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_____ Standard Procedures
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In the World 103 Community, we use a unique method to keep track of land claims and fiscal holdings. We use a treasury system based on the amount of members in the clan and number of land claims so as to show the importance of major cities and trade hubs.

Founding and capitals

When your clan becomes a POC and joins the community, they receive 15,000gp for their treasury. This can be used to claim a first plot of land, which defaults to being the capital.

The first capital chosen by a clan will be considered A Tier for revenue purposes; however, this will ONLY apply to their first capital. Should the clan later wish to change its capital, their former capital shall return to its typical revenue tier, and any future chosen capital shall remain it's normal revenue grade.

Claiming Land

Revenue is counted on Sunday afternoon by the threadholder (this is when the thread is updated). A clan is only allowed to claim one piece of land per revenue update (week).

In order to claim land, you must have:
1) Enough GP in the POC treasury to claim the land
2) Land that is adjacent to the land you are claiming
3) Lore to support the claim (either in-game RP or forum lore)

War

In order for a land war to be official, it must be made using the declaration form on this thread. This declaration must be posted on this thread. In order to declare war for a land, the declaring clan must pay a fee from their treasury equal to the normal claiming cost of the desired land. A clan may exceed its claim cap by warring, but only by a maximum of 5 claims over the cap.



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Cain Izrail |
Court Jester
of The Menaphite Empire

19-Dec-2016 21:50:18 - Last edited on 13-Nov-2017 02:04:35 by An Epic Fool

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_____ Community Rules and Resource/Land Mechanics
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- The thread holder is to be owner of the Discord Server.

- The Clan Leader Chat in discord can be occupied by the Gold Key and one other person (chosen by Clan Leader).

- In the case that there is a Law enacted that is disagreeable, Clan Leaders can vote to revert/change laws with a majority vote. This must be done on the forum.

- In order for major community changes to occur (such as the admittance of a clan to the community) , at least a majority vote must be ruled. One vote is given to each clan currently in community. The threadholder may only vote in order to break a tie.

- Each POC has a maximum land cap of 20. The POC can only exceed this cap by a maixmum of 5 (by warring), making 25 claims the most any POC can ever have.

- Land Gifts and Trades are allowed to occur should both parties accept. However, a gift/trade cannot end with the result of one of the clans being above their land claim cap.

- A clan may choose to relinquish control of a claim in order to decrease their holdings and make room for more claims under the cap requirements. However, the clan must not create a "hole" in their land claim area. That is to say, they must choose a claim that lies on the perimeter of their area, not on the inside.

- Clan Revenues and resources are updated weekly on Sunday morning at approximately 12:00 midnight (In-game reset).

- The maximum amount of funds a clan may hold in its treasury without upgrades at one time is 150K.


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Cain Izrail |
Court Jester
of The Menaphite Empire

19-Dec-2016 21:50:23 - Last edited on 19-Dec-2016 22:30:08 by An Epic Fool

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_______________________________________________________________________

______ Warring Mechanics
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- In order to declare war, the clan must have ownership of a claim which borders the desired claim to be staked.

- A clan may declare war once per week. The clan who declares chooses the desired land from their opponent, and automatically forfeits the standard claim cost upon declaration. If the defending clan wins, they keep the claim. If the attacking (declaring) clan wins, they gain ownership of the claim declared on.

- The default settings for wars are: Clan Wars, 5v5, Turrets Map, no Raids armor allowed.

- A clan that is declared on MUST accept a war or risk forfeiting the land, unless they are given special war amnesty ahead of time. If a date is not reached within a week of declaration, then the war will be scheduled at 00:00 game time on the date that is directly in between the preferred warring dates of both parties.

- In the case that a mediator is needed, the Thread Holder (TH) will be called upon to mediate any war discussions. This means that the TH can provide advice and suggestions but have no power nor ability to alter or nullify war terms or dates. In the case that the TH clan is involved in war, both clans will decide on 1 mediator in place of the TH. TH will also act as referee during war.

- The Thread Holder will act as referee for all wars unless unavailable, in which case, someone will be assigned.

- A clan has a 20 minute time window before a war to arrive before they are disqualified.

- You cannot declare on a clan that is currently active in a war. For simplicity, Page 4 contains the status of each clan.

- Clans have a 48 hour amnesty period following any land wars meaning they cannot be declared upon.

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Cain Izrail |
Court Jester
of The Menaphite Empire

19-Dec-2016 21:50:27 - Last edited on 19-Dec-2016 22:52:05 by An Epic Fool

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________________________________________________________________________

_____Optional Warring Mechanics
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Though the default setting for wars in World 103 is Clan Wars, it is possible to hold a war using any minigame with two teams or multiple combatants. If either POC in a war prefers to fight in Clan Wars over these options, then the war must be held in clan wars. Possible minigames include (but are not necessarily limited to):

- Castle Wars
- Fight Pits (w/ team capes)
- Soul Wars
- Stealing Creation

Wars may also be fought using the duel mechanic. The rules for duelling are as follows:

• The Duels would occur on the claim that is being fought over.
• Once a combatant is defeated in a duel, they are "killed" and can no longer Duel.
• There is to be no banking or trading of resources in between duels. If you use up all of your food in a previous duel, you are out of food for future duels.
• It is up to all involved clans on how the duels are organized.
• Some third party viewers must be present to confirm the victory.

The implementation of this is up to all participating clans, and I encourage creativity. This proposal is really what you make of it, and if you want to include RP elements that would be fantastic!



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Cain Izrail |
Court Jester
of The Menaphite Empire

19-Dec-2016 21:50:33 - Last edited on 19-Dec-2016 23:00:10 by An Epic Fool

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_____ Ship Rules
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A clan leader or representative may give an order to each of their ships once a week. The basic orders are:

Fortify: The ship will remain where it is, and fortify the claim it is stationed at. If another ship attempts to raid the claim, the raid will be unsuccessful.

Raid a Coastal Claim: The ship will move to a claim adjacent to the ocean and steal half of the resources from that claim for the week. If a fortifying ship is present, the raid fails. If the number of raiding ships is larger than the number of fortifying ships, then the raid succeeds. You cannot raid a Capital.

Ship-to-Ship Battle : See page 4 for more details.

Trade: Send a ship from one of your ports to the port of another POC and trade resources with them. Ships can hold a maximum of 20 resources each, with no limit to GP. (Use Trade Agreement Application and specify a ship)

See page 4 for a more comprehensive list of ship orders.

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Cain Izrail |
Court Jester
of The Menaphite Empire

19-Dec-2016 21:50:43 - Last edited on 04-Sep-2017 18:09:52 by An Epic Fool

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_____ Resource Uses
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A Clan Leader or Representative may spend their resources on the following:

Build a Ship: Spend 20K, 30 Wood, 15 Ore, and 5 Flax. A new ship will be built in a port that you control (of your choice). For convenience, all ships must be named. All ships have a weekly upkeep cost of 5K GP.

Build a Caravan: Spend 10K, 10 wood, 5 ore, and 5 fish (for food provisions). A caravan may hold 10 resources.

Build a Guild: Choose a claim that you control. Pay 20K, 20 Wood, 20 Ore, 10 Fish, and 5 Runes or Energy (interchangeable) to establish a Guild in that claim. Then, choose a resource that the claim gives. The claim now gives 50% more of that resource (round to nearest integer).

Build a Monument: Choose a claim that you control. Pay 30 Ore to build a monument in that claim to increase that claim’s revenue by 2K (due to increased tourism, religious zealots, etc.)

Feed the People: Pay 10 Fish and select a claim. One resource that the claim produces is increased by 50% for one week. (Round to nearest integer).

Alchemy: Need money? Use Runes to High Alch your resources! 1 Rune per 1 Resource. 1 Resource will become 2K. (Can spend X runes for turning X resources into 2K * X gold).

Transmutation: Spend X energy. Turn X resources of one type into X resources of another type. Cannot turn resources into runes or energy. Cannot transmute runes or energy.

Trade: You may trade resources with another POC, should you come to a mutual agreement on what is traded and post it on the thread. (Fill out a Trade Agreement form).

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Cain Izrail |
Court Jester
of The Menaphite Empire

19-Dec-2016 21:53:40 - Last edited on 27-Nov-2017 04:45:45 by An Epic Fool

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_____ Additional Resource Uses
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Walls - Spend 30 Ore to build or improve a Wall around a claim! Walls make it so that, if a war is held for that claim, the war becomes best 3 of 5 by default One set of walls per claim limit.

Watchtower - Spend 15 wood OR 15 ore, 5 runes OR energy, and 15K gp. Counts as 1 ship for defending a claim against raids. Two watchtowers per claim limit.

Bank - Spend 100K and 20 of every type of resource. Raises treasury cap by 50K. One bank per POC.

Port
- On a coastal Tier A claim, spend 40W, 25O, 20X, and 150K. Functions as a normal port (warring, raiding, and trading).
- On a coastal Tier B claim, spend 30W, 20O, 10X, and 100K. Can only be used for raiding and trading.

Embassy
- A clan may have max 2 embassies with their official allies. Max 1 embassy per claim.
- Built on an ally's claim. Allows access to the allied claim.
- Spend 100K and 20 of each resource.
- Claim owner may destroy or expel you from embassy at any time.
- Claim owner may summon up to 3 allied troops on a claim with an Embassy if there is a war there. Attacker may bring 3 additional people to match.


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Cain Izrail |
Court Jester
of The Menaphite Empire

19-Dec-2016 21:53:50 - Last edited on 04-Sep-2017 18:13:23 by An Epic Fool

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_____ Storehouses
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Everyone begins with a Level 1 Storehouse. At the end of the week, when revenues are updated, unspent resources are moved into the Storehouse. The default storage amount is 40 for each resource. Any unspent resources collected that are in excess of the storage of 40 will be wasted, stolen, or eaten by trolls.

At any time, you may pay a large amount of money to hire a contractor to expand your POC's storehouse. There are 4 levels, and the upgrades must be done in order (i.e. you can't just drop 100K to immediately go from a Level 1 to a Level 4 Storehouse - you need to get Level 2 and Level 3 first!).

Storehouse Level 1: 40 storage for each type of resource. Cost: Free!
Storehouse Level 2: 45 storage for each type of resource. Cost: 50K
Storehouse Level 3: 50 storage for each type of resource. Cost: 75K
Storehouse Level 4: 60 storage for each type of resource. Cost: 100K


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Cain Izrail |
Court Jester
of The Menaphite Empire

19-Dec-2016 21:53:54 - Last edited on 04-Sep-2017 18:13:43 by An Epic Fool

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_____ Trade Routes
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Trade routes can be over land with a Trade Caravan or over sea with a Ship.

To trade via land, a trade agreement must be made where it is specified that the caravan is trading. The Caravan must start on a claim that the first POC owns, and end on any claim that the second POC owns. If the caravan crosses over land that a third POC owns, they must be given permission to cross, or the trade will fail.

To trade by sea, a trade agreement must be made where it is specified that the ship is trading. The Ship must start on a port that the first POC owns, and end on a port that the second POC owns. If that ship is not attacked (Ship to Ship combat) during the week, then the trade will go smoothy. If that ship is attacked, and the attackers are successful, then the attackers also gain the resources that were on the ship. If that ship sinks, then the resources are lost. If the defenders win, the trade will continue.

If a ship is trading, it cannot be used to fortify a claim, raid a territory, or attack another ship.

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Cain Izrail |
Court Jester
of The Menaphite Empire

19-Dec-2016 21:53:58 - Last edited on 04-Sep-2017 18:14:54 by An Epic Fool

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_____ Reserved
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Cain Izrail |
Court Jester
of The Menaphite Empire

19-Dec-2016 21:54:02 - Last edited on 04-Sep-2017 18:15:08 by An Epic Fool

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