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 GUIDELINES *IMPORTANT MUST READ*

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Lopsang
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Posts : 192
Join date : 2011-04-29
Age : 27
Location : Los Angeles

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PostSubject: GUIDELINES *IMPORTANT MUST READ*   GUIDELINES *IMPORTANT MUST READ* EmptyFri May 06, 2011 2:37 am

Guidelines:

The Capital:

The original place of spawn will be transformed into a place called the Capital, where neutral buildings will go. Factions/cities can trade goods with each other in the marketplace, part of the Capital. Caravaneers are responsible for international trade. An arena for games will be placed in the Capital as well. A multitude of sports will be in this arena. A jail will also be there, to contain disorderly members of factions and also people that died on the battlefield periodically. Additionally, festival buildings will be included. These will be used on some real life holidays and times in great peace and power. The factions CANNOT attack the Capital. The Semi-faction The Capitalists have the biggest influence there and have built most of the Capital.

Factions/nations and more:

Factions are the basis of the game. If you want to change factions both governors must agree. You can become a raider/hermit at your own whim, but you cannot join a faction at your own whim. The Governor needs to accept you first. You can secede and create your own faction for whatever reason (limit: 6 factions total). You wouldn't be able to take ANYTHING at all from your former faction though. A faction must have at least 3 people to be recognized.

Semi-Factions are a band of hermits/raiders that work together in collaboration, but are not quite yet considered a real faction. Anybody can join them at their own whim, unlike factions, and do not really have a basis of jobs like governor. The main difference between a semi-faction and a faction are that a SF is decentralized and a faction is centralized and organized.

Hermit/Raiders: You can also join the game as a hermit/raider. Hermits are people who live as peaceful freelancers and roam the forest as they please. Raiders are similar except they raid people for goods and are much more evil. If they choose to be a raider, a hermit that raids other factions for benefit, (NOT GRIEFING ANYONE IN THE PROCESS) they can ambush, pillage, or steal, but 2 people must be online in the faction they are hurting.

Riots:
Don't like the governor and want to take the nation for yourself? Riots and coups are startable! Four people in the same faction must agree to this. These 4+ people will decide who will then be governor, after the other is scared off or replaced.

Foreign laws:
Defensive pacts can be issued between factions. If a faction A declares war with faction B, and if faction B has a defensive pact with faction C, faction C also declares war with faction A. An alliance is a pact that allows workers of different factions to work together on building, mining, gathering, etc. An alliance issues an automatic defensive pact. Factions can work together without an alliance but will not be officially bond to each other.

Wars:
Wars are carried out between different recognized factions. The governors participating in the wars must agree to the status of war, or else there will not be battle. However, if one faction wants to war another faction and asks 9 different times in different days in two weeks, those factions will have to go to war, in order to be fair. When war is declared, Governors will have to set a time for their members to show up. It should take about 3 or more days to muster up your optimal fighting force to join at one time to fend off the enemy. In this time period war plans will be discussed as well. The soldiers on any side shouldn't outnumber the other player anything above 3:1. Once a member in a war dies, he has to go to the jail, to ensure fighting forces don't just endlessly come back with no resolution. He will be in jail until the battle is resolved. If a faction is captured completely the members of said faction need to start anew or assimilate into their victors. The victor has 3 choices: Annexation, Puppetry, or Conditional liberation. Annexing the lands captured will give the land to the victor state immediately but the actual people conquered will roam free. Puppetry means that the conquered faction will work for the victor state but be considered a sister state to that faction. The Sister state cannot resist for 1 week. After one week the Sister state can choose to continue work for the victor state or secede non-violently to start anew but give up all their former lands while doing so. Conditional liberation gives the victor state power to take part of the conquered state's land and items fully, while leaving the rest of the land and items to the conquered state. This would be most likely used if 2 factions had a battle over a farm or a mine and the victor only wanted to keep that farm or mine.

Fighting: Fighting will be implemented in the traditional roleplaying sense. Look in our official forums to learn more.

Borders:
Borders will be marked with redstone torches (torches until we have enough redstone). Borders will have to be agreed on with neighboring states.

Political system/government:

Executable office - The faction votes an autocrat by majority rule. This ruler also acts as the supreme judge, and can issue punishments. The ruler is known as the governor. He can decide the fate of the faction and other factions through Defensive pacts, alliances, trade embargos, wars, etc. He also commands the faction members on what to do, assigns jobs, and has the last say in where things go and where to put things etc. He needs a democratic vote, however, to declare war on other nations and to issue trade embargos. His term would be 14 days. He can be re-elected, however, for as many times as the people want.

Court system - The governor acts as supreme judge.
Punishments -
Jail-time. Convicts will be put in a jail at capital or faction. Maximum sentence is 3 days.
Temporary expulsion. The criminal is kicked out of the faction for a minimum of 1 day, maximum 1 week.
Exile. The criminal is outlawed from the nation forever. If he comes back he can face death.
Warping. The criminal is banned from the server. Admins have the power to overrule governors even from other factions at anytime and ban any member they want.

Diplomacy/interactions - All negotiations will be carried out by the ambassador, if there is one. All information that needs relaying to other nations Will also be done by the ambassador. If the ambassador is unavailable, the governor or vice governor will carry these tasks out. For more information about the vice-governor and ambassador, see side jobs.

Contracts: Contracts allow you to temporarily hire members for other factions or hermits

Additional Rules
-There will be no greifing whatsoever!


-You will not try to escape the jail if you are imprisoned. It's pointless anyway, it will be made of obsidian, you won't have any items and there will be lava on all sides.

-You must follow the rules the governor makes unless in a strike (with 3 other members).

-You cannot kill or steal from members in your own faction unless in a riot or coup or that member escaped (impossibly) from the jail or unless the governor tell you to.

-You may not join a faction if you are a hermit, bandit, raider, or have seceded from a former faction without approval (more in guidelines) , even if you are somehow accepted by that governor!

-You may not abuse global chat by asking where others are, telling others what to do or where to go, or speaking in character in any way. Global chat is for out of character talk, meaning things like casual conversations and "brb or gtg."


Last edited by Lopsang on Sun May 15, 2011 12:35 pm; edited 2 times in total
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Jawesome2




Posts : 158
Join date : 2011-04-25

GUIDELINES *IMPORTANT MUST READ* Empty
PostSubject: Re: GUIDELINES *IMPORTANT MUST READ*   GUIDELINES *IMPORTANT MUST READ* EmptyFri May 06, 2011 7:40 am

I like these guidelines. Especially the bottom. The fact that its accually against the server rules to greif, I think it will keep the shire and whatnot from being grieved.
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Lopsang
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Posts : 192
Join date : 2011-04-29
Age : 27
Location : Los Angeles

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PostSubject: Re: GUIDELINES *IMPORTANT MUST READ*   GUIDELINES *IMPORTANT MUST READ* EmptySun May 15, 2011 12:36 pm

Updated more rules!
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Bobbles13




Posts : 5
Join date : 2011-04-29
Age : 30
Location : New Jersey

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PostSubject: Re: GUIDELINES *IMPORTANT MUST READ*   GUIDELINES *IMPORTANT MUST READ* EmptySun May 15, 2011 1:05 pm

This is nice, but i think that there should be a hospital at the capital so that when you die in battle you aren't sitting in a jail.
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