I had an idea while i was playing on my server. Me and my friends have set up our own cities and i thought it would be awesome if there was a server mod that actually let you DO things with them. The idea was a command called something like /StartCity, using the command you would mark the edges of your city and then name said city. This would define said city and its territory. Then the command would ask you to mark a Central block using right click. This central block could be a block on a monument or seat of a throne in a castle. I will elaborate on the central block in a bit. Then the command will ask you to mark an inventory. This is achieved by marking a chest. I will also elaborate on the chest in a bit. Once this has been done you have successfully set up your own city faction.
So the command syntax for this would end up being /StartCity [Leader Name] [CityName]
Now... in a server running this mod there will hopefully be quite a few City Factions. Each faction has its own king either the person who made the city or a person named by the server OP that has access to the /startcity command. This king has access to all the vital commands that run a city (Multiple features that could be added for a dynamic city). An example of a vital command would be something like /war [CityName]. This would initiate a period of war between your faction and another players faction. After war has been declared a king can /General [PlayerName]. The General is the player who will (With the aid of fellow faction player [soldiers]) enter the enemy city and capture the Central block by holding right click for 5-10 seconds. After the Central block has been captured said faction is declared loser and the King of the winning faction has a few options. using the
/Victory [EnemyFactionName] ([1 2 or 3] he can decide to 1. Do nothing and receive a portion of the cities inventory 2.Annex the City taking control of its territory, inventory or 3. Raze the city, in which case the city borders are removed from the game and it no longer becomes a faction, enabling its buildings to be destroyed and its loot to be plundered.
Speaking of loot, every faction has its own designated inventory and as many chests as the king desires can be added to said inventory so long as they are inside his borders. All items inside of a cities inventory form its Renown. each block in the game is assigned a certain amount of points. And when these items are inside of a cities inventory those points are calculated and added to the cities Renown. Gold Iron and Diamond of course would have the largest point sums. A Cities Renown is of no importance to the game except as an indicator of size and wealth, so essentially its a cities ego in numeral form. Also in a cities inventory you would NEED food. The more people a faction has assigned the higher its upkeep is. This upkeep is in the shape of food. 7 day cycle X amount of food relating to the cities upkeep is taken from its inventory. If there is no food in the inventory each day that passes after the initial 7 day cycle the cities borders will begin to shrink. Shrinkage of borders is bad. It allows non aligned and enemy aligned players to destroy your buildings and loot your chests. What even worse is if the
borders shrink back leaving part of or all of a cities inventory out of borders. There is two outcomes to this situation. Either the cities inventory gets replenished with food.Or The borders shrink past the cities inventory in which case the faction is removed from the game and the city becomes unprotected.
Cities should also have a dynamic trading system based on the point values of items in their inventory. Each city has a designated /Merchant which can even be assigned to the king himself. This merchant has access to the cities inventory when it comes to trading with other cities. I cannot elaborate on this system as I'm not for sure how i myself would do it.
So lets cover my ideas real quickly for those of you who just skipped this wall of text =P
1) A /StartCity Command which creates a faction out of a designated area
2) A Dynamic Multiple city system with relevant City Inventory and Diplomacy systems
3) A System which allows for warfare between City Factions
4) And a dynamic trading system between cities.
And also a list of some of the commands and syntax's used.
/StartCity [LeaderName] [CityName]
/War [CityName] [Reason]<-- Optional
/General [PlayerName]
/Merchant [PlayerName]
/Leader [PlayerName] For the resignation of a king and appointing a successor
/Surrender Self Explanatory
/Peace [CityName] [Reason] [*ItemSum] Offers a peace treaty to the other faction that they may accept *Optional Total sum of point value that will be transferred out of the city into the enemy city in the case that peace is accepted.
/Accept Used to accept the /Peace Command
/Refuse [Reason] Used to refuse the /Peace Command
/Renown Displays your cities total point value
/Assign Assigns more chests to the cities inventory
And so on and so on....
There are more than likely vital areas that i forgot to or didn't think of mentioning in this outline, i leave those blank spots to the blessed person, who hopefully takes my idea and sculpts into gold, to fill.
So the command syntax for this would end up being /StartCity [Leader Name] [CityName]
Now... in a server running this mod there will hopefully be quite a few City Factions. Each faction has its own king either the person who made the city or a person named by the server OP that has access to the /startcity command. This king has access to all the vital commands that run a city (Multiple features that could be added for a dynamic city). An example of a vital command would be something like /war [CityName]. This would initiate a period of war between your faction and another players faction. After war has been declared a king can /General [PlayerName]. The General is the player who will (With the aid of fellow faction player [soldiers]) enter the enemy city and capture the Central block by holding right click for 5-10 seconds. After the Central block has been captured said faction is declared loser and the King of the winning faction has a few options. using the
/Victory [EnemyFactionName] ([1 2 or 3] he can decide to 1. Do nothing and receive a portion of the cities inventory 2.Annex the City taking control of its territory, inventory or 3. Raze the city, in which case the city borders are removed from the game and it no longer becomes a faction, enabling its buildings to be destroyed and its loot to be plundered.
Speaking of loot, every faction has its own designated inventory and as many chests as the king desires can be added to said inventory so long as they are inside his borders. All items inside of a cities inventory form its Renown. each block in the game is assigned a certain amount of points. And when these items are inside of a cities inventory those points are calculated and added to the cities Renown. Gold Iron and Diamond of course would have the largest point sums. A Cities Renown is of no importance to the game except as an indicator of size and wealth, so essentially its a cities ego in numeral form. Also in a cities inventory you would NEED food. The more people a faction has assigned the higher its upkeep is. This upkeep is in the shape of food. 7 day cycle X amount of food relating to the cities upkeep is taken from its inventory. If there is no food in the inventory each day that passes after the initial 7 day cycle the cities borders will begin to shrink. Shrinkage of borders is bad. It allows non aligned and enemy aligned players to destroy your buildings and loot your chests. What even worse is if the
borders shrink back leaving part of or all of a cities inventory out of borders. There is two outcomes to this situation. Either the cities inventory gets replenished with food.Or The borders shrink past the cities inventory in which case the faction is removed from the game and the city becomes unprotected.
Cities should also have a dynamic trading system based on the point values of items in their inventory. Each city has a designated /Merchant which can even be assigned to the king himself. This merchant has access to the cities inventory when it comes to trading with other cities. I cannot elaborate on this system as I'm not for sure how i myself would do it.
So lets cover my ideas real quickly for those of you who just skipped this wall of text =P
1) A /StartCity Command which creates a faction out of a designated area
2) A Dynamic Multiple city system with relevant City Inventory and Diplomacy systems
3) A System which allows for warfare between City Factions
4) And a dynamic trading system between cities.
And also a list of some of the commands and syntax's used.
/StartCity [LeaderName] [CityName]
/War [CityName] [Reason]<-- Optional
/General [PlayerName]
/Merchant [PlayerName]
/Leader [PlayerName] For the resignation of a king and appointing a successor
/Surrender Self Explanatory
/Peace [CityName] [Reason] [*ItemSum] Offers a peace treaty to the other faction that they may accept *Optional Total sum of point value that will be transferred out of the city into the enemy city in the case that peace is accepted.
/Accept Used to accept the /Peace Command
/Refuse [Reason] Used to refuse the /Peace Command
/Renown Displays your cities total point value
/Assign Assigns more chests to the cities inventory
And so on and so on....
There are more than likely vital areas that i forgot to or didn't think of mentioning in this outline, i leave those blank spots to the blessed person, who hopefully takes my idea and sculpts into gold, to fill.
Please post your opinions below