Create-A-Village V3.5

Just a little fun for when you have time to kill

Create-A-Village V3.5

Postby Simonpet » Thu Nov 01, 2018 3:18 pm

Image
๐‚๐ซ๐ž๐š๐ญ๐ž-๐€-๐•๐ข๐ฅ๐ฅ๐š๐ ๐ž


It has been many years since this planet has given birth to life and sapient creatures. It is now time for people to band together for their safety and continued survival, but these lands are harsh and only the best can thrive.
Will your village be the one to show others the way, or is it doomed to be lost forever to the wilds?

Create-A-Clan | Fanclub | Marketplace | Readopt Hub

โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€

๐‘๐ฎ๐ฅ๐ž๐ฌ

[ 1 ] Follow all Chicken Smoothie rules.

[ 2 ] Your account must be at least 3 months old and have at least
100 forum posts to join CAV. You will be notified if you are not
eligible.

[ 3 ] Do not remake or copy the concept of this game without
permission from Katrione. Taking the game offsite is considered
copying.

[ 4 ] After 400 pages or sufficient changes to gameplay, the game
will be remade into a new thread by Simonpet.

[ 5 ] If you have a question about a player or the rules, contact the
staff and do not mini-mod.

[ 6 ] 3 warnings will result in 1 strike. Members with strikes cannot
participate in readoptions or the marketplace for 31 days following
the strike. 3 results will result in a permanent ban.

[ 7 ] Warnings are given for: repeatedly ignoring the rules,
harassment, etc. Harassment includes: begging for villagers, food,
allies, and/or enemies; repeatedly requesting to use someone
else's original coding and/or concept; cursing at staff and/or
players.
[ 8 ] Immediate bans are given for: plagiarizing any Create-A-Game,
double-accounting to play any Create-A-Game, threatening Create-
A-Game staff and/or players, etc.

[ 9 ] The functions of the game have been listed below. If you do
not follow them, a mod will message you to help you understand
the rules. If you ignore the mod, you will be given a warning and
continued disregard for the rules will result in a ban.

[ 10 ] Do not requote your post unless it has been skipped by your
mod.

[ 11 ] All images used in your post, either as decoration or as
reference, must be free-to-use. Credit links must be included in
your post.

[ 12 ] You may not restart your village until its 6th post. When
restarting, you may only take 5 villagers and animals (total),
although bonded dragons do not count as part of the total.

Additional rules may be added, so check back regularly!

โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€

๐•๐ข๐ฅ๐ฅ๐š๐ ๐ž ๐จ๐Ÿ ๐ญ๐ก๐ž ๐’๐ค๐ฒ
[ Head Chief: owner ]
Simonpet
[ Apprentices: mini-mods ]
Ayra22
[ Elders: retired staff ]
amethyst14
hazilnut
ilhdc7

โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€

๐•๐ข๐ฅ๐ฅ๐š๐ ๐ž ๐จ๐Ÿ ๐ญ๐ก๐ž ๐‹๐จ๐ฌ๐ญ
[ Nomads: banned ]
838393 | 928429
852726 | 979750
[ Probationaries: strikes ]
none
[ Scoundrels: warnings ]
none

โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€

๐ƒ๐ข๐ซ๐ž๐œ๐ญ๐จ๐ซ๐ฒ

Rules | Villages | Getting Started | Village Actions | Appearance | Food | Ranks/Format | Adoptions | Crafting | Achievements
Last edited by Simonpet on Sun Feb 04, 2024 4:42 pm, edited 18 times in total.
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List of Villages

Postby Simonpet » Thu Nov 01, 2018 3:20 pm

๐•๐ข๐ฅ๐ฅ๐š๐ ๐ž๐ฌ


โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€


โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€

๐ƒ๐ข๐ซ๐ž๐œ๐ญ๐จ๐ซ๐ฒ

Rules | Villages | Getting Started | Village Actions | Appearance | Food | Ranks/Format | Adoptions | Crafting | Achievements
Last edited by Simonpet on Sun Feb 04, 2024 4:46 pm, edited 23 times in total.
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Getting Started

Postby Simonpet » Thu Nov 01, 2018 3:20 pm

๐†๐ž๐ญ๐ญ๐ข๐ง๐  ๐’๐ญ๐š๐ซ๐ญ๐ž๐
If it is your first time posting, you will need to set up a starting post describing your village. All starting posts must include a name, a list of foods, and a list of species found in your territory. If you plan on changing the names or ranks or adding ranks for your village, you must also include them in your starting post. You may include your villageโ€™s belief system, villageโ€™s nature, reputation, territory, and general personality.

A mod will quote your starting post and give you your new head chiefโ€™s traits, officially founding your village. After receiving your founder, you can decide their name, age (minimum of 20 years), and sex/gender. For every post made after your starter, we expect you to use the post format available below or a modified version containing the same information.

Should you decide not to continue your village, you can contact your mod to disband or restart it. If you are restarting, you may take a maximum of five villagers and/or skilled animals from your previous village to your new one. The rest of your villagers may be adopted out by members of the staff or be considered deceased.

Important note:
If you do not specify what species can join your village, your mod will assume that only humans can join. Similarly, if you do not specify if you prefer natural or fantasy traits, your mod will use all colors available.

Appearance
    Your mod will post a description of what your villager looks like, which by default includes their skin tone, hairstyle and color, eye color, species, and fertility. You may use a free-to-use character creator or picture if you wish, but it must follow the description given to you. If you do not list descriptions in your post, you must give their description during births for the purposes of generating children.

    Your mod will use the following acronyms when giving a description: ST (primary color) / HS (style/texture) / HC (accent color) / EC (eye color) / X (fertile) or Y (infertile) / species.
Getting More People
    After you receive your founder, youโ€™ll soon be looking for ways to fill out your villageโ€™s ranks! There are multiple methods for acquiring new villagers, both within your posts and within the CAV community. In your posts, you may send your villagers out on border and scout patrols to chance an encounter with nomads. You can also send your head chief or shaman to the ancestors to request a new villager. For non-specific requests you will be allowed to pray to the ancestors every other post. However, specific requests like linking a specific picture, asking for a villager with specific traits, or asking for twins with non-specific traits are limited to every other ancestral request. Within the community, you can acquire more villagers through disbanded village adoptions and staff-led events. You will be allowed to pick your new villagerโ€™s name, sex/gender, age, and rank if applicable.
Aging and Death
    In every post, you must age your villagers and skilled animals up by one year (i.e. a guard who was 25 years old in one post will be 26 years in the next). You may not alter your villagersโ€™ or skilled animalsโ€™ base ages if they have been present in more than one post or if they came with a specified age/age range from a readopt event. At 8 years, you can move children into your villageโ€™s tester rank and at 13, you can move testers into your apprentice rank. It is up to you to decide when your villagers retire, but your mods may begin to encourage you to do so once they reach around 70 years for a short-lived species and around 120 years for a long-lived species.

    There are currently five ways for your mod (and infinite ways for you) to kill off your villagers: old age, complications during birth, animal attacks, starvation, and untreated illnesses and injuries. You may mark down who you do not want to be killed with a symbol or mod note but please make it clear somewhere in your post what the symbol means so that your mod knows not to kill off those specific villagers.

    [ Old Age ]
      Villagers are divided into two groups: short-lived (any species that lives until 150 years) and long-lived (any species that lives until 200 years). Please check the species list for which species are short-lived and which are long-lived. Once a short-lived villager hits 100 years or a long-lived villager hits 150 years, your mod will begin rolling to see if they pass on from old age. When the villager hits their maximum age, they will automatically pass.
    [ Birth Complications ]
      Depending on the season or general health of the mother, complications may occur during births. You may end up losing any number of the children, the mother, or the entire family. If you have the mother marked as not to be killed, you may still lose the children to complications. You can have a shaman assist the mother to lessen the chance of complications.
    [ Animal Attacks ]
      Occasionally, a border patrol might come across a group of animals that want nothing more than peace and quiet. The disturbance causes the animals to attack your patrol, which often causes injuries and occasionally deaths. If the injuries are not treated in a timely manner, the villager or skilled animal injured may suffer a permanent consequence or die.
    [ Starvation ]
      After your first five posts, if your village runs out of food or you decide not to feed your villagers and skilled animals, they will begin dying off, one per post without food, starting with the youngest skilled animals and ending with the oldest villagers.
    [ Illnesses and Injuries ]
      While out on patrols, your villagers and skilled animals may become sick or injured. You will be given the severity of the sickness/injury and what needs to be done to cure it. If you do not take care of a sick/injured villager or skilled animal, they may suffer a permanent consequence or die.
Skilled Animals
    There are many types of skilled animals that can help with various tasks, from helping your villagers catch more prey to speeding your travel to the marketplace. All of these effects are cumulative, which means that each animal gives you another roll of the dice. In addition to the list below, you can reach out to Simonpet for an alternate list of animals. Animals from different lists can breed and your mod will decide which variant their offspring will be.

    Skilled animals also require food to survive, but they are more limited than villagers in what they can eat. Cats, dogs, dragons, and fire-lizards require meat. Cows, horses, and sheep require fruits or vegetables. Birds and foxes can eat any type of food.

    Skilled animals can breed twice in their lifetimes. In each breeding, cats, dogs, and foxes will yield 2-5 young, cows, horses, and sheep will yield 1-2 young, and birds, dragons, and fire-lizards will yield 2-8 eggs with a 10% failure rate.

    [ Bird ]
      Birds can be placed on gathering or scouting patrols, and guarantee +1 seed in the former or +1 gatherer in the latter. They need a handler, who can own a maximum of 3 birds. For each additional bird a handler owns, the chance of the bird escaping is reduced. They can live to be 20 years.
    [ Cat ]
      Cats reduce the chances of your villagers getting sick and keep the pest population down by having a 30% chance of finding 1-4 carnivore scraps per post. They can live to be 15 years.
    [ Cow ]
      Cows can be placed on farming duty, and guarantee more items from your crops plus 1-4 herbivore scraps per blooming. They can also be killed before their maximum age to give +1 cow meat and 1-4 leather. They can live to be 22 years.
    [ Dog ]
      Dogs can be placed on border or scouting patrols, and greatly reduce the chances of injuries and deaths. They also keep the pest population down by having a 30% chance of finding 1-4 carnivore scraps per post. They can live to be 13 years.
    [ Dragon ]
      Dragons can be placed on hunting or scouting patrols, and slightly increase the amount of extra prey in the former or greatly reducing the chances of injuries and deaths in the latter. If taken to the marketplace by a party of at least 10 villagers, the travel time is reduced by 1 post. They need a handler and will die when the handler dies.
    [ Fire-Lizard ]
      Fire-Lizards can be placed on border patrols to increase the amount of materials and items found. They need a handler, who can own a maximum of 3 fire-lizards. For each additional fire-lizard a handler owns, the chance of the fire-lizard escaping is reduced. They can live to be 15 years.
    [ Fox ]
      Foxes can be placed on hunting or border patrols to greatly increase the amount of extra prey in the former or guarantee +1 hunter in the latter. They can live to be 10 years.
    [ Horse ]
      Horses can be placed on hunting or border patrols, and moderately increase the amount of extra prey in the former or greatly reducing the chances of injuries and deaths in the latter. They need a handler, who can own a maximum of 3 horses. For each additional horse a handler owns, the chance of the horse escaping is reduced. They can live to be 30 years.
    [ Sheep ]
      Sheep can be sheared every other post to give +1 wool. They can also be killed before their maximum age to give +1 mutton and 1-4 leather. They can live to be 12 years.
Feeding
    For your first five posts, your villagers will be in a fasting period where they do not need to be fed. It is recommended that you use this time to send your villagers out on hunting and gathering patrols to stock up before your sixth post, where you will need to begin feeding your village lest they starve to death. The more villagers on your patrol, the more prey, veggies, and fruits they will find.

    In your starting post, you will list the available food items: four meats, three vegetables, and three fruits. You may temporarily add more food through bartering at the marketplace, which will be described later. Please keep in mind that your serving sizes will need to be kept balanced, with some food items offering fewer servings and others offering more. After receiving your head chief and starting up your villageโ€™s first official post, please remember to fill in the food section with your preferred set.

    If you run out of food or choose not to feed your village, villagers and skilled animals will begin dying of starvation beginning with the youngest skilled animals and ending with the oldest villagers. Food cannot be requested, so make sure to set up hunting and gathering patrols in your early posts! Below is a brief explanation of serving sizes and the amount of servings required per villager.

    [ Meats: birds, fish, and mammals ]
      Small - 1 serving
      Medium - 3 servings
      Large - 6 servings
      Extra large - 10 servings
    [ Vegetables/Grains: grains, leaves, roots, and stems ]
      Small - 2 servings
      Medium - 3 servings
      Large - 4 servings
      Extra large - 5 servings
    [ Fruit: seed-bearing structures ]
      Small - 1 serving
      Medium - 2 servings
      Large - 3 servings
      Extra large - 4 servings
    [ Servings Needed ]
      Villagers aged 0-7 years will not need servings
      Villagers aged 8-20 years will need ยฝ of a serving
      Villagers aged 21+ years will need 1 serving
      Skilled animals will need ยผ of a serving
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๐ƒ๐ข๐ซ๐ž๐œ๐ญ๐จ๐ซ๐ฒ

Rules | Villages | Getting Started | Village Actions | Appearance | Food | Ranks/Format | Adoptions | Crafting | Achievements
Last edited by Simonpet on Sun Feb 04, 2024 4:47 pm, edited 3 times in total.
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Actions and Interactions

Postby Simonpet » Thu Nov 01, 2018 3:22 pm

๐•๐ข๐ฅ๐ฅ๐š๐ ๐ž ๐€๐œ๐ญ๐ข๐จ๐ง๐ฌ
Now that your village has been established, you may begin crafting its story. However, there are things to keep in mind so that your village wonโ€™t die off too quickly. Your villagers have duties that they need to fulfill, although you decide who does what and when. In the "actions" section of your posts, you will list what action your villagers and skilled animals perform: going out on a hunting, gathering, border or scout patrol, researching medicine, becoming partners and/or trying for children, completing testing and training sessions, crafting items, and going to-and-from the marketplace. You will always be required to mention what food and serving amount your village has consumed for each post. If your village has traditions that are outside the actions listed above, feel free to add them in separately so that your mod can introduce random events as a response.

In your first 5 posts, villagers can be assigned to any patrol--or even multiple patrols! After this, you should remember to place your villagers on the patrols designated by their ranks and to perform more than one action, or else they have an increased chance of injury and illness because they are unfamiliar with the duty or have overstretched themselves. If your story requires that a villager change their rank, such as from shaman to hunter, please reach out to your mod and inform them of the planned change.

Hunting and Gathering Patrols
    Hunters and gatherers are the backbone of your village, as they will be providing the food they need to survive. Although no more than 6 villagers can be placed on one patrol, you can add as many items or animals as are relevant and whose handlers are on the patrol. The more hunters and gatherers you add to a patrol, the more food they will bring back. In the spring and summer, your villagers will find more food and seeds while in the fall and winter, you will find less and possibly none. It is advised that you size your patrols accordingly.
Farming
    The only way to start a farm is with seeds, which can be found on gathering patrols. To plant a seed, post a gatherer tilling the soil (with or without a cow) and planting the seed. The seed may fail depending on the season but if the planting is successful, it will yield food after 2 posts. Your plants may bloom a maximum of 3 times but have a greater chance of wilting after each successful flowering. When you start, you may have a maximum of 5 seeds planted at any given time.
Border and Scout Patrols
    Guards and scouts protect your village from within and outside of its borders. Although no more than 6 villagers can be placed on one patrol, you can add as many items or animals as are relevant and whose handlers are on the patrol. On border patrols, your guards can find nomads and items or materials, or you may be attacked by an animal. On scouting patrols, your scouts can find nomadic groups, skilled animals, and items or materials, or you may be attacked by an animal. On both patrols, your villagers may get injured through various means.
Medicinal Research
    Your shamans have perhaps the most important job: be the trained healers and midwives of the village. Shamans have knowledge points (KP) which represent how many people they can treat at once and the complexity of injuries they can deal with. There are two ways to earn KP: a shaman can research medicine, or they can gain it by healing villagers and helping during births. A shaman can heal 1 person for every 10 KP they have. Therefore, a shaman can see 1 person with 1-10 KP, 2 people with 11-20 KP, 3 people with 21-30 KP, etc.
Families and Children
    Without children, your village would eventually die out. As you decide which villagers you would like to start raising families, you can do this in one of two ways: have them birth children inside or outside of wedlock. In order to have children inside wedlock, you must mention which villagers are becoming partners and are trying for children in your action queue. In order to have children outside wedlock, simply post which (fertile) villagers are trying for children. Although "partner" is used in the following paragraphs, you may have polyamorous relationships between your villagers.

    Please remember that villagers cannot become partners and/or have children until they are at least 18 years and have graduated from apprenticeship. Additionally, children conceived through dubious or non-consensual relationships are not allowed. You will be banned and reported if you are found to have tried to achieve children through these means.

    By default, a mod will assume the partners have tried for children unless stated otherwise. You can keep a permanent reminder in your posts if you do not want your villagers to automatically try for children. When a female (or specified birthing parent) becomes pregnant, her pregnancy length will differ based on whether she is a SL or LL species. If she is SL, she will remain pregnant for one post and if she is LL, she will remain pregnant for two posts. She will then give birth to 1-4 children. Once born, the mother or a surrogate parent, who can care for up to 4 children, must care for the children until they become testers. Parents can try for another child no fewer than 5 posts after the female gives birth.

    [ SL species ]
      Post 1: villagers attempt to get pregnant
      Post 2: villager is pregnant
      Post 3: villager goes into labor
      Post 4: villager gives birth
    [ LL species ]
      Post 1: villagers attempt to get pregnant
      Post 2: villager is pregnant
      Post 3: villager is pregnant
      Post 4: villager goes into labor
      Post 5: villager gives birth
    Biological parents do not need to be male and female, only fertile. If the parents have alternate gender designations, tell your mod which parent you would like to act as the birthing parent or if you would like for both parents to have equal risk in birth rolls.
Testers and Apprentices
    When your children are at least 8 years of age, they are allowed to begin the process of finding and training for their job. Testers, children who are at least 8 years old, will look at a minimum of 4 jobs before they decide which one they will apprentice to. Apprentices, teenagers who are at least 13 years old, will learn at least 4 skills for their trade before graduating.

    Both testers and apprentices can learn a new skill during each session, and you are allowed to provide your mod with a list of potential skills your apprentices can learn. Testers can begin their apprenticeships as soon as they have tested at least 4 ranks but apprentices are required to take an assessment, the results of which will be rolled by your mod, before they graduate. If an apprentice fails, you can have them retake the assessment in your next post.

    One adult can take on as many apprentices as they want. Once they have 4 or more apprentices, the likelihood of an apprentice failing to learn a skill is substantially increased but there is also a chance for an apprentice to learn two skills in their session. Similarly, if there are 4 or more testers looking at a profession simultaneously, there is a chance for some testers to fail the session.
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๐•๐ข๐ฅ๐ฅ๐š๐ ๐ž ๐ˆ๐ง๐ญ๐ž๐ซ๐š๐œ๐ญ๐ข๐จ๐ง๐ฌ
Your village isn't the only one out there! There are a number of others trying to found successful villages. You can interact with them through the marketplace, a separate roleplaying thread, by becoming allies or enemies, or through border relationships.

The marketplace allows you to roleplay with other players, allowing you to develop friendships or acquire allies and enemies. Although youโ€™re not required to use the marketplace to make these connections, itโ€™s a fun way to develop your characters and expand your villageโ€™s world.

The Marketplace
    The marketplace is where your villagers can barter with other villages, or buy and sell directly from the gods. In order to participate, you must post your villagers (no more than 15) travelling to the marketplace, with their named goods as an action, where they will stay until you post them returning with their named goods. Villagers at the marketplace cannot be used for any activities other than birthing while they are away but will still count in your servings needed.

    When your villagers travel to the marketplace, the time taken for them to return depends on the party size. Parties of 1-3 villagers can return in your next post. Parties of 4-6 can return in 2 posts. Parties of 7-9 can return in 3 posts. Parties of 10-12 can return in 4 posts. Finally, parties of 13-15 can return in 5 posts. Horses can be used to speed the return; each horse lets the party return 1 post sooner. Dragons can also be used to speed the return but can only be taken with parties of 10-15 villagers; each dragon lets the party return 1 post sooner.

    Your villagers can bring one item each unless they use a bag, which increases the amount of items one villager carries to the marketplace. Items taken do not have to return to the village but villagers cannot return with more items than the party size and bag allow.
Allies and Enemies
    Through the marketplace, fanclub, and discord server (ask a mod for the link), you can find potential allies and enemies for your village. Allies usually act friendly towards each other, resolving disputes without fighting and offering aid in times of need. You can trade villagers with allies and request aid if you are being attacked by an enemy. Enemies usually act hostile towards each other, which may lead to fighting. With permission from all players, you can send out raiding parties which have a risk of injuring or killing villagers on either side.
Borders
    Through the fanclub and discord server, you can find villages to border your own. This allows for easy access to allies and enemies, and helps expand your villageโ€™s world. With permission from both players, you can also set up a protector/protectorate relationship that functions similarly to allying, although one village will have more responsibility for the other in-story.
โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€

๐’๐ž๐š๐ฌ๐จ๐ง๐ฌ
Each season lasts one real-life month and will affect the results of each reply. When your mod replies to your post, they will mention which season it is. Occasionally, there may be seasonal events that can bring great rewards or great suffering to your village.

Spring
    During the spring, births will be smooth and the chances of mothers and children dying will drop dramatically. As animals return to their summer ranges and plants begin to bloom, your villagers will find more food and nomads who wander through their territory. The odds of sickness begin to drop.
Summer
    During the summer, villagers will find the most food as animals have returned in full force while wild plants have reached their peak. The beautiful weather invites smoother births and fewer illnesses.
Autumn
    During the autumn, births will begin to increase in difficulty. Food availability will drop as animals begin to migrate and plants start to die. Fewer nomads are to be found and the odds of sickness begin to rise.
Winter
    During the winter, your villagers have the highest failure rate when looking for food and the odds of birth complications are at their peak. Additionally, villagers are more prone to illnesses and might die from even a mild cold if not taken care of properly.
โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€

๐ƒ๐ข๐ซ๐ž๐œ๐ญ๐จ๐ซ๐ฒ

Rules | Villages | Getting Started | Village Actions | Appearance | Food | Ranks/Format | Adoptions | Crafting | Achievements
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Appearance

Postby Simonpet » Thu Nov 01, 2018 3:24 pm

๐€๐ฉ๐ฉ๐ž๐š๐ซ๐š๐ง๐œ๐ž

Primary Color - ST
    Villagers have a base skin, scale, feather, or covering tone which will be picked from this list. Natural colors include rows A-F while fantasy colors include rows G-M. Your villagerโ€™s trait list will use the number and not the name of the color (ex: ST - C4).
Style/Texture - HS
    Villagers can have a hair and/or horn style or a body and/or internal texture, which will be picked from this list of hairstyles or this list of horn styles by DadjokeNess. Your villagerโ€™s trait list will use an abbreviated version of the style (ex: HS - AC).
Accent Color - HC
    Hair and accent color will be picked from this list. Natural colors include a range of the black, brown, ginger/red, blonde, and gray/white colors while fantasy colors include all โ€œdyedโ€ colors. Your villagerโ€™s trait list will use the number and not the name of the color (ex: HC - 10).
Eye Color - EC
    Eye color will be picked from this list by myoijin on dA. Natural colors include rows 1-7 while fantasy colors include rows 8-11. Your villagerโ€™s trait list will use the number and not the name of the color (ex: EC - B4).
List of Known Species
    If you wish to have any species other than human join your village, mention it in your starting post. See a species you want and it's not on this list? Feel free to add them in! Please note that some species have been collapsed into a single description (ex: centaurs, minotaurs, and cervitaurs are grouped under "taurfolk"). Additionally, although the species are categorized as "human-based", "animal-like", and "other", you may interpret the species however you like. For instance, if you want your sirens to be human in appearance as opposed to bird-human hybrids, no one will stop you. If you have any questions about a particular species, first look it up on this thread because it may be described in someone's starting post.

    [ Hybrids ]
      Hybrid species (i.e. half-angel) are not listed because there are infinite possibilities. Instead, please note which hybrids you would like for your village and your mod will keep track privately. You can also let your mod know if you would like to allow the children of two different species (ex: a "fairy" and an "orc") to be one or the other (i.e. "fairy" or "orc"), as a hybrid between them (i.e. "half-fairy/orc"), or as a generic "hybrid".
    [ Short-Lived and Long-Lived Species ]
      Short-lived (SL) species have an average lifespan of 70-150 years, and will be eligible for old age death rolls starting at 100 years. Long-lived (LL) species have an average lifespan of 120-200 years, and will be eligible for old age death rolls starting at 150 years. Hybrids of SL and LL species will always be SL. Hybrids of two SL species will also be SL, while hybrids of two LL species will also be LL.
[ SL: Human-Based ]
Demigod
Dwarf
Fairy
Goblin
Hobbit
Hobblin
Human
Iryad
Na'vi
Nisse
Orc
Peri
Powered human
Spacefolk
Tufte imp
Veela
Warlock
[ SL: Other ]
Devil
Elemental
Erinye/Fury
Geppettin
Ghoul
Kijin
Kitsune
Nixie/Nokken
Oni
Shapeshifter
Werefolk (involuntary shifter)
x
[ SL: Animal-Based ]
Animalkin/Anthro
Dragonborn
Fawn/Satyr
Insectipod
Kenku
Kobold
Lizardfolk/Reptilian
Merfolk
Scorpifolk
Taurfolk
Tiefling
Winged person

โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€

[ LL: Human-Based ]
Draugr/Revenant
Elf
Fae/Fey
Firbolg
Gnome
Nephilim
Titan
Troll
Valkyrie
Vampire
Witch/Wizard
[ LL: Other ]
Angel
Being of Chaos
Cybertronian
Demon
Dryad
Ent
Gargoyle
Ghost
Golem
Huldra/Huldrekall
Naiad
Nymph/Sylph
Robot
Warforged
[ LL: Animal-Based ]
Gorgon
Harpy
Naga
Phoenix
Siren

โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€

๐ƒ๐ข๐ซ๐ž๐œ๐ญ๐จ๐ซ๐ฒ

Rules | Villages | Getting Started | Village Actions | Appearance | Food | Ranks/Format | Adoptions | Crafting | Achievements
Last edited by Simonpet on Sun Feb 04, 2024 4:49 pm, edited 12 times in total.
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Food

Postby Simonpet » Thu Nov 01, 2018 3:25 pm

๐…๐จ๐จ๐ ๐’๐ž๐ซ๐ฏ๐ข๐ง๐ ๐ฌ

Small: meat (1s), vegetables (2s), fruits (1s)

[ Meat ]
Acouchi
Ant
Bat
Carp (S)
Fish (S)
Frog
Grub
Hare
Mole
Mouse
Mussel
Rabbit
Shrimp
Squirrel
Tropical bird
[ Fruit ]
Ackee
Bilberry
Blackberry
Blueberry
Boysenberry
Bunchberry
Cherry
Cloudberry
Coffee plant
Eyeberry
Fig
Gooseberry
Grape
Hazelnut
Passion fruit
Redfruit
Sea grape
Strawberry
[ Vegetable ]
Cassava
Cherry tomato
Chickweed
Dandelion greens
Fiddlehead
Glowing mushroom
Leaf (S)
Mushroom
Oat
Radish
Rice
Wheat

โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€

Medium: meat (3s), vegetables (3s), fruits (2s)

[ Meat ]
Badger
Beaver
Beetle (M)
Boar (M)
Catfish
Chicken
Cod
Cony
Duck
Fish (M)
Goat
Goose
Heron
Mackerel
Monkey
Muskie
Perch
Pig
Porgy
Sheep/Mutton
Sheepshead
Tench
Tentacled horror
Venomous fiend
White-Bait
Wood pigeon
[ Fruit ]
Apple
Avocado
Banana
Bloodfruit
Chorus fruit
Cupuaรงu
Dragonfruit
Mango
Medlar
Moonflower fruit
Orange
Peach
Pear
Plantain
Plum
Pomelo
Starfruit
[ Vegetable ]
Asparagus
Bean
Beet
Beetroot
Broccoli
Carrot
Chayote
Hopniss
Leaf (M)
Onion
Pepper
Potato
Rhubarb
Rotblossom
Seagrass
Tomato
Turnip

โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€

Large: meat (6s), vegetables (4s), fruits (3s)

[ Meat ]
Caribou
Capybara
Cormorant
Cow/Bovine
Deer
Elk
Fish (L)
Lesser monstrosity
Lizard (L)
Reindeer
Salmon
Seal
Squid
Sturgeon
Trout
Tuna
Wherry
[ Fruit ]
Cantaloupe
Coconut
Honeydew
Mangosteen
Pineapple
Pomegranate
x
[ Vegetable ]
Bamboo shoot (L)
Bonestalk
Corn/Maize
Cucumber
Lettuce
Spinach
Zucchini

โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€

Extra large: meat (10s), vegetables (5s), fruits (4s)

[ Meat ]
Alligator
Auroch
Bird (XL)
Boar (XL)
Fanged behemoth
Goliath grouper
Kudu
Moose
Musk ox
Shark
Walrus
Yak
[ Fruit ]
Durian
Honey melon
Jackfruit
Papaya
Watermelon
x
x
x
[ Vegetable ]
Algae
Butternut squash
Dulse
Eggplant
Kelp
Pumpkin
Seaweed
Spaghetti squash

โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€

๐ƒ๐ข๐ซ๐ž๐œ๐ญ๐จ๐ซ๐ฒ

Rules | Villages | Getting Started | Village Actions | Appearance | Food | Ranks/Format | Adoptions | Crafting | Achievements
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Ranks and Format

Postby Simonpet » Thu Nov 01, 2018 3:33 pm

๐‘๐š๐ง๐ค๐ฌ

There are many ranks in a village, typically led by the head chief and their council of chiefs and elders. While you can always add or rename the following ranks, you must have a stated equivalent.

    [ Head chief ] The head chief is the leader of the village, and typically has the final say in any matter.

    [ Shaman ] The shamans are the healers of their village.

    [ War chief ] The war chief oversees the guards and makes reports to the head chief about the villageโ€™s safety.

    [ Guards ] Guards protect the village from predators, enemies, and raids by going on border patrols.

    [ Scout chief ] The scout chief oversees the scouts and makes reports to the head chief about their findings.

    [ Scouts ] Scouts inform the village of findings beyond the immediate borders of their village through scout patrols.

    [ Hunting chief ] The hunting chief oversees the hunters and makes reports to the head chief about their successes.

    [ Hunters ] Hunters catch prey to feed the village by going on hunting patrols.

    [ Gathering chief ] The gathering chief oversees the gatherers and makes reports to the head chief about their successes.

    [ Gatherers ] Gatherers look for fruits, vegetables, and seeds on gathering patrols. Sometimes, they may start a farm near their village.

    [ Apprentices ] Apprentices, villagers typically between 13-16 years, will learn from an adult (a shaman, guard, scout, hunter, or gatherer) in preparation to becoming full members of the village. They need to learn a minimum of 4 skills before they can graduate. If an apprentice does not meet the requirements, your mod will bar them from graduating until they do. Multiple apprentices can learn from the same adult, which increases their chances of learning two skills but also increases their chances of failure.

    [ Testers ] Testers, villagers typically between 8-12 years, will spend a year helping every chief, sometimes including the shaman, before deciding which job to pursue. They need to test--either successfully or unsuccessfully--a minimum of 4 professions before they can become apprentices. If a tester does not meet the requirement, your mod will bar them from graduating until they do.

    [ Caregivers ] Caregivers are parents currently caring for children or are individuals helping working parents care for their children. A single caregiver can care for a maximum of four children, irrespective of whether they are related to them.

    [ Children ] Children are villagers between the ages of 1-7 years.

    [ Elders ] Elders are villagers who have retired due to old age or infirmity. They, along with the chiefs and shaman, make up the head chiefโ€™s council.
โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€

๐๐จ๐ฌ๐ญ ๐…๐จ๐ซ๐ฆ๐š๐ญ

After your first post, you will use the following format in every post to keep track of your village. Replace the "N/A" with the given traits of your villager. If you edit this format, it must include the following elements (unless given in an archive linked in the post and continuously updated with accurate information): a section detailing the date of the next ancestral request, a list of all villagers and skilled animals currently living in the village, a list of all current food/items, and a list of all current mentors.

    Code: Select all
    [center][size=150][b]Your Village's Name[/b][/size]
    [size=85][b]Total Villagers:[/b] Here ([b]8-20 yo:[/b] Here | [b]21+ yo:[/b] Here)
    [b]Total Animals:[/b] Here ([b]Carnivores:[/b] Here | [b]Omnivores:[/b] Here | [b]Herbivores:[/b] Here)
    [b]Servings Needed:[/b] Here | [b]Number of Seeds Allowed:[/b] Here
    [b]Next Visit to Ancestors:[/b] Here
    [b]Yemons:[/b] Here

    Put your post of what your people are doing here

    [b]Put your summary of actions performed here[/b][/size][/center]
    [left][list][size=85][b]Head Chief[/b]
    Name | Gender | Age
    โ†ช N/A

    [b]Shaman[/b]
    Name | Gender | Age | Knowledge Points
    โ†ช N/A

    [b]War Chief[/b]
    Name | Gender | Age
    โ†ช N/A

    [b]Guards[/b]
    Name | Gender | Age
    โ†ช N/A
    Name | Gender | Age
    โ†ช N/A

    [b]Scout Chief[/b]
    Name | Gender | Age
    โ†ช N/A

    [b]Scouts[/b]
    Name | Gender | Age
    โ†ช N/A
    Name | Gender | Age
    โ†ช N/A

    [b]Hunting Chief[/b]
    Name | Gender | Age
    โ†ช N/A

    [b]Hunters[/b]
    Name | Gender | Age
    โ†ช N/A
    Name | Gender | Age
    โ†ช N/A

    [b]Gathering Chief[/b]
    Name | Gender | Age
    โ†ช N/A

    [b]Gatherers[/b]
    Name | Gender | Age
    โ†ช N/A
    Name | Gender | Age
    โ†ช N/A

    Apprentices
    Name | Gender | Age
    โ†ช N/A
    Name | Gender | Age
    โ†ช N/A

    [b]Testers[/b]
    Name | Gender | Age
    โ†ช N/A
    Name | Gender | Age
    โ†ช N/A

    [b]Caregivers[/b]
    Name | Gender | Age
    โ†ช N/A
    Name | Gender | Age
    โ†ช N/A

    [b]Children[/b]
    Name | Gender | Age
    โ†ช N/A
    Name | Gender | Age
    โ†ช N/A

    [b]Elders[/b]
    Name | Gender | Age
    โ†ช N/A
    Name | Gender | Age
    โ†ช N/A[/size][/list][/left][right][size=85][b]Ally Villages[/b]
    Village Name | Username
    Village Name | Username

    [b]Enemy Villages[/b]
    Village Name | Username
    Village Name | Username

    [b]Border Villages[/b]
    North | Village Name | Username
    East | Village Name | Username
    South | Village Name | Username
    West | Village Name | Username

    [b]Food Storage[/b]
    Meat 1 | amount | servings
    Meat 2 | amount | servings
    Meat 3 | amount | servings
    Meat 4 | amount | servings
    Veg. 1 | amount | servings
    Veg. 2 | amount | servings
    Veg. 3 | amount | servings
    Fruit 1 | amount | servings
    Fruit 2 | amount | servings
    Fruit 3 | amount | servings

    [b]Item Storage[/b]
    Item Name | amount | uses left/craftable
    Item Name | amount | uses left/craftable

    [b]Pets[/b]
    Name | Gender | Age | Type | # of times bred | [url=link]Looks[/url]
    Name | Gender | Age | Type | # of times bred | [url=link]Looks[/url]

    [b]Mentors[/b]
    Mentor | Apprentice | Profession | No. of training sessions
    Mentor | Apprentice | Profession | No. of training sessions

    [b]Deceased[/b]
    Name | Cause of Death
    Name | Cause of Death

    [b]Family[/b]
    Name and Name | Kids
    Name and Name | Kids[/size][/right]
โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€

๐ƒ๐ข๐ซ๐ž๐œ๐ญ๐จ๐ซ๐ฒ

Rules | Villages | Getting Started | Village Actions | Appearance | Food | Ranks/Format | Adoptions | Crafting | Achievements
Last edited by Simonpet on Sun Feb 04, 2024 4:51 pm, edited 17 times in total.
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Adoptions

Postby Simonpet » Thu Nov 01, 2018 3:35 pm

๐€๐๐จ๐ฉ๐ญ๐ข๐จ๐ง ๐‚๐ž๐ง๐ญ๐ž๐ซ

As your village grows, you may not have enough time to care for children from infancy or you may have partnerships who cannot bear children naturally. Have no fear! The adoption center finds lost or abandoned children between the ages of 1-14 years and gives them to villages looking to provide them a home. Before you adopt, below are some rules you must follow.

You can either adopt a premade child or a semi-customized child. Premade children come with ready-made traits and species, while you can choose one trait (excluding age) and the species of your child if semi-customized.

Rules
    [ 1 ] In order to be eligible to adopt, a village must have at least 20 villagers and at least one partnership or family that has been noted in its archives. This partnership can be heterosexual, homosexual, and/or polygamous. Single parents are allowed to adopt, so long as the village has at least 20 villagers and one other partnership or family.
    [ 2 ] A village can adopt one child every other post or two children every 4 posts. If a village adopts two children, they can adopt two premade, two semi-customized, or one of each. Villages found to be breaking this rule will not be allowed to adopt the requested child(ren).
    [ 3 ] A village cannot change the traits or age of the adopted children. The age given is the age these children will be in their first post.
Form
    The following form must be put somewhere in your post if you wish to adopt a premade child.
    Code: Select all
    [size=85][b][u]I wish to adopt premade![/u][/b]
    [b]Code of Child(ren):[/b]
    [b]Name of Child(ren):[/b]
    [b]Designated Parent/Partnership:[/b][/size]


    The following form must be put somewhere in your post if you wish to adopt a semi-customized child.
    Code: Select all
    [size=85][b][u]I wish to adopt semi-customized![/u][/b]
    [b]Name of Child(ren):[/b]
    [b]Chosen Trait:[/b]
    [b]Chosen Species:[/b]
    [b]Designated Parent/Partnership:[/b][/size]
Available Premade Children
    01 โ–บ ST - B3 / HS - HW / HC - 65 / EC - H3 / X / human / 14 years
    02 โ–บ ST - D7 / HS - S / HC - 18 / EC - F4 / X / human / 9 years
    03 โ–บ ST - B5 / HS - HW / HC - 13 / EC - G3 / X / human / 14 years
    04 โ–บ ST - C8 / HS - AC / HC - 23 / EC - F2 / X / human / 14 years
    05 โ–บ ST - F4 / HS - HC / HC - 7 / EC - F7 / Y / human / 9 years
    06 โ–บ ST - A6 / HS - S / HC - 32 / EC - F3 / X / human / 4 years
    07 โ–บ ST - I8 / HS - AC / HC - 65 / EC - H1 / X / human / 12 years
    08 โ–บ ST - D2 / HS - HC / HC - 28 / EC - D4 / Y / human / 10 years
    09 โ–บ ST - G10 / HS - LW / HC - 15 / EC - H3 / X / human / 2 years
    10 โ–บ ST - L11 / HS - HW / HC - 28 / EC - D10 / X / human / 3 years
    11 โ–บ ST - A10 / HS - AC / HC - 3 / EC - E5 / X / nixie/nokken / 6 years
    12 โ–บ ST - B9 / HS - HC / HC - 24 / EC - E4 / X / vampire / 8 years
    13 โ–บ ST - B7 / HS - HC / HC - 13 / EC - G5 / X / nymph/sylph / 5 years
    14 โ–บ ST - E4 / HS - HC / HC - 3 / EC - H6 / Y / dragonborn / 6 years
    15 โ–บ ST - D2 / HS - S / HC - 1 / EC - D2 / X / taurfolk / 11 years
    16 โ–บ ST - C6 / HS - HW / HC - 61 / EC - F2 / X / nephilim / 4 years
    17 โ–บ ST - M11 / HS - LW / HC - 11 / EC - E2 / X / merfolk / 13 years
    18 โ–บ ST - D8 / HS - S / HC - 19 / EC - F7 / X / oni / 7 years
    19 โ–บ ST - B9 / HS - S / HC - 65 / EC - D3 / Y / elf / 13 years
    20 โ–บ ST - D4 / HS - LW / HC - 37 / EC - H2 / X / witch/wizard / 1 year

โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€

๐ƒ๐ข๐ซ๐ž๐œ๐ญ๐จ๐ซ๐ฒ

Rules | Villages | Getting Started | Village Actions | Appearance | Food | Ranks/Format | Adoptions | Crafting | Achievements
Last edited by Simonpet on Sun Feb 04, 2024 5:01 pm, edited 3 times in total.
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Crafting

Postby Simonpet » Fri Nov 02, 2018 7:50 am

๐‚๐ซ๐š๐Ÿ๐ญ๐ข๐ง๐ 
On border patrols, your guards may find materials that can be crafted into items with special uses. In order to craft these items, you must post an adult turning these materials into items. For example, you could post "[name] uses [number of materials] to make [item]" in your actions. Then, your mod will confirm that the item has been made and that the materials have been used. When you use an item, it counts as used even if the outcome was unfavorable or if the item was ultimately unnecessary.

Animals can also give you materials for crafting: cats, dogs, and cows can find scraps of food, cows and sheep can be killed for leather, and sheep can be sheared for wool. In turn, carnivore scraps can be used to feed carnivorous and omnivorous animals while herbivore scraps can be used to feed herbivorous and omnivorous animals.

Materials
    [ Ores and Stone ]
    Copper ore
    Gold ore
    Iron ore
    Silver ore
    Stone
    [ Natural Materials ]
    Cotton
    Herb
    Sand
    Twine
    Wood
    [ Animal Leavings ]
    Carnivore scrap - ยผ serving of meat
    Herbivore scrap - ยผ serving of fruit/vegetable
    Leather
    Wool

โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€

Items
    [ Other ]
      Glass - x2 sand
      Rope - x2 twine
      Steel - x2 iron ore

      Bag - x1 rope, x2/4/6/8 leather
      • Small bag - 4 uses, allows one person to transport 6 items to the marketplace
      • Backpack - 6 uses, allows one person to transport 8 items to the marketplace
      • Saddlebag - 8 uses, allows one person to transport 10 items to the marketplace
      • Wagon bag - 10 uses, allows one person to transport 12 items to the marketplace
      Greenhouse (and upgrades - x2 wood, x2 steel, x2 glass initially; x4 wood, x4 steel, x4 glass per upgrade
      • can only be built after completing the "Still Growing!" achievement
      • infinite uses; each upgrade permanently increases the number of seeds your village can plant simultaneously by 2
    [ Patrols: Food ]
      Compass - x1 copper, x1 glass, x1 wood
      • 2 uses, gives one gathering patrol +5 servings
      Spear - x1 wood, x1 stone/iron/steel
      • Stone spear - 2 uses, guarantees one hunting patrol +3 prey
      • Iron spear - 3 uses, guarantees one hunting patrol +4 prey
      • Steel spear - 4 uses, guarantees one hunting patrol +5 prey
    [ Patrols: Exploring ]
      Dagger - x1 wood, x1 leather, x1 stone/iron/steel
      • Stone dagger - 1 use, allows one person/animal of choice on a scout patrol to not be killed
      • Iron dagger - 2 uses, allows two people/animals of choice on a scout patrol to not be killed
      • Steel dagger - 3 uses, allows two people/animals of choice on a scout patrol to not be killed
      Jewelry - x3 glass/silver/gold
      • Glass jewelry - 1 use, attracts +2 nomads on one border patrol
      • Silver jewelry - 1 use, attracts +3 nomads on one border patrol
      • Gold jewelry - 1 use, attracts +4 nomads on one border patrol
      Pickaxe - x1 wood, x2 stone/iron/steel
      • Stone pickaxe - 2 uses, guarantees one border or scout patrol gathers +3 ore/stone
      • Iron pickaxe - 3 uses, guarantees one border or scout patrol gathers +4 ore/stone
      • Steel pickaxe - 4 uses, guarantees one border or scout patrol gathers +5 ore/stone
      Trap - x1 wood, x1 iron, x1 herbivore or carnivore scrap
      • 1 use, allows one scout patrol to have an extra 30% chance of finding a skilled animal
      Sword - x1 wood, x2 iron/steel
      • Iron sword - 2 uses, allows one person/animal of choice on a border patrol to not be killed
      • Steel sword - 3 uses, allows two people/animals of choice on a border patrol to not be killed
    [ Medicine ]
      Blanket - x3 wool
      • 1 use, reduces the posts of rest needed by 1
      Vial of medicine - x3 herb, x1 glass
      • 1 use, heals one sick/injured villager or gives a shaman +5 KP
โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€

๐ƒ๐ข๐ซ๐ž๐œ๐ญ๐จ๐ซ๐ฒ

Rules | Villages | Getting Started | Village Actions | Appearance | Food | Ranks/Format | Adoptions | Crafting | Achievements
Last edited by Simonpet on Sun Feb 04, 2024 5:02 pm, edited 3 times in total.
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Achievements

Postby Simonpet » Fri Nov 02, 2018 7:51 am

๐€๐œ๐ก๐ข๐ž๐ฏ๐ž๐ฆ๐ž๐ง๐ญ๐ฌ

As your village grows, you will pass a number of landmarks for which you can receive prizes. More achievements will be added periodically, so check to see if there is anything new! If you would like to suggest new achievements, please message the mods.

Each achievement can be earned once per village.


Form
    To claim your prizes, use the following form in your post. Your mod will check if the achievement is valid and will give you the prize in their next reply.

    Code: Select all
    [size=85][b][u]Iโ€™ve accomplished something![/u][/b]
    [b]Achievement(s) youโ€™ve accomplished:[/b] (here)
    [b]Total prizes:[/b] (here)[/size]
โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€

Gameplay
    [ When a Baby Laughs ]
    Meet your first village-born child.
    Prize: 5 yemons

    [ Tis Only a Flesh Wound! ]
    Receive your first injury.
    Prize: 10 yemons

    [ A Spoonful of Sugar ]
    Heal your first villager.
    Prize: 5 yemons

    [ For Whom the Bell Tolls ]
    Experience your first villager death from natural causes.
    Prize: x3 random items

    [ He Was Killed in the [blank] with a [blank] ]
    Experience your first villager death from murder.
    Prize: x3 random items

    [ Should Have Worn a Warmer Coat ]
    Experience your first villager death from the weather.
    Prize: x3 random items

    [ Sickbed Slaying ]
    Experience your first villager death from sickness.
    Prize: x3 random items

    [ Make it Look Like an Accident ]
    Experience your first villager death through an accident.
    Prize: x3 random items

    [ A Hunting Accident ]
    Experience your first villager death on a patrol.
    Prize: x3 random items

    [ Jack of All Trades ]
    Have at least one villager in every rank.
    Prize: x1 random item

    [ We Call Him "George" ]
    Get your first skilled animal from a patrol.
    Prize: 30 yemons
      [ Ol' McDonald ]
      Successfully plant your first seed.
      Prize: 10 yemons

      [ Reinventing the Wheel ]
      Craft your first item.
      Prize: 10 yemons
    Storytelling
      [ Enemy of Mine Enemy ]
      Make your first ally.
      Prize: x1 random item

      [ A Dish Best Served Cold ]
      Make your first enemy.
      Prize: x1 random item

      [ A Worldโ€™s Beginning ]
      Complete 7 scenes from the CAV Scenes Challenge.
      Prize: x50 yemons, 5 KP to any shaman(s)

      [ A Worldโ€™s Growth ]
      Complete 35 scenes from the CAV Scenes Challenge.
      Prize: x50 yemons, x1 Safe Cage, 10 KP to any shaman(s)

      [ A Fully Realized Creation ]
      Complete the CAV Scenes Challenge.
      Prize: x100 yemons, x1 Safe Cage, 20 KP to any shaman(s)

      [ Land of the Amazons ]
      With 20+ villagers, have at least 75% of your population be of one
      gender.
      Prize: x3 random items

      [ It Takes All Kinds ]
      Have 10+ different species of villagers.
      Prize: x3 random items

โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€

Size
    [ An Isolated Dwelling ]
    Receive your founder.
    Prize: 50 yemons

    [ Hamlet ]
    Reach a population of 20 villagers.
    Prize: 10 yemons

    [ Still Growing! ]
    Reach a population of 50 villagers.
    Prize: 25 yemons, x10 random food items, unlocks the Greenhouse

    [ Village ]
    Reach a population of 100 villagers.
    Prize: 50 yemons, x3 random items, x20 random food items

    [ Town ]
    Reach a population of 1,000 villagers.
    Prize: x100 yemons, x6 random items, x40 random food items
Other
    [ Hannigan or Warbucks? ]
    Adopt from the adoption center.
    Prize: x3 random items

    [ Thrift Shop Gal ]
    Buy your first item (food, animal, etc.) from the market.
    Prize: x5 random food items

    [ Savvy Merchant ]
    Sell your first item (food, animal, etc.) in the Gods' market.
    Prize: x5 random food items

    [ Savvy Barterer ]
    Trade your first item (food, animal, etc.) at the players' market.
    Prize: 10 yemons

    [ Savvy Breeder ]
    Own a third-generation animal.
    Prize: 30 yemons

โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€

๐ƒ๐ข๐ซ๐ž๐œ๐ญ๐จ๐ซ๐ฒ

Rules | Villages | Getting Started | Village Actions | Appearance | Food | Ranks/Format | Adoptions | Crafting | Achievements
Last edited by Simonpet on Sun Feb 04, 2024 5:03 pm, edited 2 times in total.
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