My Idea for Towns

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Neo
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My Idea for Towns

Post by Neo » Thu Oct 02, 2014 1:28 am

I came across a server one day with a really good town system, and I would like to share it with you **EDIT** Not complete plagiarism, edited things.
Creating a Town- Should cost around 150k, and can be done with /town create [name] [type]
Town Types: The town type gives you certain bonuses and tasks for you to complete, which is based on which town type you have. Tasks can be given to you by king, or by server default. It also changes the names of ranks.
Ranks: The Ranks I have in mind will be listed below, in order from top to bottom, top having more power.

Militaristic Town Type-
King: Has absolute power, can give people Land Lord and Knight ranks, most often founder of town, he can resign and choose a new king.
Prince- The king's advisor, co leader, and he can kick members out.
Knight- The king's military and guard, can make their own squire, and can be promoted from a squire only by the king. Helps defend city.
Squire- Selected by a knight, he is his servant. The knight trains him, and when king finds him worthy, he achieves knighthood.
Militia Member- The weak fighting force to defend small town invasions. They can be promoted to squires, and help the knight, chosen by the king.
Land Lord: Achieved by the best peasants, he commands the peasant to farm for him, do jobs for him, and he makes money when they do tasks. He can become a militia member if he wants to. Achieved when a land lord joins the militia, he has to give his land to a peasant.
Peasant: Lowest member of the town, he is basically a slave to the Land Lord.

Capitalism-
Treasurer- The leader of the town, collects taxes, and approves of shops.
Consultant- The treasurer's advisors. They also get some taxes, and can invite members and kick them. Can also create shops.
Merchant- Gets a bonus when he sells items from a shop chest, and can build shop's in the city.
Salesman- Merchant tells him which shops to advertise, and can also work for the shops. He makes profit based on the Salesman's decision when the shop he works for makes money.

Communist-
Dictator: The absolute ruler of the city who rules with an iron first.
Komandarm- The leaders right hand man. He can invite members, kick members, and etc.
Comrade- A man who helps enforce the city. He can defend the city, invite members, and reports directly to the Komandarm.
Citizen- He has to listen to the comrades, or he is kicked. When he is loyal enough, he can be a comrade.
Janitor- Basically does the most boring jobs of the city.


City Bonuses:
Militaristic- Can by default fight in other cities without choosing soldier class.
Communistic- The dictator chooses what class people are.
Capitalism- Gets a 3 tax on any purchase below 300K.

City Buildings-
The city can have city buildings, approved by staff to have special bonuses.
The command would be /city building [building name] and staff automatically tps to place where command was entered when he goes to accept or deny the build.
Buildings can be thought of by staff. but here are my suggestions-
Boat- *1.2 speed when riding a boat
Barracks- Gives you 5 coins when a city member kills a player.
Prison- Allows you to capture prisoners for up to 10 minutes if caught by a city cop.
It takes a certain amount of money to get a building validated to get there bonuses. These are rather expensive.
a very advanced temple to be made, with miniblock structures inside. 250K to get approved.
Other Buildings-
Buildings can also be used to unlock classes for your city:
Jail- Allows people to be a cop, so you can arrest trespassers 120K to get approved
Castle- Allows your citizens to be a soldier 300K to get approved
These should definitely cost money if they were to get approved, and a large amount of it.
If the building is denied, staff get the money spent to send the request, and will pay it to the player.

Alliances And Enemies-
Alliance is a state where your members can not attack each other, and are invited to a warp into your city. Alliances also help, because you can fight in your allied, nations, to repel the attackers. You also get a notification when a enemy enters yours or your ally's city.
An enemy is a state where you can attack in an enemy anywhere, even if it is not a pvp arena. However, unlike hitmen, it will create a deathchest. Also, declaring someone an enemy basically means going to war with them.
I think an ally can drastically change the tide of combat.
NOTE: You can attack anyone that is not an ally or a city member if they are in a city.

Commands-
./city create [name] [type]
./city invite [player] Command to invite players.
./city kick [player] Command to kick members.
./city rank [player] [rank] Allows you to promote or demote, ranks you can promote to are based on rank.
./class choose [class type] Allows you to choose your class.
./city communnistclass [player] [class] Allows a communist leader to assign their member's a class.
./city leader [player] Allows you to switch the absolute leader of the town.
./city building create [name of building] Allows you to send a message to staff saying a building has been built.
./city building accept [player building made by] [building] [city] Staff command to approve buildings.
./city ally [city] Ally a city, they must accept the alliance.
.city enemy [city] To declare war on a city, they do not have to accept.
./city accept To accept a city's ally request.
Conquering Cities?
Make comments on this below.
Thank you for reading,
TL:DR
Last edited by Neo on Sat Oct 04, 2014 3:18 am, edited 5 times in total.
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Re: My Idea for Towns

Post by Neo » Thu Oct 02, 2014 1:51 am

A few more things I forgot to add:
Town Chat- Basically a Party Chat
City Flags- City can choose its own flag which shop up in the city GUI.
City section of the GUI- Avaialable to everyone- shows city name, founder, number of members, and type
/city show- Shows information about the city you are currently in in GUI form.
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Re: My Idea for Towns

Post by Woot » Thu Oct 02, 2014 1:52 am

How complicated
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Re: My Idea for Towns

Post by Neo » Thu Oct 02, 2014 1:57 am

Woot wrote:How complicated
;c
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Re: My Idea for Towns

Post by amp » Thu Oct 02, 2014 1:58 am

1. I formatted it better, so it's easier to read.
2. This sounds a little complicated. Like, Sid Meier's Civilization, in minecraft.
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Re: My Idea for Towns

Post by Neo » Thu Oct 02, 2014 1:59 am

Chance wrote:1. I formatted it better, so it's easier to read.
2. This sounds a little complicated. Like, Sid Meier's Civilization, in minecraft.
I thought it would be complicated, and I do play Civilization.
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Re: My Idea for Towns

Post by amp » Thu Oct 02, 2014 2:03 am

Obi_Wan wrote:
Chance wrote:1. I formatted it better, so it's easier to read.
2. This sounds a little complicated. Like, Sid Meier's Civilization, in minecraft.
I thought it would be complicated, and I do play Civilization.
Although it would be immensely fun to have a sort of Civilization and MC crossover, I do not think these changes will be implemented. It would take far too long for these features to become ready for public use.
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Re: My Idea for Towns

Post by Neo » Thu Oct 02, 2014 2:15 am

Nick said he liked it, and he might try to add at least some of my suggested features.
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Re: My Idea for Towns

Post by YT_Rivenful » Thu Oct 02, 2014 3:07 am

Got to remember complicated things are most often good once u gets the hang of it this suggestion is good
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Re: My Idea for Towns

Post by Neo » Thu Oct 02, 2014 3:21 am

Jaylee wrote:Got to remember complicated things are most often good once u gets the hang of it this suggestion is good
Complicated as in long time to code, Jay
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