  • Double Door (to exterior) with opening device (Lever, Button, etc)
  • At least 5 Luxuries Per Room
  • Requires a Butler (Support, at least Advanced)
  • Requires at least 2 Maids (Support, at least Basic)
  • Requires at least 1 Cook (Support, at least Basic)

Master Bedroom

  • At least 1 Bed
  • At least a Double Chest for Storage
  • Armor Stand (for clothing) if available
  • At least 2 Additional Luxuries

Spare Bedroom

  • At least 1 Bed
  • At least a Double Chest for Storage
  • Armor Stand (for clothing) if available

2 Guest Bedrooms

  • At least 1 Bed
  • At least a Single Chest for Storage
  • At least 1 Additional Luxury

Workroom

  • At least 1 Crafting Bench
    • Replace default Crafting Bench with a more advanced one (Tinker’s Construct, Bibliocraft, IC2, etc) if available
  • At least 2 Double Chests
  • At least 2 Furnaces (If available)

Storage Room

  • At least 5 Double Chests (or Equivalent)Kitchen
  • At least 1 Furnace (or modded Kitchen-esque/specific item)
  • At least 1 Crafting Bench
  • At least 1 Double Chest

Dining Room

  • At least Additional 2 Luxuries (does not count towards the room’s Luxury count)
  • Table
  • Enough Seating for residents of the Hut and at least 4 guests

Sitting Room

  • At least 2-3 Additional Luxuries (does not count towards room’s Luxury count)
  • Seating for Residents and at least 2 guests.

Additional Room to Taste

House (Expert +5, 51 Food. Requires at least ?1,000? total points or Iron Village)

  • Source of illumination in every room (sufficient to ensure no mobs spawn)
  • Double Door (to exterior) with opening device (Lever, Button, etc)
  • At least 5 Luxuries Per Room
  • Requires a Butler (Support, Expert)
  • Requires at least 4 Maids (Support, at least Basic, at least 1 Advanced Maid)
  • Requires at least 3 Cooks (Support, at least Basic, at least 1 Advanced Cook)
  • Requires at least 1 Gardener (Support, at least Basic)

Master Bedroom

  • At least 1 Bed
  • At least a Double Chest for Storage
  • Armor Stand (for clothing) if available
  • At least 2 Additional Luxuries

2 Spare Bedrooms

  • At least 1 Bed
  • At least a Double Chest for Storage
  • Armor Stand (for clothing) if available

5 Guest Bedrooms

  • At least 1 Bed
  • At least a Single Chest for Storage
  • At least 1 Additional Luxury

2 Workrooms

  • At least 1 Crafting Bench
    • Replace default Crafting Bench with a more advanced one (Tinker’s Construct, Bibliocraft, IC2, etc) if available
  • At least 2 Double Chests
  • At least 2 Furnaces

3 Storage Rooms

  • At least 10 Double Chests (or Equivalent)Kitchen
  • At least 5 Furnaces (or modded Kitchen-esque/specific item)
  • At least 10 Crafting Benches
  • At least 12 Double Chests
  • Requires Food Storage Room
    • Must have at least 5 Double Chests (or equivalent modded food-specific item)
  • Requires Food Source
    • Must be safe from mob spawns
    • Must be at one of:
    • 1-2 Garden Plots
    • 1-2 Breeding Pairs (any food-producing Livestock)
      • 3-4 if Chickens
      • 4-5 if Rabbits
    • 25 total mushroom spawn locations
      • Or 1-2 large mushrooms.

Dining Room

  • At least Additional 8 Luxuries (does not count towards the room’s Luxury count)
  • Table
  • Enough Seating for residents of the House and at least 12 guests

Sitting Room

  • At least 5 Additional Luxuries (does not count towards room’s Luxury count)
  • Seating for Residents and at least 8 guests.

Library

  • Requires at least 10 Bookshelves/cases
  • Requires at least 2 additional Luxuries

2 Additional Rooms to Taste

Villa (Expert +5, 66 Food. 2,500 Total Points or Gold City has been reached or surpassed [Player’s prerogative])

  • Source of illumination in every room (sufficient to ensure no mobs spawn)
  • Double Door (to exterior) with opening device (Lever, Button, etc)
  • At least 8 Luxuries Per Room
  • Requires a Butler (Support, Expert)
  • Requires at least 8 Maids (Support, at least Basic, at least 2 Advanced Maids, at least 1 Expert Maid)
  • Requires at least 6 Cooks (Support, at least Basic, at least 2 Advanced Cooks, at least 1 Expert Cook)
  • Requires at least 2 Gardeners (Support, at least Basic, at least 1 Advanced Gardener)
  • Requires 3 members of a Security Team (Support, at least Basic)

Master Bedroom

  • At least 2 Beds
  • At least 2 Double Chests for Storage
  • At least 2 Armor Stands (for clothing)
  • At least 5 Additional Luxuries

3 Spare Bedrooms

  • At least 2 Beds
  • At least a Double Chest for Storage
  • Armor Stand (for clothing)

At least 2 Additional Luxuries 6 Guest Bedrooms

  • At least 1 Bed
  • At least a Single Chest for Storage
  • At least 3 Additional Luxuries

2 Guest Suites

  • Bedroom
  • At least 2 Beds
  • At least 2 Double Chests for Storage
  • At Least 1 Armor Stand (for clothing)
  • At least 4 Additional Luxuries

Reading Room

  • Chair (or equivalent)
  • At least 8 Bookshelves/cases
  • At least 4 Additional Luxuries

2 Workrooms

  • At least 4 Crafting Benches
    • Replace default Crafting Bench with a more advanced one (Tinker’s Construct, Bibliocraft, IC2, etc) if available
  • At least 3 Double Chests
  • At least 3 Furnaces

3 Storage Rooms

  • At least 30 Double Chests (or Equivalent)Kitchen
  • At least 7 Furnaces (or modded Kitchen-esque/specific item)
  • At least 12 Crafting Benches
  • At least 15 Double Chests
  • Requires Food Storage Room
    • Must have at least 7 Double Chests (or equivalent modded food-specific item)
  • Requires Food Source
    • Must be safe from mob spawns
    • Must be at least one of:
      • 2-5 Garden Plots
      • 3-5 Breeding Pairs (any food-producing Livestock)
        • 6-7 if Chickens
        • 9-12 if Rabbits
      • 50 total mushroom spawn locations
        • Or 3-4 large mushrooms.

Dining Room

  • At least Additional 8 Luxuries (does not count towards the room’s Luxury count)
  • Table
  • Enough Seating for residents of the House and at least 20 guests

Sitting Room

  • At least 5 Additional Luxuries (does not count towards room’s Luxury count)
  • Seating for Residents and at least 12 guests.

Library

  • Requires at least 24 Bookshelves/cases
  • Requires at least 3 additional Luxuries

3 Additional Rooms to Taste

  • At 5,000 Total Points, include 1 additional Cook, Maid, and Gardener (Support, at least Basic), 2 additional members of the Security Team (Support, 1 Basic, 1 Advanced); 1 additional Guest Suite, and 3 additional Rooms to taste
  • At 10,000 Total Points, include 1 additional Cook, Maid, and Gardener (Support, at least Advanced), 4 additional members of the Security Team (Support, 2 Basic, 1 Advanced, 1 Expert); 1 additional Guest Suite, and 3 additional Rooms to taste
  • At every additional 10,000 Total Point mark, add 1 additional Cook, Maid, and Gardener (Support, at least Basic), 2 additional members of the Security Team (Support, 1 Basic, 1 Advanced); 1 additional Guest Suite, 1 additional Support staff to taste, and 3 additional Rooms to taste

Village Villa

Relative Wealth

Within Category

Working Class

Lower Middle-Class

Middle Class

Poor Refuge Hut Bungalow
Well-Off Shanty Cabin House
Rich Shack Cottage Villa

Support (Servants, etc)

Support Citizens are not well enough off to have their own dwellings (though their quarters may sometimes be better than some who do, depending on their skill level), and serve a specific, specialized function in Support of their employers. Support Citizens always live with or in extreme proximity to their employers. Sometimes there is a complex built for the Citizens in their Employer's dwellings, and sometimes there are Support Neighborhoods built near a group of employers. The specifics vary dramatically.

Basic Support (Requires 1 Food)

Single Room

  • Luxuries
  • Bed
  • Single Chest

The Basic Support

Advanced Support (Requires 5 Food)

2-3 Rooms to Taste

  • 2-4 Luxuries per room
  • Option of a (Non-Livestock) Pet
  • Bed
  • Double Chest

Expert Support (Requires 10 Food)

3-5 Rooms to Taste

  • 3+ Luxuries per room
  • Option of 1-4 (non-Livestock) Pets
  • Bed
  • Many Double Chests

Types of Support Citizens:

Butlers

There is only ever one Butler per dwelling. A Butler's job is to make sure that their master's life is made easier. They are the highest ranking servant, and keep everyone else in line. It is also his job to make sure that food and other luxuries are kept in stock and in good shape. Butlers are roughly analagous to the Merchant Guild Journeymen. Indeed, sometimes they are. Sometimes they enjoy their job so much, they never leave their position. Depending on how much their Master favors them, they may only have a room or two, or an entire suite.

Maids

A Maid's Job is to keep things clean. Depending on the size of the Estate and how much of a slob the owner(s) are, it may only take one or it may take many Maids to keep things neat.

Cooks

Cooks take raw food, and turn it into something delicious. A Good Cook is hard to find. Depending on how good the Cook is, they may only have a tiny, cramped, room, or a small suite. Cooks are roughly analagous to an in-house Crafting Guild Journeyman that specializes in food. Sometimes they are.

Gardeners, Stable Boys, Kennel Masters

Gardeners are responsible for keeping the lawn neat and tidy, and tending to all of the plant life on the Estate. Stable Boys are responsible for Horses and Donkeys. Kennel Masters are responsible for Cats and Dogs. They are roughly analagous to Agriculture Journeymen, and sometimes are.

  • No Pets (Usually)
    • The exception usually takes place when they are helping take care of their Master's pets, and are allowed to keep their own pets alongside them.

Support, Security

Security Teams are different than normal Support citizens. They are usually hired or assigned a specific person or place, and make sure nothing bad happens to their targets. Security Teams almost always have a small building complex in or near wherever they work, and wield a variety of weapon types.

Support, Security Barracks

All Members of a given Security Team live inside a Barracks. A Barracks usually consists of housing for the Team Members, an Armory, a Mess Hall, and Recreational Areas.

Security, Basic Housing (Barracks)

Basic Team Members live in a Barracks setting, usually consisting of a single/few large room(s) with very little privacy.

  • Each Team Member must have a Bed
  • Each Team Member must have a Chest for Item Storage
  • Barracks must have 1-3 Luxuries across the entire room

Security, Advanced Housing (Private Rooms)

Advanced Team Members get their own, private rooms that are little more than comfortable. These private rooms are still inside the main Barracks building, but not necessarily inside of/adjoining a Barracks room.

  • Each Advancd Team Member must have their own, private room
  • Each Advanced Team Member must have a Double Chest for Storage
  • Each Advanced Team Member must have a Bed
  • Each Advanced Team Member should have an Armor Stand for a spare uniform (Wood Settlement, onwards)
  • Each Advanced Team Member may have the option of having a (non-hostile, non-Livestock) pet
  • Each Advanced Team Member's room must have 1-3 Luxuries

Security, Expert Housing (Private Suite)

Expert Team Members are the best of the best. They are allowed a small suite of rooms to themselves.

  • Each Security Expert must have a suite of 2-3 Rooms
    • Each Security Expert must have a Bedroom
      • Must have a Bed
      • Must have a pair of Double Chests for Storage
      • Must have 2-5 Luxuries
    • Each Security Expert must have a pair of Armor Stands for spare uniforms (Wood Settlement, onwards) somewhere in their suite
      • Does not count towards Luxuries
    • Each Security Expert must have 1-2 additional rooms to taste
      • Each room must have 2-4 Luxuries per room
    • Each Security Expert may have 2-4 (non-hostile) pets
Armory

Security Team Armories are usually housed in the same building as the Housing. All standard Weapons and Armor are stored here

  • Each Team Member, regardless of Ranking, must have an Armor Stand here
  • Each Team Member, regardless of Ranking, must have a Chest here for other Equipment Storage
  • If any Team Member, regardless of Ranking, uses a Bow or other projectile weapon, there must be at least 1 Ammunition Chest (or equivalent) somewhere in the Armory
  • If Bibliocraft is installed:
    • A Potion Shelf must be installed for every Potioneer.
    • A Sword Pedestal must be installed for every Team Member with a Sword
    • A Tool Rack must be installed for other weaponry.
    • Vanilla or Bibliocraft Armor Stands may be used.
  • The Armory usually does not have Luxuries.
Recreational "Room"(s)

Most Security Teams have an area set aside for their members to unwind while they are off duty.

  • Should have 1 Rec Room for every 10 members (regardless of rank) in the Team
  • Should have at least 2 Bookshelves/cases
  • Should have room for at least 10 Members to sit/stand
  • Each Rec Room should have 1-4 Luxuries
Chow Hall

A place for the Security Team to eat together. They are usually discouraged from eating with their clients.

  • Should have enough room/seating for half to three quarters of the Security Team to eat together at once
  • The Chow Hall may have a dedicated Cook, or rely on their employer's Cook.

Types of Security Members:

Watchman

  • Leather Armor
    • Dyed Leather Armor (Advanced, Expert)
  • Must have Bow and Arrows
    • May have up to a quarter stack of Spectral Arrows (Expert; when available)
    • Should have at least a quarter stack of fireworks to call for help (when available)
  • May have a Sword (Expert)
  • Must have a Cat (Advanced, Expert; If Available)
  • Must have at least 3 Potions of Night Vision (if available)

Guard

  • Iron Armor (if Available)
    • Dyed Lather Armor if not (All)
  • Must have at least Stone Sword
    • Must have Iron Sword (Advanced)
    • Must have Golden Sword (Expert)
  • Must have a Banner Shield (All; if available)
    • If Security Team has their own Banner, it must be used
    • If Security Team does not have their own Banner, they shoul use the Banner of their client(s)
  • Must have at least 3 Potions of Healing (if available)

Myrmidon

  • Leather Armor
    • Dyed Leather Armor (Advanced, Expert)
  • Must have 2 Iron Swords (Basic, Advanced; if available)
    • Must have Stone Swords if Iron Swords are not available
    • Must have Golden Swords (Expert; if available)
  • Must have at least 3 Potions of Swiftness (if available)

Fighter

  • Must have Iron Armor (if available)
    • Dyed Leather Armor if not (All)
  • Must have Iron Axe (Basic, Advanced; if Available)
    • Must have Stone Swords if Iron unavailable
    • Must have Golden Axe (Expert)
  • Must have Banner Shield (All; if available)
    • If Security Team has their own Banner, it must be used
    • If Security Team does not have their own Banner, they should use their client(s)'s banner
  • Must have 3 Potions of Strength (if available)

Potioneer

  • Must have Dyed Leather Armor
  • Must have Stone Sword
  • Must have Bow
    • Must have a stack (or equivalent) of Potion Arrows
    • Must have at least 32 Spectral Arrows
  • Must have a total of at least 96 (1 and a half stacks) Splash Potions of 6-12 different types

== Pre-4.1 Content ==

Estates

Estates are not necessarily intended to be built in just 1 (Early) Stage, but should be built up over several Stages.

Baron/ess Estates

Baron/ess Estate(s)

Main Estate
  • Master Bedroom
  • 2-3 Spare Bedrooms
  • Master Kitchen
  • Food Garden (10x10-20x20)
    • May be substituted for a Mushroom Cellar (10-20 Starter Mushrooms)
  • Food Storage with Cellar
    • Clay Refuges made in the first stage for the Player and/or Advisors should be made into this
  • Master Dining Room
  • Main Sitting Room
  • Master Library
  • Work Rooms x2
  • Storage Rooms x3
  • Secondary Kitchen
    • Food Storage Room
  • Secondary Dining Room
  • Secondary Sitting Room
  • Kennel
    • 2-5 Dogs (if available to the Civilization)
    • 2-5 Cats (if available to the Civilization)
  • Stables
    • 1-4 Horses (if available to the Civilization)
      • Saddles are not necessarily required.
  • 4-6 Additional Rooms to Taste

Guests

  • At least 8 Guest Bedrooms
  • At least 5 Guest Suites
    • Each Suite Must Contain:
    • A Bedroom
    • A Small Reading or Sitting Room
    • 1-2 Additional Rooms to Taste
  • Guest Dining Room

Servants

  • Must have a Butler
  • Must have at least 2 Cooks
  • Must have at least 3 Maids
  • Must have at least 1 Stable Master
  • Must have at least 1 Kennel Master
  • Must have at least 1 Gardener
  • 1-3 Additional Servants to Taste
  • Should have a Servants' Dining Room, with enough room for all servants on the Estate to eat at the same time. Or, possibly in shifts.
Guild Masters:

Guild Masters usually have a portion of their Estate dedicated to their craft. These activities are purely personal, and do not count towards any for Food, Technology, Magic, or other requirements.

  • Guild Masters must have at least 2-8 "Rooms" in which to practice their craft.
    • Grand Masters must have 5-15 "Rooms" in which to practice their craft.
    • Rooms vary based on the Guild (or sub-Guild) of which they are a part--or of which they are a leader.
      • Agricultural Baron/esses usually grow plants, livestock, bees, butterflies, trees, catch fish, or other produce.
      • Mining Masters usually have small personal mines, ore processing rooms, etc.
      • Merchant Baron/esses usually have warehouses to store goods, livery stables full of Donkeys or other means of transportation, and other means of storage, buying and selling, and transportation.
      • Crafting Baron/esses usually have warehouses for raw materials, rooms for working said materials, and warehouses for storing finished products before they can be moved to market.
      • Engineering Baron/esses usually have rooms for tinkering with new Technologies, producing power, or other shiny Technological toys.
      • Magical Baron/esses usually have rooms for tinkering with new Magics, storing arcane energies, or other shiny Magical toys.
  • The Guild Master must have a home Office
    • Must have a desk.
    • Must have at least 2-6 Bookshelves.
    • Should include their Guilder (Item Frame+tool that denotes their rank within the Guild)
  • Guild Masters must have Security Servants
    • Masters must have at least 2-8 Security Servants
      • Grand Masters must have at least 5-15 Security Servants
      • Security Servants must have on-Estate barracks.
      • Security Servants must have on-Estate armory.
      • Security Servants may have a dedicated Chow Hall, or eat in a Servants' Dining Room with the other servants.
    • (Grand) Masters should have Dogs and Cats for security if it available within the civilization.

Count/ess Estate(s)

Marquis, Marquess/Marquise Estate(s)

Duke/Duchess Estate(s)

Prince(ess) Estate(s)

King/Queen Estate

Emperor/Empress Estate

  • Baron/ess Estate
    • What will be expected to be started in the first few stages for the Player and his Advisors. Won't be too size or resource-intensive
  • Count/ess Estate
    • These guys are kind of a big deal. They tend to have a large footprint.
  • Marquis/Marquess or Marquise Estate
    • These have a very large footprint, and usually have a small army protecting them.
    • Guild Marquis/esses are usually fairly dedicated to their craft.
  • Duke/Duchess Estate
    • These Estates usually dominate small Hamlets, and take up a lot of the space of a Village. They are basically a small Village unto themselves.
    • Guild Duke/Duchesses sometimes build out estates that encompass their entire Guild's spectrum of activities, complete with housing for their employees on-site, a small army to keep their activities secure, and enough Luxuries to bury a large family of Refugees.
  • Princ/ess Estate (Player Only)
    • A Town unto itself
    • Non-Player Estates if the Player wants to have "Children"
  • King/Queen (Player Only)
    • A decently sized City
  • Emperor/Empress (Player Only)
    • Are you over-compensating for something?

Rooms

Bedroom

Capital Building Challenge

Requires 1

Kingdom Building Challenge

Barracks

Kitchen

Work Room

Storage Room

Player Estates

Rooms

Guest Rooms

Servants

If you have any suggestions for additional servant types, please post the suggestions on the main Challenge Thread

  • Personal Guard
    • 4-6 Guards per "Servant"
  • Suggestions:
    • Cook
    • Butler
      • 1 Butler per 5 Maids
    • Maids
    • Gardeners
    • Stable Handlers
    • Kennel Handlers
    • Trophy Room/Museum Curator

Immigrants

General Dwelling-building rules

  • All Dwellings must be sealed off from the outside by at least a Wooden Door
  • Any Window Holes must be sealed by Glass Blocks (if applicable to your Stage).
  • Mobs may not be able to spawn inside a Dwelling.


Stage-specific Housing types:

This Challenge is written intending 1 or 2 people living in each Dwelling. However, if desired, more than this number can live in each Dwelling.

Dirt Hovel

Dirt Hovel Stage Dirt Hovel
Kitchen Not Required
Storage Room Not Required
Bedroom 1 per Challenger
Additional Rooms Not Required
Decoration Points 2
Utility Points 1

Clay Community

Clay Community Community Cottage Community Cabin Elder

Community Cabin

Kitchen 1 per 5 Immigrants

Living In said Dwelling

1 per 5 Immigrants

Living in said Dwelling

1 per 5 Immigrants

Living in said Dwelling

Storage Room 1 per 4 Immigrants

Living in said Dwelling

1 per 4 Immigrants

Living in said Dwelling

1 per 4 Immigrants

Living in said Dwelling

Bedroom 1 per Immigrant

Living in said Dwelling

1 per Immigrant

Living in said Dwelling

1 per Immigrant

Living in said Dwelling

Additional Rooms 1-2 per 3 Immigrants

Living in said Dwelling

2-3 per 3 Immigrants

Living in said Dwelling

2-3 per 3 Immigrants

Living in said Dwelling

Decoration Points 4 Base, +2-3 per

additional Immigrant

5 base; +2-4 per

additional Immigrant

6 base; +2-4 per

additional Immigrant

Utility Points 2 Base, +1 per

additional Immigrant

3 Base; +1-2 per

additional Immigrant

4 Base; +1-2 per

additional Immigrant

Office Not Applicable Not Applicable 1 per Elder

Living in said Dwelling

Refugee Refuge

Community Cottage

Community Cabin

Wood Settlement Stage

Wood Settlement Settlement Shanty Settlement Shack Nobility/Elder Settlement Shack
Kitchen 1 per 5 Immigrants

Living in said Dwelling

1 per 5 Immigrants

Living in said Dwelling

1 per 5 Immigrants

Living in said Dwelling

Storage Room 1 per 4 Immigrants

Living in said Dwelling

1 per 4 Immigrants

Living in said Dwelling

1 per 4 Immigrants Living in said Dwelling
Bedroom 1 per Immigrants

Living in said Dwelling

1 per Immigrant

Living in said Dwelling

1 per Immigrant Living

in said Dwelling

Additional Rooms 2-3 per 3 Immigrants Living in said Dwelling 2-3 per 3 Immigrants Living in said Dwelling 2-3 per 3 Immigrants Living in said Dwelling
Office Not Applicable Not Applicable 1 per Elder Living in said Dwelling
Decoration Points 6 Base; +3-4 per

2 additional Immigrant

7 Base; +3-4 per

2 additional Immigrants

8 Base; +3-4 per 2 additional Immigrants
Utility Points 3 Base; +1-2 per

3 additional Immigrants

4 Base; +1-2 per

3 additional Immigrants

5 Base; +1-2 per 3 additional

Immigrants

Settlement Shanty

The Settlement Shanty is the basic Dwelling for the Wood Settlement Stage.

Requirements:

  • Bedroom
  • Storage Room
  • Work Room
  • 1-2 Additional Rooms to taste

Settlement Shack

The Settlement Shack is a better Dwelling for the Wood Settlement Stage. Elders who move to your Challenge in the Wood Settlement Stage see a Settlement Shack as the nucleus of their Noble Estate.

Requirements:

  • Bedroom
  • Storage Room
  • Work Room
  • Office (if applicable)
    • Offices must have a desk
    • Offices must have at least 2 bookshelves as part of the Decorations
  • 1 Additional Room to taste
    • 2-3 Additional Rooms to taste if belonging to a Noble
  • Should have at least 10 Decoration Points total
    • 18 Decoration points if belonging to a Noble.
  • Should have at least 3 Utility Points total
    • 6 Utility Points if belonging to a Noble

Stone Hamlet Stage

Stone Hamlet Hamlet Hut Hamlet House Noble Hamlet House
Kitchen 1 per 5 Immigrants Living in said Dwelling 1 per 5 Immigrants Living in said Dwelling 1 per 5 Immigrants Living in said Dwelling
Storage Room 1 per 4 Immigrants Living in said Dwelling 1 per 4 Immigrants Living in said Dwelling 1 per 4 Immigrants

Living in said Dwelling

Bedroom 1 per Immigrants Living in said Dwelling 1 per Immigrant Living in said Dwelling 1 per Immigrant Living in said Dwelling
Additional Rooms 2-3 per 3 Immigrants Living in said Dwelling 2-3 per 3 Immigrants Living in said Dwelling 2-3 per 3 Immigrants Living in said Dwelling
Office Not Applicable Not Applicable 1 per Noble or Elder Living in said Dwelling
Decoration Points 8 Base; +3-4 per 2 additional Immigrants 9 Base; +3-4 per 2 additional Immigrants 10 Base; +3-4 per 2 additional Immigrants
Utility Points 4 Base; +1-2 per 3 additional Immigrants 5 Base; +1-2 per 3 additional Immigrants 6 Base; +1-2 per 3 additional Immigrants

Hamlet Hut

Hamlet House

Iron Village

Iron Village Village Condo Village Villa Noble Village Villa
Kitchen 1 per 5 Immigrants Living in said Dwelling 1 per 5 Immigrants Living in said Dwelling 1 per 5 Immigrants Living in said Dwelling
Storage Room 1 per 4 Immigrants Living in said Dwelling 1 per 4 Immigrants Living in said Dwelling 1 per 4 Immigrants Living in said Dwelling
Bedroom 1 per Immigrants Living in said Dwelling 1 per Immigrants Living in said Dwelling 1 per Immigrants Living in said Dwelling
Additional Rooms 2-3 per 3 Immigrants Living in said Dwelling 2-3 per 3 Immigrants Living in said Dwelling 2-3 per 3 Immigrants Living in said Dwelling
Office Not Required Not Required 1 per Noble or Elder Living in said Dwelling
Decoration Points 10 Base; +3-4 per 2 additional Immigrants 11 Base; +3-4 per 2 additional Immigrants 12 Base; +3-4 per 2 additional Immigrants
Utility Points 6 Base; +1-2 per 3 additional Immigrants 7 Base; +1-2 per 3 additional Immigrants 8 Base; +1-2 per 3 additional Immigrants

Village Villa

Gold City Onwards

From Gold City Onwards new Nobility will be governed by the Nobility Expansion.

Late-game Dwellings House Apartment Slum
Kitchen 1 per 5 Immigrants Living in said Dwelling Not Required Not Required
Storage Room 1 per 4 Immigrants Living in said Dwelling 1 per 4 Immigrants Living in said Dwelling Not Required
Bedroom 1 per Immigrants Living in said Dwelling 1 per Immigrants Living in said Dwelling 1 per Immigrants Living in said Dwelling
Additional Room(s) 2-3 per 3 Immigrants Living in said Dwelling 1-2 per 4 Immigrants Living in said Dwelling Not Required
Decoration Points 14 Base; +3-4 per 2 additional Immigrants 10 Base; +1-3 per 4 additional Immigrants 6 Base; +1 per 6 additional Immigrants
Utility Points 10 Base; +1-2 per 3 additional Immigrants 6 Base; +1-2 per 3 additional Immigrants 3 Base; +1-2 per 3 additional Immigrants
Building Ratios Build the same amount of Houses as stated Build 125% more Apartments than stated (round down) Build 150% more Apartments than stated (round down)

Apartment

Condo

House


Basic Dwelling

The three basic types of Dwellings are the basic Dwelling, an Apartment, and a Slum. The Dwelling is something like a house, and takes up more space. Apartments take up less space, but require 2x the population of a Dwelling. Slums barely take up any space but require 3x the population than a normal Dwelling.

All Dwellings must be too bright for mobs to spawn.

Dwelling Apartment Slum
Bedroom Yes Yes N/A
Kitchen Yes N/A N/A
Additional Room(s) 2+Stage Additiions 1+Stage Additions 1+Stage Additions

Material Multiplier:

Material Multipliers take the material that the majority of the building is built with, and is multiplied by the total point value of the Dwelling (basic score, plus decorations, plus misc.)+(Material Multiplier)=Final Dwelling Score

Material Multiplier

Points Multiplier

Clay/Variant of Dirt x1.0
Wood X1.25
Stone (Cobble, any) x1.5
Glass x2
Stone (Smooth) x2
Brick x2
Metal(lic)/Redstone/Gem x2.25
Blast-Proof x3

Nobility

Elders (Dirt Hovel-Stone Hamlet)

Baron/ess

Count/ess

Marquis/Marquess

Duke/Duchess

Prince/ess

A possible variant that I might introduce in an Expansion--basically, these would be your [the Challenger's] children, and they would need an Estate that is more lavish than even a Duke/Duchess.

Crime Lords

Types of Crime Lords

Boss (The, A, adj., etc)

Mr. Big

Godfather

Kingpin (see: Kingpin, Marvel Comics; Ra'as al Ghul, DC Comics; etc)

Types of Criminals

Bandits

Thugs are a branch of Bandits that live in cities. Thugs do not have dedicated Outliers, but instead have additional building requirements inside existing cities. Thugs may base themselves out of Crime, Noble, or Challenger Personal Estate Outliers if you wish.

Pirates

Smugglers

Thieves

Assassins

Crime Outlier types

Minecraft Physics

All Ships and Airships must have a home base to return to.

Ship Types

Smuggler ships:

Sloop

Clipper

Barque

Brigantine

Carrack

Pirate Ship Types:

Corvette

Frigate

Galleon

Battleship

Battleships must have TNT Cannons

Aircraft Carrier

has multiple, single-pilot airships

Airship types

Air Battleship

Must have TNT Cannons

Helicarrier

Has multiple, single-pilot airships

Criminal Groups (for inspiration)

Thieves Guild (Gambit/Marvel Comics)

League of Assassins/Shadows (DC Comics, Talia/Ra'as al Ghul)

Assassins (Altair, Ezio; Assassin's Creed)

Templars (Assassin's Creed)

Smuggler's Alliance (Talon Karrde, Mara Jade, Star Wars Expanded Universe)

United States Congress (U.S. Constitution)


Tables

General Residential Table

Rough Outline--Residential Numbers

Estate "Rooms"

(Minimum)

Estate "Rooms"

Guest Rooms/Player Estate (Min.)

Guest Rooms/Player Estate (Max.)

Servants/Player Estate (Min.)

Servants/Player Estate (Max)

Immigrants/ Stage (Min.)

Immigrants/ Stage (Max)

Noble Lords (Min.)

Noble Lords (Max)

Crime Lords (Min.)

Crime Lords (Max)

Dirt

1 3 0 0 0 0 0 1 0 2 0 0
Wood 4 6 0 2 0 1 4 8 1 3 0 1
Stone 5  9 1 3 1 3 6 12 1 3 0 1
Iron 6 12 2 5 3 5 10 15 1 2 1 2
Gold 8 14 3 6 5 7 16 24 3 6 2 5
Lapis 10 12 5 10 7 12 25 36 5 8 3 6
Emerald 12 16 7 15 12 16 30 45 6 10 4 8
Diamond 15 20 10 30 16 20 42 52 8 15 5 12
Nether 20 40 15 30 24 30 50 75