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AncaneWatcher
#206486633Friday, January 06, 2017 3:15 AM GMT

This document was made by AncaneCalex but the ideas were the brain-work of multiple leaders of TES. This forum serves to guide groups and to show some rules and regulations so that the genre could be fun, yet fair. I. Lore II. Nation Requirements III. Guild Requirements IV. Land Combat V. Naval Combat VI. Territory VII. Frequently Asked Questions ◇--------Lore--------◇ I. Lore A. To make the explanation for the lore of this genre, I will simply say "Its an alternative timeline/universe". This is done so that players are not limited by events in TES that ruin a race or guild (Such as the Falmer). No major events have happened in terms of lore, it is up for the leaders to decide what happens in their own province (Of course with oversee of the Administration). There is no era set in stone. ◇--------Nation Requirements--------◇ II. Nation Requirements A. Members: Nations must have at least 10 ACTIVE members to be accepted into the genre. B. Group Copies: Two groups of the same kind will be accepted but in time, one will have to rise and that group will be official. The other would be considered a rebel state. C. Fort / Camps: All Forts / Camps must be raidable. To ensure that places arent spammed or mass produced with low quality, we enforce an inspection. A moderator+ will go to the place the you have built, and will check for three things. "Is the location raidable?"(Weapons,Guis,Leaderboards,Flags,Minimum lag) , "Is the location fair?" (Spawn distances, same weapons, equal advantages), "Does the location have decent-high quality buildings and unique design?" (Not a spam of buildings, or terrain. Well built place). D. Uniforms: Uniforms should be made before the group becomes official but some exceptions can be made. Unique uniforms or edited uniforms are fine. If you are using someone elses uniform, you MUST have the permission of the creator and give CREDIT. ◇--------Guild Requirements--------◇ III. Guild Requirements A. Members: Guilds must have 5 ACTIVE members to be accepted into the genre B. Group Copies: Two groups of the same kind will be accepted but in time, one will have to rise and that group will be official. The other would be considered a rogue branch. C. Camps/Forts: All Forts/Camps must be raidable. To ensure that places arent spammed or mass produced with low quality, we enforce an inspection. A moderator+ will go to the place the you have built, and will check for three things. "Is the location raidable?"(Weapons,Guis,Leaderboards,Flags,Minimum lag) , "Is the location fair?" (Spawn distances, same weapons, equal advantages), "Does the location have decent-high quality buildings and unique design?" (Not a spam of buildings, or terrain. Well built place). D.Uniforms should be made before the group becomes official but some exceptions can be made. Unique uniforms or edited uniforms are fine. If you are using someone else uniform, you MUST have the permission of the creator and give CREDIT E. Purpose: Guilds are mainly used as hired mercenaries for factions to be used in wars or in events. Some guilds are the exception (Thieves Guild) ◇--------Land Combat--------◇ IV. Land Combat * To allow for more player interaction and give more power to the leaders, the administration recommends that if two warring factions are to attack each other, they should set up a war treaty or some sort of document to say how the war is going to be or how the war is to be won (not counting map) A. KO Raids: KO raids must consist of a location having a *WORKING* leaderboard, and working weapons. The amount of KOs to win is to be decided by both warring factions. B. Flag Raids: Flag raids must consist of a location having a *WORKING* flag and working weapons. The time the warring factions have to hold the flag is to be decided by either the fort or the warring factions. ◇--------Naval Combat--------◇ V: Naval Combat *Naval regulations are simple. The genre uses terrain water to add more realism. Moving ships that can be destroyed or boarded are HIGHLY recommended as a boat script is added to the Tools/Script Kit for leaders. *Naval Combat raid rules are to be decided on leaders but a few ways to handle Naval Combat are as followed A. Elimination: Eliminate all crew on board a ship and the ship is considered sunken or no longer fit for usage in the raid B. Sink: Fire at the enemy ships with siege equipment equipped on boats until all ships are destroyed or no longer fit for usage (must be fair, equal amount for raiders) C. Flag Ship: One stationary ship (Your flag ship) and two moving ships. Once all players are eliminated, the opposing team wins. *HIGHLY* Recommended ◇--------Territory--------◇ VI. Territory A. Cities: To have your city accepted into the map, your group must meet all genre group requirements,it must meet all the requirements from the inspection and it must be set active. *Cities are your central force for your armies and in some cases fleets* B. Forts: To have a fort added into the map, your your group must meet all genre group requirements,it must meet all the requirements from the inspection and it must be set active. *Forts are used as protection for cities* *Limit to one fort per city* C. Camps: To make a camp your group needs to meet the genre requirements, along with inspection requirements. *Camps are usually just meant for temporary army movement or to set up a presence in a location* D. Ruins/RP Locations: Not able to be built, they are used for events such as "Artifact Hunts" and such. E. Units: Units on the map do not represent an actual number of active members in a faction, but instead show army locations on the map. F. Fleets: Fleets can only be built if the group has 6-10 ACTIVE members in it. For example: The Summerset Isles has 6 people in the navy, it can only have one fleet until it gets more members. Fleet size is limited for nations (2 per nation) G. Siege: To overtake an opponents city / fo####o###irst must raid the location and win. You CANNOT take over a camp, but instead the camp would be destroyed. *If the city is not built, the warring factions can wager off two cities to battle in an open field.* The winner of that battle would then proceed to "claim" the city. H. Geographical Location: Forts can be built ontop of these locations ◇--------FAQ--------◇ VII. Frequently Asked Questions A. How do I attack a city? * You can schedule a war or sign a war treaty with a nation and then plan out attacks. Remember attacks can only be sent from cities/fort/camp near your control. B. Can Guilds attack cities? * No guilds cannot attack cities, but guilds can attack and capture forts and destroy camps. C. How many bases/outposts can a guild have? * One per province (or two if the leader accepts the guild as an official guild of the province) *DISCLAIMER* SOME RULES ARE SUBJECT TO CHANGE. THE DOCUMENT YOU ARE READING MIGHT NOT BE UP TO DATE. REFER TO A MODERATOR+ IF YOU HAVE ANY QUESTIONS

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