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Settlement

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== Description ==
A [[settlement]], or deed, is an area of land owned by a player or group of players: a [[mayor]] and optional [[citizen]]s(if any). A settlement is marked by a [[settlement token]] on an outdoor tile somewhere within its borders. You receive a settlement deed form in the exact centeryour inventory (that is no-drop) when you deed a settlement.
See this website for details about The mayor is the new deed system introduced in February most important citizen of 2010: http://sites.google.com/a/wurmonlinesettlement.com/new-deed-system/
<span style="color:red;">'''Placing A character may only be a citizen or Trading an already Placed Settlement requires [[Premium]] Timemayor of one settlement at a time per server. The same character can be a citizen or mayor of another settlement on a different server. A player with multiple characters can have each character in a different settlement on the same server and may own multiple settlements on the same server if each character is the mayor of one settlement.'''</span>
== Advantages to Deeding Land ==* Control of who is allowed which actions within the settlement area.* [[Deed guards]] protecting the settlement.* Setting reputations to keep out unwanted people (see [[Kill on Sight]]).* A settlement token to have access your [[bank]] account at.* On settlements with over 30 days upkeep in their coffers:* Reduced [[* No decay]] on [[structure]]sbuildings, fences, or decorative items.** No monthly partial loss of bulk items in crates or other bulk storage.* Maintenance of signs, lamps, banners and flags by [[spirit guards]].* Village chat.* Instant logout when leaving Wurm inside the settlement (some exceptions apply).* Respawn at your own settlement from anywhere on the map when you die.* Respawn at [[Ally#Allies_and_wars|allied]] settlements that are within 50 [[tile]]s when you die.
* [[Skill]]-loss when dying on your own deed or allied deed is only 0.025. [[Suicide]]s have the normal skill-loss of 0.25
* [[Champion player|Champion]]s suiciding on a deed get a 50% chance of not counting as a [[real death]]* [[Branding]] animals to show the village they belong to and to allow them to be lead by villagersmanaging their permissions.* A [[productivity bonus ]] to item crafting for the citizens the older the deed is; see ''acquired knowledge'' in the village info at the token.Note: It seems that the productivity bonus begins to decrease when upkeep is lower than one month (you will receive a message in the village chat tab when you log in when upkeep falls below one month). Keeping more than one month's worth of upkeep in the village coffers will reverse this trend.* Enchanting bonus, healing bonus, and increased [[Rarity system|rare window]] from settlement members sacrificing items at altars.
== Founding ==
To found Founding a settlement, you must first obtain a [[settlement form]]. Unlike [[Writ (deed) requires the use of Ownership|writs]], which are created by building a [[housedeed stake]], settlement forms must be purchased from an [[NPC]] [[trader]]. The price of a form is 10 silver.
Right-clicking a deed stake in your inventory brings up a "Settlement Application Form" dialog in which you have all the options for your settlement. The founding costs are taken from your bank account. The cost for the minimum sized deed is 4 silver, 21 copper. This includes the cost of the tiles plus 3 silver coins towards upkeep. Stand on the tile that you want your village centre token to be on, right-click the Settlement deed paper stake in your inventory, and choose Village > Found Village. A series of forms follows where you can set:*Settlement size(east, east-west , north, and north-south)*Perimeter size, beyond the five free tiles*Village name and motto and whether it is a democracy or autocracydictatorship.** You can rename a village in the resize option for 5 silver coins. This resets the productivity bonus of the village and locks the name for 6 months.
*Number of guards.
Deed One tile on deed costs 1 copper to purchase and has a 20 iron upkeep. 1 perimeter tile costs 50 iron to purchase and has a 5 iron upkeep. You can found a deed while you are still a villager of another deed. Once you found the new deed you'll become the mayor of the new deed and automatically leave the old deed. A deed has a rectangular form. One edge of the deed can not be longer than four times the other edge. Minimum size is 5. Example: Settlement size east-5 west 5 and north-6 south 6 will create a deed 11 tiles by 13 tiles. You could not make a deed of 11 tiles by 45 tiles as that would make one side be more than 4 times larger than the other. To visualize the area better, make use of the Survey Area button in the forms that places temporary survey markers at the planned borders.
===Notes===
*Free player cannot players can plant a deed, even though but won't be able to invite other players until they may own one (via trade or [[Account_Types#Premium|turn premium]] expiration). Free players cannot take over ownership of a pre-existing deed.*You need the writs for to have management [[permissions]] of all buildings that fall within your new settlement area held in to be able to place a deed. **''You can place a new deed's '''perimeter''' over existing buildings for which you don't own, but you need at least two full tiles of perimeter between the edge of your inventorydeed and the edge of any building you do not own. *Settlements can only be founded within your [[kingdom]]. On Chaos, Defiance or the [[wild server]]Epic servers, this might require building [[guard tower]]s.*On Chaos, Defiance or the Epic servers you cannot found a deed within 100 tiles of any non-allied same kingdom deed.
*If the founding tile of the settlement has a house or fences, the token is moved to a random spot away from them. The deed borders do not move with it. You cannot build a house or fence on the token tile later on either, but [[terraforming]] is possible.
*Token A token must be placed at least two tiles second tile away from tiles submersed in water(center tile of 3x3 island is enough). *Token A token cannot be inside a cave, or a house.*Aggressive animals in local area , on what will become the deed, prevent planting of the deed, ; kill or lead them away first. Creatures in the future perimeter do not count.*The mayor can destroy any building on deed , even if he/she has does not have permissions to that building.*You may not got plant a deed on [[Holy Ground]].*When founding a deed, it will add 3 silver to the writcost of founding, and apply that to upkeep.
'''Tip:''' You can test whether you are able to plant a deed at your current location simply by trying to found it.
After founding, you can edit your settings from token the Token > Settlement menu, or from the Settlement deed paper > Village menu.
== Perimeter ==
The perimeter around a deed disallows non-citizens building structures , and the founding of other deeds. Your deed perimeter cannot overlap with the perimeter of another deed, though although they can share a perimeter border. On the wild serverEpic servers, the kingdom guards will hunt down any player that have less than -30 reputation in the deed within the perimeter.
The first 5 tiles around a settlement deed are free perimeter. You can extend beyond the free perimeter, but this will come at a cost. Initial fee per tile is 50 iron, with an added monthly upkeep of 5 iron. Perimeter can be resized at any time, but the minimum perimeter allowed is 5 tilesPerimeter is treated the same with wilderness, thus do not reduce decay.Nor does it increase decay unless the owner of the structure has been away from the server for more than three months. At which time the building will begin to accumulate increased perimeter decay. This occurs in addition to the “abandoned” status decay increase. To understand the concept of perimeters and their implications to deed planting, you can check this example: [http://i.imgur.com/4ANSNmE.png]
== Resizing ==
Deeds can be resized by the mayor at the token or with the settlement deed.You cannot resize if the settlement is under siege, or if your Templar is fighting an aggressive animal.There are '''no refunds ''' for downsizing.Premium time is not required to re-size a settlement. The mayor can expand his perimeter over a house which he does not have permissions for. This serves as a warning for a deed expansion and gives the owner of the house time to move. Only the perimeter can be expanded over a house - the mayor has to have permissions to the house to expand the deed over it.  the cost of resizing will be taken from the deeds coffers first and then the player bank account if the coffers dont have enough. This will be reflected on the last screen of the resize dialog. 3 silver will always be left as a minimum, so if you have less than that, the coffers will not be used. '''Warning:''' At the question concerning hiring of a spirit templar (or guards), if you leave it as 0 the resized deed will have no templar even if you originally had one (or more). <u>Always fill this in with the number of templars you want on your resized deed.</u>
== Disbanding ==
'''Warning :''' Do not sail to another server in your cluster between issuing a disband order, and the actual disbanding of the deed. Doing so may cause you to not receive any refund. Crossing to anther cluster (Epic / Freedom) is okay, as that is a separate avatar, and the original is still on the deed's server. * A deed may be disbanded. If manually disbanded, the owner receives half of the cost all of the settlement form (5s), and all upkeep in excess of 5 silvercoffer money back. The owner will receive nothing back if the deed is disbanded due to lack of upkeep. The money is placed in the former owner's bank account. It is believed this money comes direct from the King; reasonable since deed money goes to direct to the King.* Only people with the '''manage roles''' permission, or the mayor, may disband the settlement; citizens can stop a disbandvia the option at the token.* Disbanding a settlement takes 24 real hours. If set to disband immediately, it will take 1 hour.* If you remove all villagers and resize the deed to smallest size before disbanding, disbanding will take 1 real hour.* When disbanding, all branded animals lose their branding.* The area occupied by a village deed when it disbandsbecomes the area in which archaeology can be performed on that deed, all its [[gate]]s are unlockedno matter how large or small the deed was previously.
== Mayor ==
All settlements have a mayor. The initial mayor is the founder of the settlement. At any given time, the mayor is the one who holds the deed. Trading the Mayor and villagers get a bonus to bashing structures on deed makes the new owner of the deed the mayor. Mayors can pass through locked gates.
Trading the deed makes the new owner of the deed the mayor. A player must have premium time to take over the ownership of a deed.
 
*If trading to a player who is not in a village, the transfer is immediate.
*If trading to a player who is in that village, they must have been a member for at least 24 hours before the transfer can take place.
 
'''If you are purchasing a Settlement from someone, do NOT join the village first. If you do, you will not be able to take ownership for 24 hours.'''
=== Voting ===
Villages If your deed is a Dictatorship, the mayor cannot be voted out. (This was changed, as an 81% vote used to be enough to evict the mayor) If your deed is a Democracy, your villages can elect a new mayor by a successful vote, by using the command ''/vote''. Success requires a majority: 51% or more of the votes if the village is a democracy, 81% if it is a dictatorship.  Citizens may vote at any time, once per election. The election ends immediately whenever one candidate has received a majority of the votes, or when all votes have been cast. Elections can continue, even though the incumbent mayor is already clearly going to win, until a majority have has voted. Each citizen is allowed only one vote per election, and can only vote for another citizen, not for themselves. A vote cannot be changed after it is cast. If a new mayor is elected, the deed transfers into their possession ''(not tested)''. Once an election is completed, a new vote will initiate a new election.
''Note: Vote command gives the confirmation message: "You vote for Name as mayor this week.", so possibly the mayor can only be changed once per week, regardless of the number of elections?''
Inviting someone to join your village requires that you have the '''(make people) citizens''' permission. Right-click them and choose ''Invite to join''. They will get a Settlement invitation confirmation window.
If the village is a dictatorship, the mayor can remove citizens. Citizens can also leave on their own volition using the [[chat command]] ''/revoke <village name>''. Citizens of a democracy cannot be removed; they must revoke their citizenship. If you have become a citizen of a settlement in the past 24 hours, you will not be able to join a new village until 24 hours have passed. You can however found a deed and become a villager of the newly founded deed without having to wait for the 24 hours to pass.
Each citizen is assigned a role determining which actions are allowed inside the settlement. Customizing, adding , and removing roles , requires the '''manage roles''' permission.
== Guards ==Settlements The non-founding mayor of a deed can be protected change from democracy to dictatorship by heavy [[opening the resize deed guards]]. Changing the guard settings requires box and unchecking the ''hire guards'' permissionbox for democracy.
== Spirit Templars (Deed Guards will attack aggressive ) ==Settlements can be protected by [[creatureSpirit templar]]s that enter the settlement area, as well as any character with -30 . Hiring or lower [[reputation]]. Unlike [[tower]] guards, deed guards do not respond to calls for help. Negative reputation is automatically acquired when [[stealing]] and otherwise breaking the settlement rules. Citizens with releasing templars requires the '''manage roles'Hire guards'' permission can also set reputations manually.
The maximum number of guards you can have is 1 Spirit templars will attack any aggressive [[creatures]] that enter the settlement area, but not the perimeter. Unlike [[tower guard per 49 tiles. Example: Guard amount of a 31x31 deed is 19]]s, they do not respond to calls for help.
Guards demand paymentThey will also attack anyone who is marked as Kill on Sight for that deed. Hiring each new guard will cost 1 silver summoning cost ''(See [[KoS]] and [[Reputation]] for details)''. This is deducted immediately from Citizens with the settlement upkeep'''manage roles''' permission can also set reputations manually. To remove someone added manually, before they spawn. Each guard also adds 30 copper set their reputation to 0 and tick permanent, then save the monthly settlement upkeepform.
Guards The maximum number of templars you can be managed at have is 1 per 49 tiles. Example: Number of templars in a 31x31 deed is 19. On the token under Settlement > Manage guardsEpic servers, or from the Settlement deed paper under Village > Manage guardsmaximum number is limited to 20.
Spirit templars demand payment. Hiring each new templar will cost 2 silver summoning cost, or 3 silver if the settlement is on an Epic server. This is deducted immediately from the settlement upkeep, before they spawn. Each Templar also adds 1 silver to the monthly settlement upkeep. On epic, the cost of templars will increase by .5s by each guard hired (I.E 1s for the first guard, 1.5s for the second, 2s for the third).  Templars can be managed at the token under Settlement > Manage guards, or from the Settlement deed paper under Village > Manage guards. == Upkeep / Coffers ==Upkeep money is taken from the village funds every month8 real-life minutes. If the upkeep fund is depleted, the settlement is disbanded automatically. A large upkeep fund reduces decay on buildings and [[fence]]s in the settlement. If the fund has more than a month of upkeep, there is no decay at all. Upkeep can be paid at the token under Settlement > Info or Settlement > Manage guardsAdd to upkeep, or from the Settlement deed paper under Village Settlement > Manage guardsAdd to upkeep. Anyone can donate money to the upkeep fund at the token, even non-citizens.  '''There is a minimum 1 silver cost per month for upkeep. For purposes of upkeep, a month is 30 days. "12x12x9x10" and "32x5x5x7" are examples that would fit this limit, if you are not sure how much a deed size will cost you can use [https://warlander.github.io/Wurm-Toolbox/#deed-calc Warlander´s deed Calculator]''' the calculator does not include the 3 silver for the upkeep coffers. === Upkeep used for expansion costs ===When resizing a deed, some of the charges can come from the coffers. This will be reflected on the last screen of the resize dialog. 3 silver will always be left as a minimum, so if you have less than that, the coffers will not be used. Example : :The settlement has 7 silver, 99 copper and 96 iron in its coffers. :This change will cost 26 silver and 80 copper.:Up to 4 silver, 99 copper and 96 iron can be taken from the settlement upkeep funds.:21 silver, 80 copper and 4 iron will be taken from your bank account. :The settlement has 3 silver in its coffers.
=== Upkeep draining ===
On the Wild serverChaos, Defiance and Epic servers, citizens of the enemy kingdom can drain your token once all your deed guards are dead. An enemy draining your token will remove 15% of the monthly upkeep cost from the upkeep fund, of which the drainer receives half. Upkeep cost is treated as always being at least 5 silver, which gives a minimum drain of 75 copper (37.5 to the drainer). A drain can occur once every 24 real-time hours. Every time a deed is drained, the drained amount will increase by 50%. This is reset if the deed is not drained for 2 days. Enemies can drain from an adjacent tile and do not need to be on the same tile as the token, even if there is a wall or palisade in the way.
Draining cannot take more money than the upkeep fund actually contains. If a drain empties the upkeep fund completely, the deed will disband in a short while. (The reason given will be the generic lack of upkeep message.) Unlike normal disbands, no money is refunded to the former mayor.
== Allies and wars ==
Someone with the ''diplomat'' permission can make alliances or declare wars against other settlements.
 
To form or add to an alliance, right click on a person with diplomacy rights from another village, and ask to form alliance. Unlike village invites (which can be done remotely with a slash command), adding a village to your alliance requires you to do it face-to-face.)
=== Allies ===
* Allies have their own deed role.
* Citizens need a role with the "allow actions on allied deeds" permission to get the benefits of the ally role permissions
* Allies can respawn on the deed if they die within 50 tiles of it.
* Allies have their own deed role.
* Allies have a green outline.
* Allies can be allowed or denied the ability to loot your [[corpse]] when you're onlineusing the "corpse lootability" profile option.* Allies can pick up items on the ground, even if they're on deed and your permissions would otherwise not allow people to do so
=== Wars ===
Wars Same-kingdom wars are only possible on the wild server[[Epic]] and [[Chaos]].
When a war is in effect, the normal penalties for same-kingdom fighting do not apply. Enemy citizens will have a red outline.
When declaring war it will come into effect 24h after the declaration, unless the other side accepts it, in which case it will start immediately.  == Permissions ==
==Permissions & Settings = Permission Roles ==== Permissions ===Each role can have a different set of permissions enabled. There are no known For permission information, please see [[Permissions#Settlement|Settlement Permissions]] in the permissions that control butchering and buryingtutorial.
=== Settings ===; Build Village motto: Plan, color, and continue buildings and fences <br> Also allows [[lockpicking]]The Motto will be on all gates when examined.; [[Forestry]] : Chopping down young [[tree]]s, picking [[sprout]]s, planting sprouts; Cut old trees14: is required for cutting down old trees; Destroy buildings 28: Destroying buildings, [[building plan13]]s, fences, and You see a wooden fence plans. Only works on citizens, not allies. gate in the settlement of <brvillage name> Also allows lockpicking.; Farm : Sowing, [[farming14:28:13]] and harvesting fields <br> Also allows [[milk]]ing and leading [[animals]]; Hire guards A plaque is attached to it: Changing guard level; Citizens : Making non-citizens into citizens. If your village has the maximum number of citizens, none can be added.; Manage roles [14: Change role permissions and role assignments, change reputations <br> Also allows disbanding the settlement; Mine rock and ore28: [[Mining]13]-----------------; [:[Terraform]] 14: Dig, pack, pave and flatten; Expand 28: Expand the settlement with a larger deed13] <Motto>.; Pass all fences : Passing through all fences, even locked ones; Lock fences [14: Locking fences; Attack citizen 28: Attacking citizens; Attack non13] ----------------citizen : Attacking non-citizens; Diplomat : Form alliances, declare war, make peace; Fish [14: Allows fishing; DELETE 28: This permission will delete the role if set13] QL=26.913738, dam=0.0
These additional permissions are not linked to roles;Village message of the day :Message of the day for village chat. Displays on login / change.; Politics: Marking this will make the settlement a democracy[14:21:04] MOTD:TESTING IT
'''Additional Settings''':;Politics: Marking this will make the settlement a permanent democracy (founding mayors can revert).:;Aggressive Creatures: Mark this if you want guards to ignore aggressive creatures. (Note: Changing this setting while one or more templars are engaged with a hostile creature will not disengage the templars from combat.):; Unlimited citizens: Allows the recruitment of citizens above the maximum amount. While you are above the maximum amount of citizens upkeep is doubled.
; Merchants: Allows placing of personal merchants=== Alliance ===An Alliance's MOTD can be changed via Manage > Settlement > Manage Politics
; Items and creatures : This allows ''anyone'' to pick up items and [[tame]] animals within the settlement (but not inside buildings). Allies are always able to do thisTo leave an Alliance, unchecked or not. == Cost ==See the [http://sitesput a checkmark at "break alliance.google.com/a/wurmonline.com/new-deed-system/cost-calculator Cost calculator]" via Manage > Settlement > Manage Politics
== Cost Calculations ==
=== Detailed breakdown ===
<table border=0>
<tr> <td> Cost Initial cost per tile of a settlement: </td> <td> 200 100 iron coins</td> </tr><tr> <td> Upkeep cost per tile for settlement: </td> <td> 20 iron coins</td> </tr><tr> <td> Cost Initial cost per tile for a perimeter:</td> <td> 50 iron coins</td> </tr><tr> <td> Upkeep cost per tile for a perimeter: </td> <td> 5 iron coins</td> </tr><tr> <td> Cost Initial cost for hiring a guard(per 1): </td> <td> Freedom = 2 Silver silver / Epic = 3 silver coins</td> </tr><tr> <td> Guard monthly salary(per 1): </td> <td> Freedom = 1 silver / Epic = 3 silver coins</td> </tr>
</table>
== Additional Information ==You can [[sell]] items at a [[settlement token]] for iron coins as long as there is funds in the kingdoms coffers. See the sell link for more information. See [[Faith_bonus#Deed_Faith_Bonus|Deed Faith Bonus]] for information about possible bonuses given to your settlement for sacrificing items.[[Category:MiscGuides]]
[[Category:Babel/S]]
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