Ideas for major updates in Konquest version 2.0.
Monument Template Storage
Change the mechanic of how monument templates are stored. Instead of keeping the structure inside of a sanctuary in a standard game world, make a new void world with only a platform that has the structure on it. Admins can edit this structure in-game. The structure is also saved to a blueprint file, and these files can be imported or exported for sharing across servers.
Include some default monument template blueprints with the plugin, so players can immediately create kingdoms with default templates on new servers.
Create the world editing and blueprint mechanics to support scaling to other types of town structures, such as future district buildings.
Town Plots and District Buildings
Overhaul the town plot mechanic to include options to have specialized district buildings. Plots will have a variety of district types, some with buildings. These buildings are stored and edited the same way as monument templates. Every plot will keep the function of allowing specific players to build or access containers.
| District Type |
Profession bonus |
Building Template |
Notes |
| Residential |
None |
None |
Intended for players to build their own structures (houses, etc). |
| Market |
None |
None |
Always allows friendly players to build, for setting up chest shops. Provides passive income to town bank reserve. |
| Financial |
None |
Bank |
Adds extra interest income to town's money reserve. |
| Garrison |
Armorer, Weaponsmith, Fletcher |
Barracks |
Spawns town guard NPCs? Bonus armor and weapon items. |
| Industrial |
Leatherworker, Mason, Toolsmith |
Factory |
Spawns crafting materials. Bonus tool and rare crafting items. |
| Farming |
Butcher, Farmer, Shepherd, Fisherman |
Farm |
Spawns food. Bonus animal egg items, rare fishing items, seed items. |
| Education |
Librarian, Cartographer |
Library |
Spawns exp bottles. Bonus enchanted books, filled maps. |
| Holy |
Cleric |
Church |
Spawns potion materials. Bonus potions. |
District buildings have a number of critical blocks like monuments. When all critical blocks are destroyed, the enemy player gets a loot reward based on the district type. A destroyed district building partially removes the structure, leaving behind a "ruined" building, and the plot is removed. Capturing a town can preserve all of the plots and district buildings for the new controlling kingdom. If some blocks are broken but not all critical blocks, the building will regenerate from the template. Only enemy players can break the building structure, similar to the monument.
A town trade specialization based on a specific villager profession will boost a corresponding district building.
Loot Customization
Make loot tables for each type of town trade specialization, and provide monument loot based on the type.
Some district buildings can also provide loot if the template includes chests. The amount of loot is based on the district's upgrade level.
Add options to make custom loot tables for ruins, where admins can set up which loot table to use per-ruin.
Support custom items from other plugins.
NPCs and Custom Mobs
Add basic NPC peasants to towns, associated with district buildings, and for defending from enemy attacks.
Add options to set up other mobs to spawn in ruins.
Add support for MythicMobs and other custom mob plugins for setting up NPCs in towns and ruins.
Town Management Interface
Use spectator mode and more custom GUIs to manage town plots, districts, and NPCs.
Economy - Work In Progress
Based on ideas from #62
- Players earn money through Konquest or with other plugins. They decide how to spend it: creating kingdoms, settling new towns, claiming land, improving existing towns, etc.
- Players keep their money in their individual accounts, or contribute to town bank accounts. Once money is added into a town bank, it cannot be withdrawn unless paying for town improvements.
- Some town improvements provide passive income to that town's bank reserve, reducing the need for players to constantly pay taxes into a town.
- The economy mechanics must give incentives to players to:
- Join many towns, by settling new ones or joining existing ones as residents.
- Claim lots of land for towns, and build up districts / upgrades.
- Attack enemy towns to capture them.
Making money (favor)
Remove the kingdom payment system - stop giving money to players based on the number of towns and land they control. Instead, players can make money by selling items. TODO
Town banks
Make every town have its own bank account using the Vault economy provider. All town upgrades, shields, armor, plots, etc. are paid using the bank reserves. All residents can choose to pay taxes to the bank reserve, and a town option can allow only tax-paying residents to build. Taxes must be paid by each resident periodically, or else a resident becomes "poor" and cannot build (optionally). The lord does not have to pay taxes, and sets the minimum tax amount. The time between tax payments is a config setting. The financial district bank buildings can each add interest income as a percentage of the town bank reserve. Capturing a town can either preserve the town's bank reserve, or transfer it all to the enemy player's individual account, depending on config settings.
Capital tribute
The kingdom master can take 1/10 (config setting) of any town's bank reserves and transfer it to the capital's bank reserve. This can be done after a cooldown time (config setting) per-town. Money cannot be transferred between towns, only from towns to the capital.
Town upkeep
Towns require upkeep, taken from the town bank reserves. This is to encourage more player activity to maintain their towns.
- Amount is a flat fee set by config, plus district building upkeep.
- Town upkeep is only taken while any residents/knights/lord is online.
- Towns that cannot make upkeep payments have all upgrades, shields, armor, and monument loot disabled. (Delinquent)
- Add specific upkeeps to town armors and shields. Require periodic payment to maintain armor amounts, and toggle automatic shield re-purchase when timer runs out.
Ideas for major updates in Konquest version 2.0.
Monument Template Storage
Change the mechanic of how monument templates are stored. Instead of keeping the structure inside of a sanctuary in a standard game world, make a new void world with only a platform that has the structure on it. Admins can edit this structure in-game. The structure is also saved to a blueprint file, and these files can be imported or exported for sharing across servers.
Include some default monument template blueprints with the plugin, so players can immediately create kingdoms with default templates on new servers.
Create the world editing and blueprint mechanics to support scaling to other types of town structures, such as future district buildings.
Town Plots and District Buildings
Overhaul the town plot mechanic to include options to have specialized district buildings. Plots will have a variety of district types, some with buildings. These buildings are stored and edited the same way as monument templates. Every plot will keep the function of allowing specific players to build or access containers.
District buildings have a number of critical blocks like monuments. When all critical blocks are destroyed, the enemy player gets a loot reward based on the district type. A destroyed district building partially removes the structure, leaving behind a "ruined" building, and the plot is removed. Capturing a town can preserve all of the plots and district buildings for the new controlling kingdom. If some blocks are broken but not all critical blocks, the building will regenerate from the template. Only enemy players can break the building structure, similar to the monument.
A town trade specialization based on a specific villager profession will boost a corresponding district building.
Loot Customization
Make loot tables for each type of town trade specialization, and provide monument loot based on the type.
Some district buildings can also provide loot if the template includes chests. The amount of loot is based on the district's upgrade level.
Add options to make custom loot tables for ruins, where admins can set up which loot table to use per-ruin.
Support custom items from other plugins.
NPCs and Custom Mobs
Add basic NPC peasants to towns, associated with district buildings, and for defending from enemy attacks.
Add options to set up other mobs to spawn in ruins.
Add support for MythicMobs and other custom mob plugins for setting up NPCs in towns and ruins.
Town Management Interface
Use spectator mode and more custom GUIs to manage town plots, districts, and NPCs.
Economy - Work In Progress
Based on ideas from #62
Making money (favor)
Remove the kingdom payment system - stop giving money to players based on the number of towns and land they control. Instead, players can make money by selling items. TODO
Town banks
Make every town have its own bank account using the Vault economy provider. All town upgrades, shields, armor, plots, etc. are paid using the bank reserves. All residents can choose to pay taxes to the bank reserve, and a town option can allow only tax-paying residents to build. Taxes must be paid by each resident periodically, or else a resident becomes "poor" and cannot build (optionally). The lord does not have to pay taxes, and sets the minimum tax amount. The time between tax payments is a config setting. The financial district bank buildings can each add interest income as a percentage of the town bank reserve. Capturing a town can either preserve the town's bank reserve, or transfer it all to the enemy player's individual account, depending on config settings.
Capital tribute
The kingdom master can take 1/10 (config setting) of any town's bank reserves and transfer it to the capital's bank reserve. This can be done after a cooldown time (config setting) per-town. Money cannot be transferred between towns, only from towns to the capital.
Town upkeep
Towns require upkeep, taken from the town bank reserves. This is to encourage more player activity to maintain their towns.