
The One Ring - Tiles

Tile Rules
For any questions regarding these rules, feel free to ask in the Discord!
I - General Tile Rules
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Participation in the tilemap system can only be done through an approved faction.
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Upon obtaining faction leadership, you may claim 5 extra tiles to your approved Capital Build.
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Capital tiles cannot be taken.​
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Owning a tile on the tilemap will give the appropriate faction leader a set number of resources, native to the tile's territory each month. Tiles have different types which give different rewards. These may change over time.
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You can only claim tiles adjacent to ones you already own (no exclaves). If some of your tiles become an exclave, you must either trade them off to another faction (who can claim them), or they will be forfeited after 1 week.
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​As an exception; a staff approved sub-faction (with active leader) and a Capital Build; the faction leader may create a sub-faction exclave which is not connected to the main faction's tiles. The sub-faction exclave can claim up to 4 adjacent tiles. These sub-faction tiles will only produce half the rewards of the main tiles, unless they get connected in the future. Further tiles cannot be claimed adjacent to the sub-faction's tiles until the sub-faction exclave is connected to the main faction's tiles.
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If a faction loses leadership, the tiles will be "deteriorating". Other factions can claim them via PVE or Builds, but if someone obtains leadership in the future of the original faction, they obtain the deteriorating tiles.
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​ They can claim additional tiles immediately if there are less than 5 tiles deteriorating.​
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II - Claiming Specifics
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Claiming (extra) tiles can be done once every week and through 4 methods only:
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PvP - Wars can be declared on tiles owned by another faction. These wars cannot be declined. The War-Clause system will be used unless both parties agree to opt-out of it. Staff need to confirm the final terms of a war for a tile transfer to take place, although they do not need to overlook every single war. Allies may participate within the war terms and put their own tiles at risk if agreed upon.​
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Building - Tile builds can be made to claim a tile. Tile builds can be of various types and must meet the following broad requirements per type, it is up to the player to convince staff of the value being met. This is done through an in-game application with a moderator or above. The various types of tile builds, and their type-specific requirements, are as follows:​​​
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Farm​​​
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A structure with farming value (i.e. fields)
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A structure with storage value (i.e. barn)
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Mine
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A structure with mining value (i.e. mine)​
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A structure with storage value (i.e. warehouse)
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Harbor
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A structure with docking value (i.e. docks)​
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A structure with sailing value (i.e. boats, or even a sailmaker)
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Fort
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A structure with defensive value (i.e. walls, or watchtowers)​
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A structure with garrisoning value (i.e. barracks)
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Village
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6 houses with interiors, and each their own purpose​
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Road system connecting houses and other structures
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Upon reaching a certain level of quality in detail, completion, and form, a village can be turned into a Leadership quality build (as shown below).
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Each tile build also requires:
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A structure with patriotic value (i.e. faction flags)
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At least 2 other relevant structures (relevancy depends on the types listed above)
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Capital Builds can claim up to 3 adjacent tiles. The requirements for a Capital Build are separate from the tile build requirements above, they are as follows:
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At least 4 individual housing units for members of the faction.​
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Not constructed out of or in the exact style as NPC structures.
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Reaches a certain level of quality in detail, completion, and form.
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Rewards and perks differ per build(s) on the tile. These are not inherited if the tile is later lost in a PvP campaign.
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A tile can have one of each of the tile types in a tile, they can even be connected with each other in a larger build. However, each individual application must meet the criteria of the tile type, and cannot use parts of another tile type. For example, if you build a mine type build with a warehouse for the storage value, you cannot use that same warehouse for a farm's storage value.
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Trade - Faction leaders can trade tiles amongst each other. For multiple-tile trades, both factions must exchange an equal number of tiles, or the difference can be no more than one tile (±1).
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PvE - High-difficulty group of staff-spawned mobs must be defeated on the tile. This is proportionate to the participants and needs scheduling with the staff team. A minimum of 2 participators are required.
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Conquest - Factions can claim a tile through the in-game conquest system, using the faction they represent. A single map square within the tile must reach the required conquest points for the tile type. During the campaign week, provide 3 screenshots showing the required points, taken at least 20 hours apart. Bosses and mob-farms cannot be used for this purpose.
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Agrarian: 800 Conquest Points​
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Industrial: 1000 Conquest Points
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Service: 1500 Conquest Points
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You may claim up to 3 tiles in a row with one method, after that you must claim at least one using another method.
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You can forfeit your faction's monthly rewards by declaring bankruptcy through a staff member. This will put you on a 1 week cooldown before you can declare any campaign, yet, your streak will be reset. You cannot declare bankruptcy two months in a row.​
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If another faction owns a tile, either war or trading are your only ways to claim it.​
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To declare a campaign on a tile, a faction or commander needs to use the discord bot.
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By executing the command "/Declare [tile number]​ [faction] [method]" will you officially start a campaign for a tile. This is when your 1 week timer begins, meaning you have 7 days to obtain the tile in the method specified. After these 7 days, you can start another campaign by using the same command. Remember, for building declarations a staff approval of the build is required. These can sometimes take more than 7 days, or they can be denied. So prepare your application in a timely manner!
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III - Rewards
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There are various rewards per tile given out at the end of every month, and they can be dependent on various aspects. The type of tile, the method of claiming, and the location of the tile are the most relevant factors. These are subject to changes based on balancing feedback.
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Agrarian tiles will provide the faction with various logs, crops, and raw meats. These are commonly used for building, crafting, and can be cooked into EXP.
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Industrial tiles will provide the faction with various stones and ores.
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Service tiles will provide the faction with enchanted books and EXP.
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A sub-faction exclave will only receive half the rewards.
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Having specific tile builds within a tile also provides various bonuses:
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Farms increase the food yield of a tile and provide a barrel of Athelas.​
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Mines increase the ore and stone gain from a tile, they also provide gems.
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Harbours give certain spoils of the sea, and are able to connect exclaves for full tile rewards if there is a harbour on both ends.
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More on this in the sea-tile and raiding updates :eyes:​
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Forts give the defenders 1 more war clause within the specific tile.
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More on this in the raiding update :eyes:​
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Villages generate 50% of a service tile's rewards.
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Capital Builds if placed on a agrarian or industrial tile, double those rewards and add a service tile worth of rewards on top of it. If placed on a service tile, double the rewards only. Furthermore, a LQB can include any of the other above mentioned rewards, after approval as per tile rules 2.2.3.
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IV - Default War System
The tilesystem uses its own set of rules for a war, similar to the Seasons. These rules are not to be mistaken as server rules, which remain the same as before. These are to be considered the default for any tilesystem-related war, however, if both faction leaders agree on changes; even these default rules can be entirely opted-out of. For final approval a Moderator or above will need to look over the terms and changes. Afterwards, a staff member may spectate the war to ensure that they are upheld, however, this is only a requirement for wars which include staff members.
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Default tilesystem wars will consist of a single battle in regards to the ownership of a single tile - this can be done in a siege or a field battle format. The broader war itself can consist of more battles and other tiles, but for the single tile-transfer portion of it, it will only be the single battle. This of course can be changed in the war terms. Players can agree on rewards amongst themselves and state it within the terms of the war, however, the tile in question still needs to declared using the proper methods as shown above.
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Default war rules:
- An approved faction leader can declare a war on any other approved faction leader. Keep in mind that you are limited to only 1 tile a week.
- Denying (or needlessly delaying) a declaration means you forfeit the contested tile.
- In a battle, one side can only have 1.25x the players of the other side.
- The defenders can choose 1 battle location within the tile, this location needs to be accessible for attackers (i.e. through siege, or lower walls).
- The declaring faction can add or modify up to 5 war-clauses from the default war-clauses below. This can be done without approval of the opposing faction. You can use a clause to lock another.
- Afterwards, the defending faction can add or modify 3 war-clauses, except locked ones.
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Default war-clauses:
- Keep inventory: off
- Lore items: allowed
- All other items and blocks allowed, unless otherwise stated.
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War-clauses are very broad and can mean a lot of things, if you are struggling with your faction to make them, be sure to contact a staff member! Some examples war-clauses could be: troops, mounts, bows, quagmire, traps, or poison weapons. The list can be pretty much endless.