Endorism is a City State building philosophy that formalizes a long list of rules and strategies already used by many crews on Piratecraft. It can be used by any player in any crew to create efficient and quickly growing towns. His main feature is centralization: it's a key ingredient for a healthy town, since it allows players to keep in touch while working to expand the city together. Endorism also aims at creating sound bonds between crew members, having them cooperate on every task the City State would need. It features Guilds, an internal economy and a strict policy about claiming land.

Hierarchy

A City State willing to embrace Endorism has to set up a simple but effective hierarchy. It can be easily led by a single player, but usually an oligarchy of powerful and influential players does better, since it allows crucial tasks to be split between more players. The oligarchy makes important choices to make sure every citizen has all it might need. Here are listed all City State ranks needed, in descending order of importance:

  • Oligarch: Crew/City State leader.
  • Guildmaster: Top tier player. He leads his Guild to success and manages its activites.
  • Knight: Trusted player, able fighter. Backbone of Navy, Army and Defence Forces.
  • Citizen: Regular City inhabitant. "Standard" rank for a City State member.
  • Initiate: Newly recruited player. Becomes citizen upon knowing well most of Endorism principles.

Fundamental Rules

  1. Claiming is handled by Oligarchs and Guildmasters only.
  2. Every citizen must have access to a common farm.
  3. Every citizen must have access to either a free house or a free plot.
  4. After 7 days of unjustified inactivity, the inactive player must be evicted from its house/plot. His valuables will be stored in the City Bank.
  5. After 14 days of unjustified inactivity, the inactive player must be kicked from the City State/Crew.
  6. All players must reside in the City State, unless instructed otherwise by the Oligarchs.

Please note: Other rules can freely be implemented by the Oligarchs, depending on the context.

Guilds

Guilds, led by one or more Guildmasters, are groups of Knights and Citizens willing to work togheter to achieve a certain list of Guild objectives. A Guild owns one or more Guild Palaces, structures managed by the Guildmasters, home to Guild Stockpiles, Guild Shops and Guild Halls. Oligarchs are allowed to lead their Guild too. The amount and size of Guilds is proportional to the City State population and size. Here's a list of all 5 Guild objectives:

  • Help the City State with every action.
  • Be richer and more influential than other Guilds.
  • Task of Oligarchy's choice from Task List.
  • Task of Guildmaster's choice from Task List.
  • Task of Guildmaster's choice from Task List.

Please note: A Guild must make sure ALL the 5 tasks are being taken care of. None of them should be left behind.

Here's a suggested Task List with a brief description of each task:

  • Housebuilding (Providing housing for the citizens).
  • Engineering (Building and planning redstone circuits, railways, defense systems, traps [...]).
  • Mining (Minerals and riches collecting).
  • Farming (Tradeable crops farming).
  • Shipbuilding (Fleet construction and handling).
  • Materials Collecting (Gathering building materials (Stone, Wood, Glass [...]) to keep expanding).
  • Brewing (Brewing potions and well, alcohol too...).
  • Animal Farming (Producing animal products like wool, leather, eggs [...]).
  • Mob Hunting (Producing ink sacks, ender pearls, blaze rods, gunpowder [...]).
  • Land Reclamation (City State maintenance and land fixing).
  • Recruiting (Recruiting new members and training them to fit in the bigger picture).

Please note: This is a suggested list. More tasks can be set up depending on the context.

Economy

City Planning