Outposts (Archived)

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Info

Outposts are small specialized variant of Settlements. Each province can only have one Outpost. Outpost will replace a field battle in war if sieged. Outposts cannot be used to claim new land and artifacts cannot be bound to Outposts. Outpost does not have to have a name.

Housing required by the Base Requirements cannot be used for the housing requirement made by Buildings

All armor stands and weapon racks must be equipped with faction related gear.

Requirements

Base Requirements:
  • 4 Houses
  • 1 Water well or Water Source
  • 1 Town Farm, 1 Fishery or 1 Market
Building Slot Requirements:
  • 1 Structure

Note: All structures requirements can be ignored if the recognizing staff deems necessary (Example: instead of a Library with books its a library of stone tablets)

Main Structures

Structure Requirements Pre-requisite
House Must be minimum 4x4 (inside), Must have livable conditions, up to you to design how the house should be, There should be atleast 2-3 varieties of house design -
Water Well A well that goes down 16 blocks and filled with water. -
Water Source A source of fresh water, such as River, Lake, underground lake. Cannot be an Ocean
Granary A large structure that holds a large quantity if grain or other food. For Uninhabitable Biomes or Underground builds
Town Farm A shed with 2 chests and crafting table (3x3 inside). 75 Planted Edible Crops nearby, (For Large Crops such as Melons OR Underground Mushroom farms you need 25) Mushroom Farms only apply to Underground Orcs and Dwarves
Town Fishery Docks leading into the water, a small fishing boat. Fishers shed, contains 2 reed baskets, barrel, crafting table. (Can be replaced by the Hunting Lodge Building) Must be on River, Lake or Ocean
Town Market At least 4 stalls each specialized in a trade (Example: Miner would have weaponrack with pickaxe and ore piles). At least 2 traders selling food. -

Structures for Building Slots

Monetary Structures

Money produced can range from "Common - Rare - Expensive or Exotic" Amounts

Structure Requirements Effect Perquisite Race Housing req
Raiding Camp Four tents, each with a armor stand and weapon rack (bow or melee works) A bigger tent in the middle with variations of loot. and a Command table Makes money equal to Bank Town must be in a province bordering an 'Enemy' Faction Evil Factions +1 House
Scouting Camp (Good) Four tents, each with a armor stand and weapon rack (bow or melee works) A bigger tent in the middle with bookshelves and reed baskets with books and scrolls, a Command table. Makes money equal to Bank Town must be in a province bordering an 'Enemy' Faction

Cannot be in Great Cities

Good Factions +1 House
Market At least 4 stalls each specialized in a trade (Example: Miner would have weaponrack with pickaxe and ore piles), Can be used to sell up to 3 resources (Worth found on Resource Page) - All +1

Military Structures

Structure Requirements Effect Pre-requisite Race Housing Req
Local Garrison 3 Tables and chairs, 4 Armor stands, 4 Weapon racks, 2 faction banners Provides a npc spawner that will solely spawn troops - All +1
Troll Warrens Large underground room, treasure piles, skulls, waste blocks. Allows to bring 1 additional Troll to war (One Headed)

(Max 3 per Federation, Faction or Empire)

- Orcs +1
Medical Tent/ Hut/ House Shelves, 4 beds for the sick, 2 reed baskets with some athelas potions or jungle remedies, 2 tables with chairs Gives a player in the same faction a 'Bandage' in War - All +1
Hospital A building with 2 rooms, 1 Room with 8 beds (all separated), 2 Reed baskets with athelas potions or jungle remedies and shelves, other room with shelves, 2 barrels, 2 tables with chairs Gives all same faction players a 'Bandage' in War - All +1
Stable/ Animal Pits A stables, must contain 4 Horses equipped with staddles, each horse has a haybale and couldron with water No Effect - All +1
Captains Dwelling A dwelling with 1 armor stand 2 weapon racks, bed, chest, faction crafting table, oven, window. Allows your town to hold a Captain of your faction - All +1
Palisade Made of logs or Beams, at most 4 blocks tall, and 1 block thick. No Effect - All +1
River Checkpoint A bridge crossing a river with a raised water gate (bars or fences just above the water) 1 Small tower on Each side of the Bridge with a Table, Chair, Armor stand and Bow Forces Naval Invasions to first fight through the checkpoint Must be on a Major River (Rivers wider than 2 pixels on the map) All +1

Miscellaneous Structures

Structure Requirements Effect Housing Req
Harbor Harbor, multiple docks leading into the water. Allows you to contain Ships within it. These ships are usable in Naval Warfare. +1
Tradesman Must look like a trader works there, and contain related blocks. (Example: Stone Mason has hammer and picks, chisels, stone blocks lying around), Merchants should have a wagon with some baskets Allows the building to contain a trader, Merchant or slaver of your faction or a faction you have a trade agreement with. +1
Brewery A building with large barrels, and 6 smaller barrels brewing an alcoholic drink. 2 tables with 4 chairs and cups with the drink. Nullifies a Prerequisite (Lumberyard or Cropfarms only) | Can be Sold to Markets (Common) +1

Resource Structures

Food Production and Plant growing
Structure Requirements Location Requirement Pre-requisite Housing
Crop Farm A farmhouse with 2 chests and crafting table (3x3 inside). 50 planted of edible crops (25 if mushrooms) Must be in a Plains Biome/Sub-Biome None +1
Hunting Lodge (Crop farm) A hunting hut within a forest, contains 1 barrel, 1 bed, 1 crafting table. Must be in a forest, plains or hills biome. None +1
Animal Farm (Crop Farm) A farmhouse with 2 chests and crafting table (3x3 inside), has a animal pen containing the farmed animal Must be in a Plains Biome/Sub-Biome + 1 House +1
Flax or Reed Farm A farmhouse with 2 chests and crafting table (3x3 inside). 50 planted crops of Flax or Reeds Must be in a Plains Biome/Sub-Biome None +1
Morgul Garden A farmhouse with 2 chests and crafting table (3x3 inside). 20 Morgul Flowers planted Must be in a Plains Biome/Sub-Biome None +1
Weed-Farm A farmhouse with 2 chests and crafting table (3x3 inside). 50 planted crops of pipe-weed Must be in Shire or Bree (Plains only) None +1
Herbgarden A farmhouse with 2 chests and crafting table (3x3 inside). 20 specified herbs planted (Morgul for Poison Bottles, Athelas for Athelas) None Crop Farm +2
Raw Resource Production
Structure Requirements Location Requirement Pre-requisite Housing
Lumberyard Contains a Lumberyard workers Hut that has 6 beds, 6 chests, 2 barrels and a crafting table, has felled trees surrounding area Must be in a Forest Biome or Sub-biome None +2
Open Pit Quarry A deep pit to mine stone with steps leading down into it, workers Hut that has 6 beds, 6 chests, 2 barrels and a crafting table. Has some cut stone lying in piles nearby. Must be in a Hills Biome or Sub-Biome Lumberyard and Crop Farm +2
Clay Pits a workers Hut that has 6 beds, 6 chests, 2 barrels and a crafting table. Piles of clay on the riverbank, a tool shack with 5 shovels on weapon racks Must be by a river, or lake Crop Farm +2
Clay Quarry a workers Hut that has 6 beds, 6 chests, 2 barrels and a crafting table. Piles of hard clay, Multiple large clay mounds that naturally spawn, a tool shack with 5 pics on weapon racks Must be in a area that naturally spawns "Clay Mounds" Lumberyard +2
Charcoal Kiln A structure with atleast 4 Forges/ Furnaces, 2 Faction Crafting Tables, 2 Racks with shovels and piles of lumber outside. None Lumberyard +3
Ore, Coal, and other Mines
Structure Requirements Location Requirement Pre-requisite Housing Race
Salt Deposits A small pit on the surface, with rock salt and salt blocks scattered about, Must have a workers Hut that has 6 beds, 6 chests, 2 barrels and a crafting table. Must in a province adjacent to an Ocean Lumberyard and Crop Farm +2 All
Coal Mine A mine enterence branching off to different shafts leading to large ore veins, OR a large central cavern with platforms connecting to large ore veins, workers Hut that has 6 beds, 6 chests, 2 barrels and a crafting table Must be in a Foothills or Mountain Biome Lumberyard and Crop Farm +2 All
Gem Mine A mine enterence branching off to different shafts leading to large ore veins, OR a large central cavern with platforms connecting to large ore veins, workers Hut that has 6 beds, 6 chests, 2 barrels and a crafting table Must be in Volcanic Regions, or Arid and Desert Hill/ Mountains (For Lapis) Lumberyard and Crop Farm +2 All
Obsidian Mine workers Hut that has 6 beds, 6 chests, 2 barrels and a crafting table, Piles of Obsidian gravel, surrounded by dried out volcanic pits Must be in Volcanic Biome Lumberyard and Crop Farm +2 All
Edhelvir or Gulduril Mine A mine enterence branching off to different shafts leading to large ore veins, OR a large central cavern with platforms connecting to large ore veins, workers Hut that has 6 beds, 6 chests, 2 barrels and a crafting table Elven biomes for Edhelvir, Dol Guldur, Angmar or Mordor for Gulduril Lumberyard and Crop Farm +2 All
Durnor Mine A mine enterence branching off to different shafts leading to large ore veins, OR a large central cavern with platforms connecting to large ore veins, workers Hut that has 6 beds, 6 chests, 2 barrels and a crafting table Must be in Mordor

(Hills or Mountains)

Lumberyard and Crop Farm +2 All
Metals Mine A mine enterence branching off to different shafts leading to large ore veins, OR a large central cavern with platforms connecting to large ore veins, workers Hut that has 6 beds, 6 chests, 2 barrels and a crafting table Must be in a Foothills or Mountain Biome

(Mordor, Angmar mountains or Dol Guldur for Orc Steel)

Lumberyard and Crop Farm +2 All
Khazad-dum Mine A large room with a minimum of 4 forges, contains lava, anvil, cauldron filled with water, and a chest, has mithril blocks and silver piles lying around.

Digging too deep can have consequences

Must be Located in one of the two Moria provinces (245 and 244) Coal Mine/ Kiln, Lumberyard, Iron Foundry, and Crop Farm +2 Dwarf (Can be Captured)

Non-Enemy Factions with trade agreement can construct These at a 25PP upkeep

Refined Resources
Structure Requirements Location Requirement Pre-requisite Housing Race
Fletcher Archery Targets, Bows on racks, 4 reed baskets filled with arrows, crafting table, 4x4 Building. Must be in Plains (No forests no Hills or Montains) None +1 Human, Elf, Dwarf, Hobbits, Orcs
Apothecary 4x4 building, a fenced Morgul Flower garden or caged Spider, Two reed baskets with poisoned arrows and a crafting table, Bottles of poison in a reed basket. None Fletcher +2 Evil Human, Orc


Outpost can have a small moat or ditch, at most 2 blocks deep.