Disclaimer: As always, the Rule of Cool applies before any other rule. Basic Concepts may be explained in this or subsequent Stages, and merely referenced (or redirected to the Concept's page) in this or any subsequent Stage.
Population Guild
School
Once you reach a certain level of development, there will be a need to recruit more and more people for every Guild. However, that means that instead of being picky and getting only the best, you will need to ensure that potential workers are brought up to a certain standard. Starting at the Iron Village Stage (or sooner, depending on individual Challenge’s development/desires), Schools will begin appearing for various Guilds. Not every Guild will require a School at the same time.
Classroom Requirements:
- Seating for up to 20 Students (Support, Basic) per Classroom.
- Desk for Teacher.
- 1-3 Luxuries
School Teacher (Support, Advanced):
Teachers are considered a Member of the Guild in which they are teaching, and should have a Filled Item Frame with the Guild’s object above their office door.
- Requires an Office
- Must have Desk
- 1-4 Bookcases/shelves
- 1-3 Luxuries
Principal:
Principals (Support, Expert) are responsible for making sure that the School runs smoothly. They are usually Guild Masters who have dedicated themselves to keping up the standards for the next generation of Guild Members.
- Must have Filled Item Frame with the Guild/Sub-Guild’s object above their office door.
- Requires an Office.
- Must have Desk
- 4-8 Bookcases/shelves
- 4-8 Luxuries
- 1-3 Item Frames/Blocks/Objects related to their Guild
School Students (Support, Basic):: Instead of having their own rooms, At least 1-4 Students share the same room [with build requirements of Basic Support] added together instead of being replaced by something else.
School Threshold Requirements
Each Guild must eventually have a School to ensure their members have quality training. Players are welcome to build Schools ahead of their requirements. However, a Guild may not build a College or University before a School has been constructed.
- Population Guild (Administration, Embassies, Support) School: Gold City
- Required for Nobility
- Agriculture Guild School: Stone Halet
- Mining Guild School: Iron Village
- Crafting Guild School: Stone Hamlet
- Magic Sub-Guild School: Iron Village
- Technology Sub-Guild School: Iron Village
- Trade Guild School: Gold City
- Military Guild School: Iron Village
Guild Colleges:
Where Guild Schools are built to ensure that every member is up to a basic level of competence, Guild Colleges are built to help produce highly skilled Guild Members. Once a Guild College is complete, Advanced members may be recruited at will.
Guild Universities:
The Ultimate teaching institutions, Guild Universities allow Guild Experts to be hired at will. Guild Universities require a Guild College to be built on its ground for every sub-specialty that sees a major practice in your civilization’s Guild.
Immigration
Build additional dwellings not dependent on any other professions
- Build 4-8 Residential (Basic)
- Build 2-5 Residential (Advanced)
Town Center
The Administrative center of the capital. This may be one large building, a complex, a district, or other collection of buildings. All Administrative buildings should be near each other. Generally, Support personnel should NOT be housed inside of Administrative buildings, but should not live too far away, either.
Immigration Office
All potential immigrants have to present themselves to the Immigration Office before being officially settled in the Settlement.
Build an Office for the Immigration Clerk (Residential, Advanced)
- Must have a Desk
- 6-12 Bookcases/shelves
- 1-4 Luxuries
Player Offices
Each Player must build an office in the Town Center, and hire a Secretary to handle their day-to-day paperwork.
Player Office
- Desk
- 2-4 Bookcases/shelves
- 2-5 Luxuries
Secretary (Support, Basic)
- Desk
- 1-2 Luxuries
Guild Advisory Council
Each of the Guilds that are present in the Settlement will send you an advisor to help you make the most out of their guild. Their representatives will need an office and a seat at the Conference Room table.
Advisory Councilman's Office (Support, Advanced)
- Desk
- 1-2 Bookcases/Shelves
- 1-2 Lxuries
- Item Frame with their Guild's symbol above or next to the door to their office.
- Population Guild: Bed
- Agricultural Guild: Hoe (3.2)
- Mining Guild: Pickaxe (4.3)
- Trade Guild: Chest [any] (4.4)
- Crafting Guild: Crafting Bench/Table [Any] (4.5)
- Military Guild: Sword (4.6)
Required Offices
- Population Guild Advisor [Bed]
- Agricultural Guild Advisor [Hoe]
- Mining Guild Advisor (4.3 Update)
- Trade Guild Advisor (4.4 Update)
- Crafting Guild Advisor (4.5 Update)
- Military Guild Advisor (4.6 Update)
- Aristocratic Advisor (4.X Update)
- Outworld Advisor (Nether, End, etc. 4.X Update)
Conference Room
A room where the Players, their advisors, and other important people in the Settlement can come together, negotiate, and make decisions. There must be enough room and seating for everyone, and should be comfortable because they will spend a lot of time there.
- Must have enough room/chairs for all Ambassadors, Advisors, and Players
- Must have at least 2 extra chairs
- Must have 5-7 Luxuries
- Must have Carpeting (Not part of Luxury count)
- Must have the Guild Symbol in an Item Frame behind the chair of the respective Guild Advisor
Embassy/ies (if applicable)
Embassies are set up once a certain number of immigrants of a given Race have settled in your civilization. Their Housing and Offices are built with the materials and style(s) (if applicable) of the given race, and usually bear a Banner with their race’s insignia or symbol (if appropriate).
Level 1 Threshold: 15 Citizens of a given race.
Office for the Ambassador:
- Desk
- 2 Bookcases
- Double Chest/Equivalent
- 2-3 Luxuries
Ambassador's Secretary (Support, Basic or Advanced)
- Desk
Level 2 Threshold: Requires 75 Citizens of a given race.
At Level 2, an actual Embassy is built, according to the race's building, block, and item preferences. They are always surrounded by a wall, and provide both housing and office space for the Ambassador and his staff. The Ambassador's Assistant and his Seretary will take over the old Ambassador's Desk in the Town Center. The Ambassador will need an office built in the Town Center identical to his Office in the Embassy (see below). Embassy Staff:
- Ambassador (Residential Expert. House, if not Villa)
- Ambassador's Secretary (Support, Advanced)
- Ambassador's Assistant (Residential, Advanced)
- Assistant's Secretary (Support, Advanced)
- Security Force (Support, Security Basic) x5
Embassy Building
- Office for Ambassador (see below)
- Another Desk for the Ambassador's Assistant and Secretary inside the Embassy Grounds
- Conference Room with enough seating for all staff plus 2 extra seats
- Reception Room
- Richly appointed room (according to racial preferences) where the Ambassador may recieve guests
The Embassy Grounds must be surrounded by a wall
Build a Barracks for the Security Force (Security, Basic)
- At least 5 members
- Build a Barracks for the Security Force
- Build an Armory with Armor Stands and weapon storage.
- If the Security Force use weapons that use projectiles, there must also be storage for their ammunition
Office for the Ambassador decorated according to racial preferences
- Desk
- Fireplace
- 6-10 Bookcases/shelves
- 3-7 Luxuries
Level 3 Threshold: Requires 150 Citizens of a given race.
Both the Ambassador and the Ambassador's Assistant must now both have Offices in the Town Center, built and decorated according to Racial Preferences. In addition, 3 Clerks of the Ambassador's race have been assigned to the Embassy. They will require a room where all of their Desks are housed in both the Embassy Compound and the Town Center.Town Center Embassy Requirements
- Ambassador's Office (exact same as Level 2) (Residential, Expert-Housed in Embassy Compound)
- Desk
- Fireplace
- 6-10 Bookcases/shelves
- 3-7 Luxuries
- Ambassador's Secretary (Support, Expert)
- Desk
- 1-4 Bookcases/shelves
- 1-3 Luxuries
- Ambassador's Assistant Office (Residential, Advanced-Housed in Embassy Compound)
- Desk
- 3-6 Bookcases/shelves
- 2-5 Luxuries
- Assistant's Secretary (Support, Advanced)
- Desk
- 1-2 Bookcases/shelves
- 1-2 Luxuries
- Clerks' Office (Support, Expert x3-housed in Embassy Compound)
- 3 Desks
- 2-6 Bookcases/shelves
- 2-5 Luxuries
Embassy Compound (New Construction)
Ambassador's Assistant Office (Residential, Advanced-Housed in Embassy Compound)
- Desk
- 3-6 Bookcases/shelves
- 2-5 Luxuries
Assistant's Secretary (Support, Advanced)
- Desk
- 1-2 Bookcases/shelves
- 1-2 Luxuries
Clerks' Office
- 3 Desks
- 2-6 Bookcases/shelves
- 2-5 Luxuries
Security Force
- Barracks Support for at least 15 members (Support, Security Basic)
- Armory space for all 15 members
- Wall around entire Compound
- Watchtower somewhere on the walls
- Gate Complex
Agriculture
This Section is currently being worked on as part of the 4.2 update. It is not complete, but the skeleton is here.
By now, more and more people are coming to live and work in your small settlement. We need to make sure that we have enough food for all of them
Farming
Farming is the growth of food in a dedicated area, prepared by a Hoe. It is one of the easiest ways of feeding your population, and is usually required to feed Livestock, Stabled animals, and Kenneled animals.
The Farming Sub-Guild's symbol is a Wheat Seed inside of an Item Frame
- Build 4-8 Farming Plots
- Plant as many types of (vanilla) crops as possible*
- At least 1 Wheat must be planted in any of the Farming Plots
- If Natura-style Berry Bushes are available, plant at least 5 Bushes of each available Berry
- Bushes are counted by the number of base blocks
- Build a Seed Storage Shed
- Requires at least 5 Double Chests
- If using Item-specific storage, requires 1 storage item (Barrel, Drawer, etc) per seed type
- Quarter-drawers (or equivalent) are acceptable, as long as all Seed types are accounted for
- Seed Storage Capacity will be expanded in the future.
- Plantations and Farms may share Seed Storage facilities.
A single Farming Plot is a section of tilled Farmland that is 2x7, or 14 Farmland blocks total. Pairs of Farming Plots may be found in Villages, with a stretch of water between them, usually surrounded by logs.
*This Writer would like to acknowledge that due to the sheer variety of Pam's Harvestcraft crops, it may not be feasible to plant all the crops that you have access to. For this reason, we have included a Pam's Exception, below:
- Pam's Exception: Clear a small area of everything, and place down as many varieties Pam's Gardens as are available.
- 8 Pam's Gardens (of any type) are equivalent to 1 Farming Plot
- If taking advantage of the Pam's Exception, Pam's crops do not need seeds in Seed Storage.
- Pam's Gardens may be picked up by Sneak+Clicking a Garden in the wild.
- Pam's Gardens naturally spawn more of themselves, with the following rules:
- There may not be more than 5 of the same type of Garden in a 7x7 square
- Different types of Garden do not retard the expansion of other types of Garden (ie Shaded vs. Tropical)
- Pam's Garden Varieties:
- Windy Garden
- Tropical Garden
- Shaded Garden
- Soggy Garden
- Frost Garden
- Arid Garden
- Must be planted on Sand
Plantations
Plantations, generally speaking, are areas where non-edible, non-tree plants are farmed. This may range from crops growing on tilled Farmland, to plants growing near water, to plants that require sand or Soul Sand or some other form of base material.
The Plantation Sub-Guild's symbol is a piece of Sugar Cane inside of n Item Frame
- Build at least 1 Plantation Plot (If Applicable)
- Flax, Cotton, or Equivalent String-growth plants should be planted
- any Magical Crops should be planted if possible.
- any additional Farmland-based inedible crops should be planted if possible
- Have at least 10 base Sugar Cane growing
- Measured by the number of bottom blocks
- Have at least 3 Cacti growing
- Measured by the number of bottom blocks
- Any Seed-based Plantation crops must be stored in a Seed Storage building
- Plantations and Farms may share Seed Storage facilities.
Ranching
Ranchers take care of livestock that are corralled in one place for the purposes of harvesting edible material from them in one form or another. Some Livestock (such as Cows or Sheep) may also have secondary products that make them valuable for various crafters.
The Ranching Sub-Guild's symbol is a Hay Bale inside of an Item Frame. This symbol is shared with the Kennel and Stable Sub-Guilds, which are specific subsets of the Ranching Guild.
- Build a Barn for each type of Livestock present
- The Barn must have at least 16 Breeding items, per Breeding pair, stored in a Double Chest (or equivalent
- If using Barrels/Storage Drawers, Quarter-Drawers (or equivalent) is acceptable, as long as the item(s) in question are present
- The Barn must have at least 16 Breeding items, per Breeding pair, stored in a Double Chest (or equivalent
- Acquire 2 Breeding Pairs of Cows
- Acquire 2 Breeding Pairs of Chickens
- Acquire 2 Breeding Pairs of Sheep
- Acquire 2 Breeding Pairs of Pigs
Kennels
The Kennel shares the Livestock Sub-Guild's symbol of a Hay Bale inside of an Item Frame. The Kennel Sub-Guild is subordinate to the Ranching Sub-Guild.
- Kennels care for and breed non-rideable, non-Livestock mobs for use as defensive measures or pets.
- Each animal in a Kennel must have its own room
- 2x2 for Cats/Dogs
- 1x2 for Parrots
- Kennels require a storage room with at least 6 breeding items for every Breeding Pair they care for.
- Each animal in a Kennel must have its own room
Stables
The Stables shares the Livestock Sub-Guild's symbol of a Hay Bale inside of an Item Frame. The Stable Sub-Guild is subordinate to the Ranching Sub-Guild.
- Stables care for and breed rideable Mobs
- Stables require a stall for every rideable Mob.
- Each stall must have a Hay Bale inside of it.
- Stables require a storage room with at least 2 breeding items for every Breeding Pair they care for.
- Stables require a stall for every rideable Mob.
- Livery Stables care for rideable Mobs, but do not breed them.
- Livery Stables provie mounts for those who need them.
- Livery Stables require a stall for every rideable Mob
- Each stall must have a Hay Bale inside of it.
- Livery Stables require an office
- Must have a Desk
- Must have at least a Single Chest
- Must have at least 1 Luxury.
Arboriculture
The Arborist Sub-Guild is an Oak Sapling inside of an Item Frame
Arborists tend trees. Whether they're growing them from Saplings, breeding them, cutting them down, or harvesting their fruit, they're responsible. Arborists usually arrange their trees by purpose, in Orchards.
- Build a Sapling Shack for storing Saplings
- Must have at least 5 Double Chest (or equivalent)
- The Shack must have at least 4 Saplings for every kind of tree that is being utilized
- Trees with ultra-rare Saplings may be excused
- If using Barrels/Storage Drawers, each individual Sapling must have its own storage section
- Half and Quarter-Drawers are acceptable, as long as all Sapling types are available.
- Build a Lumber Resource Orchard
- Trees planted here are intended specifically for their resources. in this case, Logs.
- The Lumber Orchard should have at least 12 Trees of standard size.
- If the trees are 2x2 taller variants, there should be at least 4 Trees.
- 1 Natura Redwood may replace all other Trees in the ORchard
- Build a Food Orchard (if available)
- Trees in Food Orchard have guaranteed food from either their leaves dropping (ripening over time, usually) or from fruit that hang below the tree's canopy.
- The Food Orchard should have at least 12 trees of any variety.
- Build a Breeding Orchard (if desired)
- Trees in Breeding Orchards are gathered together in the hopes of producing new species.
- The Breeding Orchard should have 2-5 trees of at least 2 different varieties
- The Breeding Orchard must have either butterflies or bees (Bee Houses, Apiaries, or Alvearies) within range of the trees that should be bred.
Apiculture
Apiculture involves the domestification, exploitation, and diversification of bees.
The Apiarist Sub-Guild's symbol is a Scoop inside of an Item Frame
- Pam's Bees may be acquired from Pam's Harvestcraft hives, using an Axe of any variety
- Forestry/Extra/Magic/More Bees may be acquired from their respective Hives, using a Scoop of any variety
Resource Hives
Resource Hives are used to acquire resources, ranging from Honey (Drops) to various metals to extra Drones for breeding purposes.
- Build and populate at least 6 Pam's Harvestcraft Apiaries (if applicable)
- Build and populate at least 6 Forestry Bee Houses (if applicable)
Breeding Hives
Breeding requires Apiaries, which may be acquired by trading with any Forestry Villager, or constructed in a Carpenter (in future stages).
- Trade for at least 2 Apiaries
- Breed at least 2 nwe species of Forestry/add-on Bees.
Utility Hives
Some Forestry variety Bees have additional affects, whether it is damaging mobs, damaging Players, causing explosions, spawning mobs, attracting lightning, mining (More Bees), automating Apiaries (Career Bees), and much more. Utility Hives use these specific breeds of Bees to take advantage of these effects.
Because Bees with utilitarian effects usually require extensive breeding efforts, thre are no Utility Hive requirements
Fishing
Fishermen tend to be more solitary than most others within the Agricultural Guild. This is mainly because too many fishermen along a givn stretch of water can result in overfishing. They generally live either on the outskirts of any settlements or out in the wilderness.
The Fishing Sub-Guild's symbol is a fishing pole inside of an Item Frame
- In the interest of building something that is actually capable of producing resources, Pam's Harvestcraft Water Traps, Giacomo's Nets, and other fishing blocks should be used in conjunction with a Fishing Hut
- Fishing Huts may not be built within 50 blocks of each other
- Fishing Huts must be built near water
- Unpowered auto-fishers (Giacomo's Nets, Pam's Fish Trap) may be used by anyone from Residential (Basic) on up.
- Powered (RF/EU/etc) auto-fishers require Residential (Elite) until the Gold City Stage.
- During and after the Gold City Stage, they require Residential (Advanced)
- Build at least 1 Fisherman's Hut (at least Residential, Basic)
- A single Fisherman may use up to 10 Fishing Traps
- A Single Fisherman may use up to 20 Nets (Giacomo's)
Trappers
Trappers are extremely solitary, because their prey tends to avoid settlements if at all possible. They usually live in the wilderness, not too far from roads between settlements. They produce meats, Leather, Bones, and occasionally Feathers. Trappers are usually entirely optional for any challenge.
Trappers are generally not organized enough to form a Sub-Guild, and so have no symbol.
- Trappers were designed to utilize Pam's Harvestcraft Ground Traps.
- Trappers may use up to 10 Ground Traps
- Unless utilized by a Trapper, Water Traps do not count towards Trapper requirements
- Trappers may be Residential (Basic, Advanced, or Expert)
- New Trapper Huts may not be built within 100 blocks of a Settlement
- Trapper Huts may not be built within 50 blocks of each other
- Trapper Huts must be built to at least the standard of Residential (Advanced), out of any materials available to your civilization.
- Each Trapper Hut can handle up to 10 Ground Traps.
Logna, Patron Deity of the Wooden Settlement Stage
Logna is the Patron Deity of the forests, and of the Wooden Settlement Stage. He is celebrated annually during the Forest Festival, usually held from April 23-29. He is usually portrayed as tall and slender, with long, delicate hands and fingers, with green hair and gentle brown eyes. He favors those who stay steady in their paths, and enjoys sheltering those who take refuge beneath his boughs.
- Favored Colors: Green and Red
- Favored Building Materials: Logs and Leaves of any kind
- Festival: Forest Festival
- Festival Dates: April 23-29
- Favored Offerings: Apples and other tree produce
Shrine to Logna
Logna Shrines are usually built out of whatever kind of Logs may be found native to the Shrine's Location. His shrines tend to have Four rooms: A well-manicured orchard that shades the path to the door of the Shrine itself, an indoor room where Logna's followers may pay him tribute, a room where weary travellers or the homeless may find a welcoming bed, and a room where his acolyte(s) find their rest.
- Orchard of Logna
- The Trees in the Orchards of Logna are almost invariably trees that have produce waiting to be produced, or produce lots of produce when chopped down.
- The Orchard must be lit brightly enough to prevent hostile mob spawns
- The Orchard should be fenced in, with a gate, to protect it from hostile mobs that spawn outside its borders.
- There should be at least 4-6 fruit trees planted on either side of the path to the Shrine itself.
- Shrine Room
- Must have an altar to Logna that consists of two logs with a leaf block between them on the top level, and a pair of wooden planks with a log between them on the bottom level.
- In front of the altar should be a Double Chest where offerings for Logna are placed by his pilgrims.
- The floor should be either horizontal logs or Leaf blocks.
- Room of Rest
- The Room of Rest must have at least 4 Single Beds for anyone that needs a place to rest.
- Each bed must have a Single Chest Logna's guests to store their items.
- Anyone that rests within the shrine is more than welcome to any offerings in Logna's Shrine Room.
- The floor should be either horizontal Logs or Leaf Blocks.
- The Room of Rest must have at least 4 Single Beds for anyone that needs a place to rest.
- Acolyte of Logna's Hermitage:
- Must have an oven/furnace
- Must have a Crafting Table
- Must have an Axe and a spare supply of Saplings for the Orchard.
- Must have a Bed
- Must have a Double Chest for Storage
- The Floor should be either horizontal Logs or Leaf blocks.
Shrines to Logna are favored by members of the Arbor branch of the Agricultural Guild, and are usually manned by Logna-worshipping Guild Members. They are most often found along major roads between towns, offering a welcome respite from long stretches of monotony, with a meal and a warm bed in which to rest.
Pre-3.1 Content
Saved (for now) both for posterity and for potential ideas as the other Guilds are worked on.
Estates
You were once just living in that little lump of Dirt or Clay. But now, as more and more people start showing up, it's time for you and your Advisors to start building Estates worthy of your station(s)! My Baron/ess, it's time to get building, so everyone will see your worthiness!
Build 6-12 rooms (out of ~26 Rooms in the main Estate, ~6-16 rooms for Guild Masters/Grand Masters, ~29 rooms for Guests, ~11-14 rooms worth of Servants' Quarters) of a Baron/ess Estate for yourself, the Guild Grand Masters, and the Sheriff who arrived with you in the Dirt Hovel Stage. It is not necessary to complete the ENTIRE Estate this Stage, but you will be expected to have finished it by the end of the Iron Village Stage.
Immigrants
Your Settlement is attracting a better kind of Immigrant these days. While you still have some that can only afford Refuges, they are few and far between. Most of the Immigrants can afford Shanties and Shacks, while a handful can actually afford a Hut. While some houses for the very poor are still built out of Dirts and Clay, Wood is far and away the most preferred building material.
- Build 1-2 Refuges (if desired)
- Build 7-11 Shanties
- Build 5-10 Shacks
- Built 1-3 Huts
- See the Residential Page for Requirement information.
Outliers and the Capital
By this time, you may be feeling a slight pinch (or foresee one in the future) when it comes to building space. This is where the Outlier's Mechanic comes into play. Outliers are strongly encouraged for space-saving purposes. There are many kinds, though for the most part one or two Guilds tend to dominate any individual Outlier, Though there may be Members of other Guilds present within said dominated Outliers.
The Community that you built up in the Dirt Hovel Stage and the Settlement you are currently building in this Stage is intended to be your nation/kingdom/Empire's Capital. All Trade eventually finds its way to the Capital. Massive Markets fed by even larger Warehouses that store the output of your entire Nation! The best foods, animals, minerals, technologies, and magics eventually find their way here, first.
Outliers, meanwhile, spring up wherever a strategic point or resource is to be found. They do what they do, and their produce is picked up and shipped to the Capital and elsewhere in the Nation/Kingdom/Empire by the Merchant's Guild, in return for whatever resources the Outlier requires. Alternately, they often spring up when Nobles decide they want a big(ger) or new(er) Estate, but not near a crowded city.
Agricultural Guild School Outlier (Example)
If desired, this Outlier may be used outright or as an example of what an Agricultural Outlier may look like. This is not strictly a requirement for the Wooden Settlement Stage.
Guild Schools are designed to quickly pump out a large number of well-trained Guild Members in a short amount of time (in this case, every Stage). Guild Schools are usually overseen by a Guild Master, though the Guild Master in question may not specialize in every single discipline taught at the School.
In this example Guild School Outlier, the Farming Master will be heading up the College, along with 3-6 Guild Members teaching other disciplines. Each Stage, there will be about 24 slots for Guild Apprentices who have no idea what they are doing. Apprentices usually live in Dormitories, with about 2-4 Apprentices living in a single room.
- Housing:
- Build an Apprentice Dormitory with 6 rooms, with 4 Apprentices per room.
- Build 6-10 Guild Member's Housing
- Build a Guild Master Estate
Now that we have the housing down, we need to be sure that everyone has something to do, and something to learn from every discipline you want present in the Guild School
- Farm Branch Classrooms
- Plant 20 4x4 Plants (320 individual plots)
- All plant types available to your Empire should be available for the students to learn about
- Plant any Natura bushes you have available (at least 3-5 base bushes of each type)
- Build a mob-safe Mushroom farm (Room for at least 30 mushrooms at max capacity)
- Have a Cocoa Farm (1-5 Jungle Logs)
- Have plenty of spare seeds available
- Plantation Branch Classrooms
- Have a Sugar Cane Farm
- Have a Cactus Farm
- Have a Nether Wart Farm (if available to your Empire)
- Plant or have as many non-edible crops available as possible.
- Ranch Branch Classrooms
- Have at least 6 Sheep Available
- Have at least 6 Cows Available
- Have at least 6 Pigs Available
- Have at least 6 Cows Available
- Have at least 3 Horses Available
- Have a Donkey Available if possible
- Have 2 or more Dogs Available
- Have 2 or more Cats Available
- Have plenty of spare Breeding Material Available
- Arbor Branch Classrooms
- Have at least 2 Lumber Orchards
- The trees in the different Lumber Orchards should be of different kinds of tree
- There should be at least 30 logs' worth of tree (minimum 2 trees) in each Orchard
- Have a Produce Orchard with at least 8 plant-bearing trees
- Have a Tree Breeding Classroom
- Enclosed to keep butterflies in or
- Beehouse/Apiary/Alveary to cross-pollinate
- Have at least 2 Lumber Orchards
- Apiarist Classrooms
- Have as many stable bee breeds available for students to learn about
- Bee Breeding Classroom
- Should have a Pristine Princess and a wide variety of Drones so the Students can try their hand at breeding the Bees.
- Fishing Classrooms
- Should have a Fishing Raft/Boat/Dock built to teach students the basics of Fishing
- If alternate fishing methods (automatable) are available to your Empire, they should have Classrooms available so they can learn how to run them.
So now the students have a way to learn everything they could ever want about their chosen Guild. But as much as the overseeing Master might enjoy seeing his students study all the time, there's more to life than studying every tick.
- Build a Cafeteria for the School
- At least half the School should be able to fit into the Cafeteria at any one time.
- Build a Kitchen for the Cafeteria.
- Hire a Crafter's Guild Member to take the School's raw produce and turn it into something (or several/many somethings) great.
- Depending on the population of the School and how many products they output, consider hiring several.
- For each Crafter in the Kitchen, there must be a Furnace, a Crafting Table (or equivalent), any additional tools (like from Pam's Harvestcraft) they may need, and 2-3 Double Chests for Storage.
- Each Crafter should have a dwelling nearby. They should have either a Hut or a Cabin (or the equivalent).
- Hire a Crafter's Guild Member to take the School's raw produce and turn it into something (or several/many somethings) great.
- Build a Library for the School
- Hire a Merchant's Guild Member to be the Librarian.
- The Library should have any written books related to the School's curriculum, as well as 15-20 bookcases, and several long tables for studying. There should also be several chairs along the table(s).
- The Merchant Guild Librarian should have either a Hut or a Cabin (or an equivalent) nearby.
- Hire a Merchant's Guild Member to be the Librarian.
- Build a Toolsmith's Shop near the School.
- The Toolsmith will be responsible for producing and repairing any and all tools used by the School and anyone else in the local area.
- The Toolsmith should have a Hut or a Cabin in which to live.
- His dwelling may be built into the back of his shop.
Okay, so now we've got the School all covered. Its got classes, its students a place to eat, and a place to study. We're nearly done, but not quite. Because what happens when the Toolsmith needs resources that aren't present on-site? The easy answer would be to set up something local in which to find the resources. But that may not be practical, or the Agricultural Guild may not appreciate the competition for space. So now, we have to run to the Merchant's Guild.
- Build a Market
- 1-3 Guild Members should be able to run the Market
- The Market should be willing to buy most of the School's Produce
- The Market should also sell more exotic items from elsewhere in the Empire.
- The Guild Members should live in Huts or Cabins
- Build a Shipping Warehouse
- The Shipping Warehouse stores item brought in by other members of the Merchant Guild, and either sends them to and from the Market or waits for members of the Transportation Branch of the Merchant Guild to come pick them up.
- 1 Guild Member should be able to run the Shipping Warehouse
- The Guild Member should live in a Hut or Cabin.
Obviously you can carbon copy this sample if you want, or you can come up with ideas of your own. Hopefully I provided a good enough example that you have a few ideas of your own. And, obviously, you should feel free to raise or lower the types of housing that the Outlier's inhabitants would live in.
Agricultural Guild
The Farming Master is responsible for the Farm Branch of the Agricultural Guild. They are often confused with the Plantation branch. The difference between the Farm and Plantation Branches is that the Farm Branch grows plants that grows food, and the Plantation Branch grows plants that cannot be eaten but are still useful.
The Ranch Branch of the Agricultural Guild is responsible for finding, taming, housing, breeding, and otherwise caring for any and all Livestock and Pets. Cats and Dogs are generally housed and bred within Kennels, Horses and Donkeys within Stables, and other Livestock within Barns.
The Arbor Branch of the Agricultural Guild is responsible for the growing, harvesting, and breeding of all trees. This includes trees grown for their wood, trees grown for their produce, and the success or failure of their breeding programs.
The Apiary Branch of the Agricultural Guild is responsible for the location, taming, breeding, produce, and welfare of your nation's bees. There is a wide variety of bees in the Cube, and can range from mildly annoying to almost indispensable.
The Fishing Branch is responsible for catching fish to eat, tame Ocelots, or breed Cats.
Farming Branch
Plantation Branch
Ranching Branch
Arborist Branch
Build
Apiarist Branch
Fishing Branch
Mining Guild
The Mining Guild is responsible for the procurement of rare metals and minerals underground. While they do have to deal with hostile mobs underground as a matter of course, if a serious incursion takes place, it is generally expected that they will call for Military backup.
The Delving Branch is responsible for planning where to place mines, and actually digging them out. Almost every ingot produced from the Mines will have passed through the hands of one Delver or another.
The Survey Branch of the Mining Guild is responsible for ensuring a safe work environment for the Delvers. They travel down into the mines and make sure that enough supports are in place to prevent a cave-in, and that the Delvers have enough Torches to keep hostile mobs away. Additionally, once the Delvers are done with various mine shafts, they are responsible for making sure that Torches are used as economically as possible while still driving away hostile mobs.
The Processing Branch rarely sets foot underground. The Processors are responsible for taking the Ore brought up by the Delvers and turning them into a variety of valuable metals.
Delving Master
Surveying Master
Processing Master
Merchant's Guild
The Merchant's Guild is responsible for storing, transporting, and buying and selling raw materials from all over the Empire, and reselling them to whoever needs them.g It's a big job, and is easily the Guild that is most often joined by those seeking adventure and to see the sights.
The Stockpile Branch has vast warehouses that stores untold amounts of raw resources, crafted materials, and other supplies until they can be used by either other Branches of their own Guild, other Guilds, or everyday citizens.
The Transportation Branch is responsible for the construction and maintenance of Trade Networks, Roads, Rail Networks, and the Stables of Donkeys and Horses used to quickly move resources from one place to another.
The Mercantile Branch is responsible for setting up markets, stores, and bazaars, in which they can buy and sell resources from across the Empire. There is usually enough stalls to at least buy all the output of any given location, and provide the same location with imported goods from across the Empire.
The Curation Branch is responsible for ensuring that knowledge is not lost. Libraries and Museums abound under their watch. Whether it is displaying current or outmoded technology, previewing the best technology or magic that the best and brightest minds think might become common-place in the near future, stockpiling as many books as they can get their greedy little mitts on, and much more, the Curation Branch is home to a select few who enjoy the smell of dust and enjoy organizing things.