Poll

Add "Village Tiers" to VC?

Yes, add the Village Tiers system
5 (100%)
No, do not add the Village Tiers system
0 (0%)
Abstain
0 (0%)

Total Members Voted: 5

Voting closed: 3 December 2021, 03:31:52 PM

Author Topic: Senate Vote 11b: Add "Village Tiers" to VC (Revised wording)  (Read 991 times)

Offline Akomine (OP)

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Senate Vote 11b: Add "Village Tiers" to VC (Revised wording)
« on: 28 November 2021, 03:28:29 PM »
Senate Vote 11b: Add "Village Tiers" to VC (Revised wording)

With the passing of this legislation, the "Village Tiers" system will be implemented on the server, as described below. The "VillageCraft Rules" will also be updated to account for the changes to inactivity leeway. The "Basic Rules for Villages and Village Unions on VC" will be updated to include the new tiers system and account for the changes made here.

If "Yes" is majority, the following changes will be moved to a Parliament vote, pending Staff consent.
If "No" is majority, the status quo will remain.

Please vote either: Yes, to approve the bill; No, to disapprove the bill; or Abstain, to abstain from the vote.

This vote will be open for 5 days, but may be closed earlier if all senators have voted.


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VC Village Tiers

0: Homestead / Land Claim
Requires:
- 1 structure
- Cannot be within 200m of any village you do not own, unless consent is given (see additional notes)
- FREE
Grants:
- (No Region Protection)
- A claim on the land in the immediate vicinity

1: Hamlet
Requires:
- 5 structures
- Staff approval (Staff will create protected region)
- $5,000
Grants:
- Protected region around immediate vicinity (~50m)
- Basic Rules for Villages on VC enforcement
- 2 month owner inactivity leeway

2: Settlement
Requires:
- 10 structures
- 1 art installation (fountain/statue/art wall, etc)
- $25,000
Grants:
- Protected region beyond immediate vicinity
- Protected region expansions (with staff approval)
- 3 month owner inactivity leeway

3: Town
Requires:
- 15 structures
- 1 town hall (village rules can be posted here)
- 1 food production place (bakery, butcher, restaurant, etc)
- $50,000
Grants:
- Ability to set village rules for members to follow
- Protected region expansions more liberally permitted (with staff approval)
- 4 month owner inactivity leeway

4: Shire
Requires:
- 25 structures
- 1 gathering place (pub, church, market square, etc)
- 1 civic building (post office, court house, school, etc)
- 1 embassy
- $120,000
Grants:
- Ability to join unions
- 5 month inactivity leeway

5: City
Requires:
- 40 structures
- 1 attraction (arena/stadium, museum, fairground, etc)
- 3 embassies
- $300,000
Grants:
- Village title appears on screen when entering
- 6 month owner inactivity leeway

6: Metropolis
Requires:
- 65 structures
- Transportation infrastructure (subway/trains with stations, canals with docks, horses with stables and hitching posts, etc)
- 5 embassies
- $1,500,000
Grants:
- A billboard in a server-owned Public Village (such as Qualia, Tal Avar, Tirinuvik), including a picture and writing (pending Staff approval and placement)
- 7 month owner inactivity leeway

7: Country
Requires:
- 100 structures
- 1 health and safety structure (hospital, police station/jail, military base, etc)
- 3 unique non-housing structures (not houses/apartments/hotels)
- 7 embassies
- $3,000,000
Grants:
- Village Warp (v-warp) accessible to anyone, regardless of donor level
- 8 month owner inactivity leeway



ADDITIONAL INFO / TERMS:
a. Owner Inactivity Leeway:
Applies only to the owners of villages, and therefore ownership transfers. All other inactivity on the server uses the 2 month inactivity rule, including village membership, salvaging, and unlocking locks.

b. Homesteads/ Land Claims Within 200m of Another Village:
Builds within 200m of a village that the builder doesn't own cannot be protected without consent of the nearby village owner. Should that village owner choose to expand their village in the direction of the land claim, with staff approval, they may give 7 days warning for the land claimer to pack up and leave (signs posted, mail, public chat, etc), after which point the village owner may expand over and claim the builds and chests for themselves and their own village, with locks removed. Thus, it is suggested nobody build this close to an existing village that they don't own.

c. Advancing a Tier:
Tiers are advanced one at a time, and Staff have discretion on whether a village has met the requirements to advance a tier (or if they can be reasonably bypassed for significant unique builds).

d. Structure Count:
Specifically required structures are included in the total structures count. Staff have discretion if requirements have been met.

e. Embassies:
Embassies are considered complete when the Embassy on each side is built (their embassy in your town and your embassy in theirs).

f. Embassy Warps:
Once complete, embassies between towns get free warp signs that go from embassy-to-embassy.
(Staff Note: Naming convention example from Qualia to Tirinuvik: Warp e-QUAtoTIR. And from Tirinuvik to Qualia: Warp e-TIRtoQUA. Add a letter if needed.)

g. Tracking Tiers:
Custom region flags will be used so anyone can see which tier a village is at.



NOTES FOR WHEN THIS SYSTEM IS IMPLEMENTED:
- When the village tiers system begins, all existing villages will be given Hamlet status. All of their existing perks will be grandfathered in even if those perks now require a higher tier. Adding any new perks that require a higher tier will require the village to advance to the respective tier first.

- The "VillageCraft Rules" and "Basic Rules for Villages and Village Unions on VC" will be updated to include the new tiers system and account for the changes made here.

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« Last Edit: 28 November 2021, 03:31:16 PM by Akomine »

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Offline Akomine (OP)

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Re: Senate Vote 11b: Add "Village Tiers" to VC (Revised wording)
« Reply #1 on: 30 November 2021, 11:29:19 PM »
This has passed Staff Consent and will move to an Official Parliament Vote.

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