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City Requirements

Posted: Tue Oct 22, 2024 7:29 pm
by WallyDonkey
Applying for City

When you feel you have developed your town to the point where you want to apply for city, you will need to make an application thread in this forum. When an application is made, an SA will assemble a voting panel by requesting one volunteer from each staff rank. The SA will also coordinate with the mayor/founders to schedule a guided tour of the city, ensuring nothing is overlooked before the vote.

Once the panel is formed and the SA has completed the tour, the group will visit the city, review and discuss it together, and agree on a set of scores and feedback for the applicants. The SA will then present this feedback to the applicants.


City Criteria

The voting criteria, and things you should keep in mind when building your city, are as follows:

(Town requirements must be actively being met)

City Design (25 points)
  • How well are the city’s structures designed — including decorative builds, city hall, portal, surrounding walls, farms, shops and attractions? Have any impressive builds or concepts been realised, or builds or ideas that are unique to this map?
  • Following a theme is optional for a city. If there is one being used, how well is it implemented?
  • Is the city clutter-free and are all city builds finished?

Layout and Ease of Movement (15 points)
  • Is there a logical layout to the city, using roads, plots and builds?
  • Have clear directions been posted or other means been used to help players navigate the city?
  • Are there other methods of transportation to assist player movement around the city i.e. elytra platforms, subways, etc.?
  • Does the city have enough gates in its walls to allow players to enter and exit easily?

Farms, Shops, and Attractions (15 points)
  • Is there a good variety of farms available, with at least 7 food types and 3 additional non-food farms? Are these all public, user-friendly and productive? Are they able to sustain the city’s population?
    Note: Crop farms must be a minimum of 20x20. Animal farms must keep a minimum of 8 breedable animals.
  • Does the city have an active commercial sector with at least 3 stocked shops?
  • Are there at least 3 good quality attractions in the city? Examples include games, decorated parks or beachfronts, bounce houses, pools, or unique builds.
  • Have basic needs been covered by making crafting tables, shulker spots, and ender chests available to the public?

Surrounding Area (10 points)
  • Has a radius of 50 blocks minimum from the city border (including underwater areas) been made free of hazards and well-lit?
  • Does the area around the city also look decent? For high marks here, the area should be nicely landscaped and the surrounding terrain should be properly blended to the city so it looks like a natural part of the environment.

Sustainability (5 points)
  • Are there at least 12 residential and/or commercial plots available to allow growth for the city?

City Quality Level

City Quality Level is based on your voting score. There are three categories:

Gold City - 70%+ score - city perks cost is 100%
Emerald City - 80%+ score - city perks cost is 75%
Diamond City - 90%+ score - city perks cost is 50%

Your city’s quality will be represented by icons and coloured portal names in the Towns & Cities hub, and it will affect the cube cost of perks.


City Population Tiers

The perks available to a city are based on the population tier of that city, starting at a base level, and then increasing as you pass certain population and build milestones. When your city has reached a new milestone, you simply /modreq and request the upgrade.

Population is defined as unique players with either residential or commercial plots in the city. Residential builds, to count, must have been either built or furnished by the player who owns it. Commercial shops, to count, must sell at least 10 different items that are stocked.

The population tiers are as follows:

City (Base Level)
  • One free internal city portal set (Extra two available for 500c each)
  • One free biome adjustment (Extra five available for 500c each)
  • 250 passive mobcap
  • Daily Quests NPC in city
  • Anti-Phantom region flag (50c)
  • Tier 1 region flags (150c each)
  • Tier 2 region flags (250c each)
Metropolis (20 population, 4 commodities, 4 attractions)
  • Two(+) free internal city portal sets (Extra two available for 500c each)
  • Two(+) free biome adjustments (Extra five available for 500c each)
  • 275(+) passive mobcap
  • Daily Quests NPC in city
  • Bank NPC in city
  • One custom spawner (1000c)
  • Anti-Phantom region flag (50c)
  • Tier 1 region flags (150c each)
  • Tier 2 region flags (250c each)
Megalopolis (30 population, 5 commodities, 5 attractions)
  • Three(+) free internal city portal sets (Extra two available for 500c each)
  • One free external city portal set
  • Three(+) free biome adjustments (Extra five available for 500c each)
  • 300(+) passive mobcap
  • Daily Quests NPC in city
  • Bank NPC in city
  • Auction House NPC in city
  • Two(+) custom spawners (1000c each)
  • Anti-Phantom region flag (50c)
  • Tier 1 region flags (150c each)
  • Tier 2 region flags (250c each)
Gigalopolis (40 population, 6 commodities, 6 attractions, 1 landmark/arena)
  • Four(+) free internal city portal sets (Extra two available for 500c each)
  • Two(+) free external city portal sets
  • Four(+) free biome adjustments (Extra five available for 500c each)
  • 325(+) passive mobcap
  • Daily Quests NPC in city
  • Bank NPC in city
  • Auction House NPC in city
  • Three(+) custom spawners (1000c each)
  • Anti-Phantom region flag (50c)
  • Tier 1 region flags (150c each)
  • Tier 2 region flags (250c each)
Note: There will be limitations on where external portal sets can go, and which custom spawners can be placed in cities. These are yet to be defined but will be updated soon.