Colonization and kingship

All the other rules:


 * Community and gameplay rules
 * War rules
 * Roleplay and artifacts
 * Factions and Cohalitions

Moreover, you'll find a complete list of all the available factions and cohalitions here.

ELVEN SETTLEMENTS
ELVEN VILLAGE: Minimum requirements


 * 7 houses
 * cooking area with basic furniture (furnace/oven, table with chairs, plates with food...)
 * living area with basic furniture (bed, bookcases, shelves, various decorations...)
 * 1 door and windows (the windows can be glass, fences, etc...)


 * 1 Main building (Feast hall/Temple/Townhall)
 * If feast hall: big table with chairs, plates and food, shelves, decorations, kitchen with furniture (oven, shelves, crafting tables...)
 * If temple: Praying site,  If wanted, benches for prayers
 * If Townhall: A throne, with a council table, a table of command, kitchen with furniture.
 * 1 door and windows (the windows can be glass, fences, etc...)


 * 2/3 (for a minimal total of 100 points) Resources/Specialists Buildings, chosen among the following with some respect of the biome variant and the surroundings:
 * Lumberjack post: logs, crafting tables, a weapon rack with an axe, a shelter with a chair inside (50 points, max 1 allowed)
 * Fisherman's hut: a shelter on a pond, with dishes/item frames displaying fishes, chests, a fishing spot with a weapon rack/item frame and a fishing rod (35 points, max 2 allowed)
 * Jewelry: a building with an anvil, a selling place and some item frames and representative items (50 points, max 1 allowed)
 * Carpenter's place: a building with some chests, a selling place, crafting tables and such (50 points, max 1 allowed)
 * Barracks (only if you're in a biome with enemy units): a place where soldiers sleep, a storage for equipment, with some weapon racks (filled) and armor stands (partially filled too) (75 points, max 1 allowed)


 * 1 Smith: should have 1 anvil, 1 furnace, 1 elven forge, a smelting place, 2 weapon racks and 1 armor stand (filled)


 * 1 Storage building: should have 6 small chests, 3 barrels, a faction crafting table and an ordinary one


 * 1 water source (if far from a pond or river)


 * 1 crops field of minimum 15x15 blocks


 * Roads between buildings (have to be good looking, as all the rest of the settlement to be recognized).

ELVEN TOWN: Minimum requirements


 * 10 houses
 * kitchen with basic furniture (furnace/oven, table with chairs, plates with food...)
 * bedroom with basic furniture (bed, bookcases, shelves, various decorations...)
 * 1 door and windows (the windows can be glass, fences, etc...)


 * 1 Lord's hall:
 * main hall (with a throne and decorations)
 * small feast hall (big table, chairs and plates with food)
 * lord's bedroom (with bed, bookcases, shelves, various decorations...)
 * 1 door and windows (the windows can be glass, fences, etc...)


 * 1 Big smith: should have 2 anvil, 2 elven forges, 1 cauldron, smelting place, 3 weapon racks and 2 armor stands (filled)
 * 1 Market square: should have 8 stalls of various professions with representative items, a chest and an opening for each
 * 1 Big storage: should have 8 big chests, 4 barrels, a faction crafting and an ordinary one
 * 1 fountain/ statue (anything that centers the middle of your market square)
 * 1 Elven garden: at least 2 trees, a small pond, flowers, a small shrine
 * roads between buildings (have to be good looking, as all the rest of the settlement to be recognized)
 * 25x25 farm or life stock patch (life stock must include 4 animals)
 * Simple walls all around the town

ELVEN CITY: Minimum requirements


 * 15 houses
 * kitchen with basic furniture (furnace/oven, table with chairs, plates with food...)
 * bedroom with basic furniture (bed, bookcases, shelves, various decorations...)
 * 1 door and windows (the windows can be glass, fences, etc...)


 * 1 King's hall
 * main hall (with a throne and decorations)
 * council's room (a big table with a big chair and smaller chairs around, table of command, some decorations)
 * feast hall (big table, chairs and plates with food, shelves, decorations)
 * king's bedroom (with bed, bookcases, shelves, various decorations...)
 * 1 door and windows (the windows can be glass, fences, etc...)


 * 1 Big smith: should have 2 anvil, 2 elven forges, 1 cauldron, smelting place, 3 weapon racks and 2 armor stands (filled)
 * 1 Barracks (minimum 5 beds with chests, 3 Armor stands and weapon racks (filled))
 * 1 Tax collectors office. (5 bookshelves, 3 chests,  1 crafting table.)
 * 1 Big market square: should have 12 stalls of various professions with representative items, a chest and an opening for each
 * 1 Big storage: should have 8 big chests, 4 barrels, a faction crafting and an ordinary one
 * 1 Royal fountain: bigger than the town fountain
 * 1 Elven garden: at least 2 trees, a small pond, flowers, a small shrine
 * stone roads between buildings (have to be good looking, as all the rest of the settlement to be recognized)
 * 35x35 farm or life stock patch (life stock must include 6 animals)
 * Great walls all around the town including towers (minimal of 3 towers)

HUMAN SETTLEMENTS
HUMAN VILLAGE: Minimum requirements


 * 7 huts/houses
 * kitchen with basic furniture (furnace/oven, table with chairs, plates with food...)
 * bedroom with basic furniture (bed, shelves, various decorations...)
 * 1 door and windows (the windows can be glass, fences, etc...)


 * 1 Main building (Tavern/temple/Townhall)
 * If tavern: barman's spot (should be closed by a fence gate, with a barrel, a chest and some mugs), at least 4 medium tables with chairs and food plates, a fireplace, shelves and decorations, a kitchen (with ovens, crafting tables, raw food in plates, a cauldron, details)
 * If temple: a shrine, benches for prayers, decorations
 * If Townhall: A throne, with a council table, a table of command, kitchen with furniture.
 * 1 door and windows (the windows can be glass, fences, etc...)


 * 2/3 Resources/Specialists Buildings, chosen among the following with some respect of the biome variant and the surroundings:
 * Lumberjack post: logs, crafting tables, a weapon rack with an axe, a shelter with a chair inside
 * Fisherman's hut: a shelter on a pond, with dishes/item frames displaying fishes, chests, a fishing spot with a weapon rack/item frame and a fishing rod
 * Jewelry: a building with an anvil, a selling place and some item frames and representative items
 * Carpenter's place: a building with some chests, a selling place, crafting tables and such
 * Barracks (only if you're in a biome with enemy units): a place where soldiers sleep, a storage for equipment, with some weapon racks (filled) and armor stands (partially filled too)
 * Butcher's shop: selling place with chests, dagger on weapon rack, raw meat in item frames
 * Hunter's hut, a shelter with a bed and some light furniture, weapon racks with bows and daggers


 * 1 Smith: should have 1 anvil, 1 furnace, 1 alloy forge, a smelting place, 2 weapon racks and 1 armor stand (filled)
 * 1 Storage building: should have 6 small chests, 3 barrels, a faction crafting table and an ordinary one
 * 1 water source (if far from a pond or river)
 * 1 crops field of minimum 15x15 blocks/1 animal pen with minimum 5 animals and minimum 10x10, with some water
 * Roads between buildings (have to be good looking, as all the rest of the settlement to be recognized)

HUMAN TOWN: Minimum requirements


 * 10 houses
 * kitchen with basic furniture (furnace/oven, table with chairs, plates with food...)
 * bedroom with basic furniture (bed, shelves, various decorations...)
 * 1 door and windows (the windows can be glass, fences, etc...)


 * 1 Lord's hall
 * main hall (with a throne and decorations)
 * small feast hall (big table, chairs and plates with food)
 * lord's bedroom (with bed, bookcases, shelves, various decorations...)
 * 1 door and windows (the windows can be glass, fences, etc...)


 * 1 Big smith, should have 2 anvil, 2 alloy forges, 1 cauldron, smelting place, 3 weapon racks and 2 armor stands (filled)
 * 1 Market square, should have 10 stalls of various professions with representative items, a chest and an opening for each
 * 1 Big storage, should have 8 big chests, 4 barrels, a faction crafting and an ordinary one
 * 1 main square, should have some decoration, like a statue or a fountain
 * roads between buildings (have to be good looking, as all the rest of the settlement to be recognized)
 * 25x25 farm or life stock (if life stock atleast 4 animals)
 * Simple walls all around the town

HUMAN CITY: Minimum requirements


 * 15 houses
 * kitchen with basic furniture (furnace/oven, table with chairs, plates with food...)
 * bedroom with basic furniture (bed, shelves, various decorations...)
 * 1 door and windows (the windows can be glass, fences, etc...)


 * 1 King's Hall,
 * main hall (with a throne and decorations)
 * council's room (a big table with a big chair and smaller chairs around, table of command, some decorations)
 * feast hall (big table, chairs and plates with food, shelves, decorations)
 * king's bedroom (with bed, bookcases, shelves, various decorations...)
 * 1 door and windows (the windows can be glass, fences, etc...)


 * 1 Big smith: should have 2 anvil, 2 alloy forges, 1 cauldron, smelting place, 3 weapon racks and 2 armor stands (filled)
 * 1 Barracks (minimum 5 beds with chests, 3 Armor stands and weapon racks (filled))
 * 1 Tax collectors office. (5 bookshelves, 3 chests,  1 crafting table.)
 * 1 Big market square: should have 16 stalls of various professions with representative items, a chest and a gate
 * 1 Big storage, should have 8 big chests, 4 barrels, a faction crafting and an ordinary one
 * 1 Main square with huge statue
 * stone roads between buildings (have to be good looking, as all the rest of the settlement to be recognized)
 * Great walls all around the town with towers (made of stone)

ORCISH SETTLEMENTS
ORCISH CAMP: Minimum requirements


 * 10 tents, rest place (a bed, basic furniture like a shelf and a chest) (must be made out of wool or wood )
 * 1 orc chieftain's tent, bigger than the others, should have a big chair, a fireplace, decorations, a table of command
 * 1 campfire, logs as benches, fireplace with a cauldron and a support
 * 1 Orc smithy, tent-like appearence, 1 anvil, 1 orc forge, 1 furnace, smelting place, 1 weapon rack and 2 armor stands (filled)
 * 1 Storage tent, should have 6 chests, 3 barrels, 1 orc bomb (any damage is your fault), a faction's crafting and a regular one
 * 1 warg pit, a fenced area partially covered, that hosts at least 3 wargs
 * 1 crops field, choice on wheat or morgul-shrooms, at least 9x9
 * road/dirt path all inside the camp (have to be good looking, as all the rest of the settlement to be recognized)

ORCISH OUTPOST: Minimum requirements


 * 15 tents, rest place (a bed, basic furniture like a shelf and a chest)
 * 1 lieutenant of Morgoth's hall, bricks structure
 * main hall with throne and decorations
 * torture room (orc chains and such)
 * lieutenant's bedroom (a bed, shelves, decorations, a chest, an armor stand)


 * 1 Big campfire: logs as benches, fireplace with cauldron and support, distribution place
 * 1 Big orc smithy, can be both a tent or a bricks structure, should have 2 anvil, 2 orc forges, 1 cauldron, smelting place, 3 weapon racks and 2 armor stands (filled)
 * 1 Big storage, can be both a tent or a bricks structure, should have 8 big chests, 4 barrels, 2 orc bombs, a faction crafting and an ordinary one
 * 1 warg pit a fenced area partially covered, that hosts at least 3 wargs
 * 1 crops field, choice on wheat or morgul-shrooms, at least 12x12
 * simple walls all around
 * roads between structures (have to be good looking, as all the rest of the settlement to be recognized)

ORCISH STRONGHOLD: Minimum requirements


 * 15 huts
 * common rest place (4 beds, basic furniture like shelves and chests)
 * With 1 door and windows (windows can be made of glass or fences or ....)


 * 1 orc citadel, bricks structure
 * main hall with throne and decorations
 * torture room (orc chains and such)
 * decisions room (table of command, banners, decorations)
 * general's bedroom (a bed, shelves, decorations, a chest, an armor stand)
 * prisons
 * With 1 door and windows (windows can be made of glass or fences or ....)


 * 1 Huge campfire, proper benches and tables, 2 fireplaces with cauldrons and supports, distribution place
 * 1 Big orc smithy, bricks structure, should have 2 anvil, 2 orc forges, 1 cauldron, smelting place, 3 weapon racks and 2 armor stands (filled)
 * 1 barracks (5 resting places, 4 armor stands, 4 weapon racks(filled))
 * 1 Big storage, can be both a tent or a bricks structure, should have 8 big chests, 4 barrels, 2 orc bombs, a faction crafting and an ordinary one
 * 1 Big warg pit, a structure similar to the generated ones, that hosts at least 5 wargs
 * 1 Big watchtower, wooden structure, with a chest, a couple of crafting tables and such
 * great walls ( made of stone)
 * roads between structures (have to be good looking, as all the rest of the settlement to be recognized)

DWARVEN SETTLEMENTS
DWARVEN HILL: Minimum requirements


 * 7 burrows (small underground houses)
 * cooking area with basic furniture (furnace/oven, table with chairs, plates with food...)
 * living area with basic furniture (bed, shelves, various decorations...)


 * 1 capitain's burrow, bigger than the others,
 * table of command and table with chairs
 * capitain's room (with bed and decorations)


 * 1 dwarven tavern, some sort of huge burrow
 * barman's spot (should be closed by a fence gate, with a barrel, a chest and some mugs)
 * at least 2 big tables with chairs and food plates, a fireplace, shelves and decorations
 * a kitchen (with ovens, crafting tables, raw food in plates, a cauldron, details)


 * 2/3 Resources/Specialists Buildings, chosen among the following with some respect of the biome variant and the surroundings:
 * Lumberjack post, logs, crafting tables, a weapon rack with an axe, a shelter with a chair inside
 * Jewelry, a building with an anvil, a selling place and some item frames and representative items
 * Stonemason's place, a building with some chests, stone piles, a selling place, crafting tables and such
 * Barracks (only if you're in a biome with enemy units) a place where soldiers sleep, a storage for equipment, with some weapon racks (filled) and armor stands (partially filled too)
 * Butcher's shop: selling place with chests, dagger on weapon rack, raw meat in item frames
 * Hunter's hut, a shelter with a bed and some light furniture, weapon racks with bows and daggers
 * 1 Smith, should have 1 anvil, 1 furnace, 1 dwarven/petty dwarven forge, a smelting place, 2 weapon racks and 1 armor stand (filled)
 * 1 Storage building, should have 6 small chests, 3 barrels, a faction crafting table and an ordinary one
 * 1 water source (if far from a pond or river)
 * 1 animal pen with minimum 5 animals and minimum 10x10, with some water
 * Roads between buildings (have to be good looking, as all the rest of the settlement to be recognized)

DWARVEN TOWN: Minimum requirements


 * Access gate (the town is under a mountain)
 * 10 underground houses
 * kitchen with basic furniture (furnace/oven, table with chairs, plates with food...)
 * bedroom with basic furniture (bed, shelves, various decorations...)


 * 1 high commander's hall
 * main hall (with a throne and decorations)
 * small feast hall (big table, chairs and plates with food)
 * high commander's bedroom (with bed, bookcases, shelves, various decorations...)


 * 1 Big smith: should have 2 anvil, 2 dwarven forges, 1 cauldron, smelting place, 3 weapon racks and 2 armor stands (filled)
 * 1 Market, 8 stalls carved in stone of various professions with representative items, a chest and a gate
 * 1 Big storage, should have 8 big chests, 4 barrels, a faction crafting and an ordinary one
 * Dwarven mine, a big mine going in the depth of the earth (it's not necessary to build all the mine... use some trick to build few and letting imagine a huge mineshaft)
 * details on the walls of the cave/town

DWARVEN CITY: Minimum requirements


 * Royal access gate (the city is under a mountain)
 * 20 undergroud houses
 * kitchen with basic furniture (furnace/oven, table with chairs, plates with food...)
 * bedroom with basic furniture (bed, shelves, various decorations...)


 * main cave: throne, big hall before it


 * King's quartiers
 * council's room (a big table with a big chair and smaller chairs around, table of conquest, some decorations)
 * feast hall (big table, chairs and plates with food, shelves, decorations)
 * king's bedroom (with bed, shelves, various decorations...)


 * 1 Big smithy: should have 2 anvil, 2 dwarven forges, 1 cauldron, smelting place, 3 weapon racks and 2 armor stands (filled)
 * 1 barracks: 5 beds, 4 armor stands, 4weapons ( filled)
 * 1 tax collectors office (4 bookshelves, crafting table, chests, basic furniture)
 * 1 Big Market, 12 stalls carved in stone of various professions with representative items, a chest and a gate
 * 1 Big storage: should have 8 big chests, 4 barrels, a faction crafting and an ordinary one
 * Royal Dwarven mine, a huge mineshaft going in the depth of the earth (it's not necessary to build all the mine... use some trick to build few and letting imagine a huge mineshaft)
 * details on the walls of the cave/city.

11. - COLONIZATION RULES AND FEES SYSTEM
11.1 - The server runs on a system of provinces colonization, as the map shows. Some biomes are colonizable only by certain factions:


 * Ered Wethrin, Ered Lòmin: Dor-Lòmin, Hithlum, Angband;
 * Dor Daedeloth Mountains: Angband, Hithlum;
 * Dor-na-Daerachas Mountains: Dor-na-Daerachas, Angband, Blue Dwarves;
 * Blue Mountains: Blue Dwarves, House Ulfang, Dor-na-Daerachas;
 * Himring Mountains: Fëanorians, Angband, House Ulfang;
 * Ered Gorgoroth: Fëanorians, Gondolin, Tol-in-Gaurhoth, Nargothrond;
 * Echoriath: Gondolin, Tol-in-Gaurhoth, Angband;
 * Anfauglith Mountains: Angband, Hithlum, Gondolin;
 * Andram: Nargothrond, Petty-Dwarves, Tol-in-Gaurhoth.

11.2 - To colonize a province, you need to build a village there, and to pay the staff a Colonization Fee, that consists of:


 * 128 stone
 * 64 stone bricks
 * 64 oak wood planks
 * 128 bread.

The province you want to colonize has to border a province that your faction already owns. (for what a village needs, see above.)

11.3 - There is another Fee besides the colonization one, and it is the War Fee. This is used to start a war of whatever type or to build a fortress settlement in a province already colonized by a faction. It consists of:


 * 8 iron blocks
 * 16 coal blocks
 * 64 bread
 * 2000 $ (20 coins valued 100 $).

The fortress settlement isn't listed above, it should just be in faction's style and should respect the requirements in War Rules.