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) |
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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. |
|
Shanty (Basic, 5 Food. Required when ?500? Total Points or Stone Hamlet has been reached) |
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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. |
|
Shack (Basic, 5 Food. Required once 1,000? Total Points or Gold City has been reached) |
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Bedroom
Workroom
Storage Room
|
Advanced
Settlement Shanty
Hut (Advanced [+2], Requires 10 Food) |
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Bedroom
Workroom
Storage Room
Dining Room
|
Settlement Shack
Cabin (Advanced, +2, Requires 16 Food. Required once 500 total points or Stone Hamlet Stage has been reached) |
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Workroom
Storage Room
Dining Room
Sitting Room
|
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]) |
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Master Bedroom
Guest Bedroom
Workroom
Storage Room
Dining Room
Sitting Room
|
Hamlet House
Bungalow
Bungalow (Expert +5, 33 Food. at least 500? Total Points or Wood Settlement stage) |
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Master Bedroom
Spare Bedroom
2 Guest Bedrooms
Workroom
Storage Room
Dining Room
Sitting Room
Additional Room to Taste |
House (Expert +5, 51 Food. Requires at least ?1,000? total points or Iron Village) |
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Master Bedroom
2 Spare Bedrooms
5 Guest Bedrooms
2 Workrooms
3 Storage Rooms
Dining Room
Sitting Room
Library
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]) |
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Master Bedroom
3 Spare Bedrooms
At least 2 Additional Luxuries 6 Guest Bedrooms
2 Guest Suites
Reading Room
2 Workrooms
3 Storage Rooms
Dining Room
Sitting Room
Library
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
- Each Security Expert must have a Bedroom
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) |
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Main Estate
Guests
Servants
|
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.
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Count/ess Estate(s) |
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Marquis, Marquess/Marquise Estate(s) |
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Duke/Duchess Estate(s) |
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Prince(ess) Estate(s) |
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King/Queen Estate |
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Emperor/Empress Estate |
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- 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
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) | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |