~ Building Rules / Bauregeln ~
Moderator: Gamemasters
Most of the origional guilds (grey rose/light castle, elden monestary, druid house, farmer's union) used to be muuuuch closer to Trollsbane, with the map update their distance was scaled and in some cases flung way out there. Farmer's union was just the distance of the inn to the shop from trollsbane. (south of the pigs)
Great. Thats what i wanted. Questions. Why i had to repeat me, so that you take care for the rule changes?
@Grobul:
I think furniture is okay, as long as no expansions of the building construction is needed.
@Hadrian:
Like i wrote the in the post before: People with own houses can be members or head of guilds. But members of guilds with own house or membership in an other guild, do not get counted in the calculation of the size of the guildhouse. And leaders of guilds should not be member of other guilds in general, because it is dangerous for the minimum of autonomy of a guild.
@Juniper:
It is equal for me, how the guild get his stuff to pay the constructions. And it is equal for me, who supports the guild, and what the benefit will be for them. It is also equal for me, if a goverment makes rules about the use or wants taxes for the agreement of building place and use etc. These and more questions are task of the political systems... And of Course, Guilds can be part of a town, a partie in a parliament and goverment or whatever.

@Grobul:
I think furniture is okay, as long as no expansions of the building construction is needed.
@Hadrian:
Like i wrote the in the post before: People with own houses can be members or head of guilds. But members of guilds with own house or membership in an other guild, do not get counted in the calculation of the size of the guildhouse. And leaders of guilds should not be member of other guilds in general, because it is dangerous for the minimum of autonomy of a guild.
@Juniper:
It is equal for me, how the guild get his stuff to pay the constructions. And it is equal for me, who supports the guild, and what the benefit will be for them. It is also equal for me, if a goverment makes rules about the use or wants taxes for the agreement of building place and use etc. These and more questions are task of the political systems... And of Course, Guilds can be part of a town, a partie in a parliament and goverment or whatever.
- Skaalib Drurr
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- Korm Kormsen
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ok if any of you are bored enough to confirm this that would be great. a 10 by 10 room with 4 windows, 2 doors, a smoke oven and a wine barrel with parquet floors and wooden roofs. 2 big tables and 16 chairs. brick walls and one key.
300 silver
1540 naldor logs
1740 apple boards
2240 nails
30 saw
75 hammers
2120 connifer boards
1780 bricks
420 sand
40 buckets with water
20 oak wood
300 silver
1540 naldor logs
1740 apple boards
2240 nails
30 saw
75 hammers
2120 connifer boards
1780 bricks
420 sand
40 buckets with water
20 oak wood
For reclaiming wilderness into buildable land its 20 coins per square. If you must buy or build on land of a city they may charge you, but I don't see anything in the rules stating you must "buy" the land.Korm Kormsen wrote:i understood it differently.
for a 5x5 building, you pay for the ground 25x80 copper = 20 silver
then you pay the price for 5x5 floor plus the price for 5x5 roof.
(floor and roof prices vary, depending on the material used)
korm
Oak wood = naldor logs
- Dantagon Marescot
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- Location: Illarion Public Library
Good question. Like it is stated in the thread of the "Knights of Gobaith", they are the former Kallahorn with a new name. So the property of Kallahorn goes to Kallahron with the new name (=Knights of Gobaith).
So you have a building, which should be used. Except there are conflicts with the old Kallahorns (Arameh etc.), which should be solved first.
To the prices of tiles:
It depands on the place where do you want to build. In the wilderness (only guilds) you have to pay a fee of 20 coppers per tile of ground, which is blocked by the new building.
For the building itself you have to pay changed ground tiles (marmor, parquett and such) and the roof.
If a guild want to build a 10*10 house in wilderness (100 tiles), the guild has to pay 2.000 coppers for the ground (wilderness fee), 8.000 copper coins for parquett, marmor etc. and 8.000 more if the whole building has to be roofed.
In total: 18.000 copper coins (180 Silver)
In towns the goverments decide about taxes in exhange of the wilderness
fee.
If you want to buy a second floor in one hit with the first, it becomes cheaper:
2.000 copper coins wilderness fee (not in towns)
8.000 copper coins for ground changes (parquett etc.)
8.000 copper coins for second floor
8.000 copper coins for roof at the second floor
----------------------------
26.000 copper coins in total (24.000 in towns)
2 buildings in the size of 10*10 with the same space in total would cost 36.000 copper coins (in wilderness)
To place a second floor at an existing building i take the half of the price to change the roof in parquett and such and the full price for a new roof at the new floor.
Caves are not much cheaper (10*10):
2.000 copper coins than tax for wilderness
10.000 copper coins to dig it out
8.000 copper coins for ground changes (parquett)
------------
20.000 copper coins in total
So you have a building, which should be used. Except there are conflicts with the old Kallahorns (Arameh etc.), which should be solved first.
To the prices of tiles:
It depands on the place where do you want to build. In the wilderness (only guilds) you have to pay a fee of 20 coppers per tile of ground, which is blocked by the new building.
For the building itself you have to pay changed ground tiles (marmor, parquett and such) and the roof.
If a guild want to build a 10*10 house in wilderness (100 tiles), the guild has to pay 2.000 coppers for the ground (wilderness fee), 8.000 copper coins for parquett, marmor etc. and 8.000 more if the whole building has to be roofed.
In total: 18.000 copper coins (180 Silver)
In towns the goverments decide about taxes in exhange of the wilderness
fee.
If you want to buy a second floor in one hit with the first, it becomes cheaper:
2.000 copper coins wilderness fee (not in towns)
8.000 copper coins for ground changes (parquett etc.)
8.000 copper coins for second floor
8.000 copper coins for roof at the second floor
----------------------------
26.000 copper coins in total (24.000 in towns)
2 buildings in the size of 10*10 with the same space in total would cost 36.000 copper coins (in wilderness)
To place a second floor at an existing building i take the half of the price to change the roof in parquett and such and the full price for a new roof at the new floor.
Caves are not much cheaper (10*10):
2.000 copper coins than tax for wilderness
10.000 copper coins to dig it out
8.000 copper coins for ground changes (parquett)
------------
20.000 copper coins in total
And also, this is just my opinion, but on this:
Let's say:
70 silver to dig out 70 squares
0 coins to change the tile, but pay the wood, nails, or whatever else the building list says for 70 squares of whichever type (Parquett or something else)
Wouldn't it be a bit more fair if the person just pays the 100 coins per square of cave/cellar dug out. From there, just give the materials for a tile change?Lennier wrote: Caves are not much cheaper (10*10):
2.000 copper coins than tax for wilderness
10.000 copper coins to dig it out
8.000 copper coins for ground changes (parquett)
------------
20.000 copper coins in total
Let's say:
70 silver to dig out 70 squares
0 coins to change the tile, but pay the wood, nails, or whatever else the building list says for 70 squares of whichever type (Parquett or something else)
- Kurga Wolfbane
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- Korm Kormsen
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man kann tiere "stehlen" sprich: wegtreiben.
ABER: das ist nur das tier, nicht der spawn. wenn du aus dem weggetriebenen tier einen spawn machen willst, dann brauchst du hilfe vom staff.
am besten meldest du vorher an, dass du/ihr vieh klauen wollt.
dann treibt ihr das vieh zum bestimmungsort (und euch in den wahnsinn), meldet dem staffi, dass ihr das vieh an ort so-und-so eingesperrt habt, und bekommt in den naechsten tagen einen oder mehrere spawns gesetzt.
(es gibt ca 2/3 spawns von den tieren)
meines (natuerlich nur rein theoretischem) wissens nach, ist Lennier der richtige ansprechpartner.
so, dies war strickt OOC!
ich hoffe, dass da keiner IG gelaber von macht!
gruss,korm
ABER: das ist nur das tier, nicht der spawn. wenn du aus dem weggetriebenen tier einen spawn machen willst, dann brauchst du hilfe vom staff.
am besten meldest du vorher an, dass du/ihr vieh klauen wollt.
dann treibt ihr das vieh zum bestimmungsort (und euch in den wahnsinn), meldet dem staffi, dass ihr das vieh an ort so-und-so eingesperrt habt, und bekommt in den naechsten tagen einen oder mehrere spawns gesetzt.
(es gibt ca 2/3 spawns von den tieren)
meines (natuerlich nur rein theoretischem) wissens nach, ist Lennier der richtige ansprechpartner.
so, dies war strickt OOC!
ich hoffe, dass da keiner IG gelaber von macht!
gruss,korm
- Korm Kormsen
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- Kurga Wolfbane
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- Location: Dar'krest
- Korm Kormsen
- Posts: 2414
- Joined: Tue Jun 27, 2006 5:46 pm
- Location: Illarion nordpol, wenns den gibt...