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Landholding System
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This system is unlocked by the landholder rank and added to by many other ranks. It can be very complicated, but it is kind of like a buffet line: you can pick and choose which parts you want to join in on. These are the different parts:
- MOC-offs
Players compete one-on-one to capture land
- Trading
Players use their land to create goods and sell them for coins
- Advanced Trading
There are enough combinations to last avid traders a year or two
- Guild Integration
Guilds can be merged with the Landholding system to create 'empires'

Don't try to take it all in at once, unless you really like to make things difficult. I recommend starting with a MOC-off or two and then seeing what you want to try next.

Complete guide to the Landholding System:
http://lands-of-mythron-royal-archives.wikia.com/wiki/Landholdings
Permalink
| August 3, 2014, 1:54 pm
Landholding MOC-offs

Landholding replaces city attacks, so it does involve a lot of competing to capture new land. Two people with the Landholder rank can start a MOC-off (preferably a very quick one) and the winner is allowed to build a new landholding, increasing his or her territory.

Rules of Engagement:

- Players agree on the competition, deadline and any handicaps. Quick (two weeks or less) MOC-offs are best.
- The LOM Staff will judge MOC-offs.
- Failing to post before the deadline results in forfeiture. Someone who forfeits is penalized ten coins or the equivalent in goods. Repeated forfeiture may result in further penalties.
- Any type of build can be used for a MOC-off, from freebuilds to quest builds to monthly challenges.
- People must have holdings to compete in MOC-offs. The more holdings people in a MOC-off have, the more they can stand to win.
Permalink
| August 3, 2014, 1:55 pm
Building Holdings

The MOC required for a holding can be part of any new LOM entry – a freebuild or any type of challenge. To count a build as a holding, write what type of holding it is, whether the holding has a name and where the holding is located. Then create a “Holdings” section on your scorecard and write down the name of the MOC and the type of holding. You may now use this holding to enter a competition.

All holdings have building requirements, but you do not have to build the actual holding. You simply have to build the requirements listed with the holding type and then you can place your holding anywhere in your faction’s territory. For example, any rockwork-dominated or underground build can count as a mine.

There is one last limit: a player with the basic landholder rank can only build three holdings. This can be increased with more ranks and perks, and unwanted holdings can be "recycled" into new ones if a player builds new MOCs for them.
Permalink
| August 3, 2014, 2:27 pm
Integrating Guilds

Guilds allow landholders to share their holdings and goods as if they all belonged to one player (players may not share the use of holdings or goods unless they are part of the same guild). This means that guild-mates can use the same transport holdings to link factions, use the same holdings to combine and upgrade their goods and share resources to make combination goods. Guilds must still, however, find a way to distribute profits evenly.
The main advantage of a trade guild is that one member does not have to have every type of holding. For example, a cavalry unit (a very advanced good) requires anywhere between seventeen and twenty-four different types of holdings to produce and process the goods it needs, not counting transportation holdings – it would probably take a driven single player almost two years to get that many holdings.
Permalink
| August 3, 2014, 2:28 pm
This is beautifully complicated. Can't wait to get started!
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| August 3, 2014, 3:35 pm
Awesome! I assume this is still in-the-making? Will there be a landholding map?
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| August 3, 2014, 4:18 pm
Quoting Toa Infernum
Awesome! I assume this is still in-the-making? Will there be a landholding map?

I was thinking that. It would be cool to mark where our holdings are.
Permalink
| August 3, 2014, 4:22 pm
I don't understand this
Permalink
| August 3, 2014, 4:47 pm
 Group admin 
What are coins for, other than buying goods? I mean this is...interesting...but it doesn't seem to have any purpose...
Permalink
| August 3, 2014, 4:59 pm
 Group moderator 
Quoting Joel Tyer
I don't understand this

Just read it as much as you need to until you understand. It takes some time to get used to.
Permalink
| August 3, 2014, 5:01 pm
Quoting Halhi 141
What are coins for, other than buying goods? I mean this is...interesting...but it doesn't seem to have any purpose...

That's... a point. What does this all achieve?
Permalink
| August 3, 2014, 5:26 pm
Quoting Toa Infernum
Awesome! I assume this is still in-the-making? Will there be a landholding map?

It's kind of ready for beta testing. We're probably going to make a new guild thread and a thread for setting up MOC-offs, and there will be a lot of tweaking as people try it out. I'm not sure about a map, because it can be time-intensive to update and repost an image constantly, let alone fit dozens of labels onto it. Instead, holdings will probably be listed by region based on each faction's major cities, at least for now. I do know that FNJ is planning to automate this system as well as points tracking, so he might be able to do an easy-to-update map, too. In the end, it's not a priority right now.
Permalink
| August 3, 2014, 5:36 pm
Quoting Halhi 141
What are coins for, other than buying goods? I mean this is...interesting...but it doesn't seem to have any purpose...

It was suggested at one point that coins could be used to buy points, but we have a few more ideas. Currently, it costs coins to start certain types of holdings, and at least one perk requires players to amass coins. Also, players with the maximum number of holdings can use coins to increase the limit, and, perhaps most of all, coins and goods can ultimately be spent on building and hiring troops (see the Engineer rank). We have a few other ideas as well, such as a series of levels or challenges separate from the rank system that can be bought with coins.
Permalink
| August 3, 2014, 5:42 pm
Quoting Joel Tyer
I don't understand this

Like Stephen said, take it slow. If you want to get into this system, there are some preliminary steps: get the Landholder rank, build a basic holding, and have a few MOC-offs. You can also start with some other ranks if you prefer, like Guild Founder and Ambassador, and come back to the Landholder rank if you feel up for a challenge later. Or you can ignore ranks altogether and keep doing story builds and challenges - that's still the heart of the LOM and it always will be.
Permalink
| August 3, 2014, 5:47 pm
Quoting Gilbert Despathens
Like Stephen said, take it slow. If you want to get into this system, there are some preliminary steps: get the Landholder rank, build a basic holding, and have a few MOC-offs. You can also start with some other ranks if you prefer, like Guild Founder and Ambassador, and come back to the Landholder rank if you feel up for a challenge later. Or you can ignore ranks altogether and keep doing story builds and challenges - that's still the heart of the LOM and it always will be.

got it
Permalink
| August 5, 2014, 5:34 pm
Wow, it took me a while to get this system. :P Now that I get it, though, I will probably be using it a lot...
Permalink
| August 6, 2014, 5:27 pm
Also, I have a question: While going through the wiki entry on holdings, I saw that you need enchanter to get certain goods, but there are no goods for which you need Assassin or Tactician (and I don't think there are any for which you need Merchant or Engineer either, although I am not sure). How come the other level 4 Ranks are not needed to produce certain goods?
Permalink
| August 6, 2014, 5:30 pm
Quoting Mr. Cab
Also, I have a question: While going through the wiki entry on holdings, I saw that you need enchanter to get certain goods, but there are no goods for which you need Assassin or Tactician (and I don't think there are any for which you need Merchant or Engineer either, although I am not sure). How come the other level 4 Ranks are not needed to produce certain goods?

We gave them different powers for variety's sake. The Merchant rank allows for monthly MBC-like builds that give certain quantities of coins or goods instead of points. The Assassin rank gives people an extra point for each challenge entry. The Tactician rank gives people an extra point for each MBC they post. Finally, the Engineer rank allows landholders to build strongholds and hire on some of the troops they build as private armies.
Permalink
| August 6, 2014, 5:42 pm
Quoting Gilbert Despathens
We gave them different powers for variety's sake. The Merchant rank allows for monthly MBC-like builds that give certain quantities of coins or goods instead of points. The Assassin rank gives people an extra point for each challenge entry. The Tactician rank gives people an extra point for each MBC they post. Finally, the Engineer rank allows landholders to build strongholds and hire on some of the troops they build as private armies.

OK. Then I understand.
Permalink
| August 6, 2014, 7:57 pm
 Group admin 
Quoting Joe McGill What does this all achieve?
A broader and more fun building experience. Most will probably make a side character who will be the person who "owns" all of someone's holdings.

Eventually, guilds and such will be able to gain lots of resources and built a sort of trading empire within LOM that could eventually be incorporated into the main LOM story. Also price fluctuations due to certain events and seasons could affect prices to stimulate a real-life market of sorts. The system will also allow for the inclusion of peoples guilds/characters into the storyline instead of staff members. Participating in this large (and a bit complex) system allows for players to go a bit deeper into the medieval era by building there, setting up a character that owns the land/resources, and then teaming up with real guilds to begin trading to eventually and become a powerful player that could very well affect the storyline. (plus you would get more points and later be able to unlock other ranks)


Basically, it is a way for members who want to be more involved in the world of LOM to do so by making a (or using the main) character who gains actual power and control over transferable resources that would lead up to a trading network that is influential/recognized/important to the main storyline.
Permalink
| August 7, 2014, 4:25 pm
 Group admin 
This puts LOM in a league of its own.
Permalink
| August 10, 2014, 7:28 am
Quoting The Object of Legend
This puts LOM in a league of its own.

Let's hope it gets us some positive attention. Oh, and if this kicks off, what are the odds that MOCpages get a few other RPGs with economic side-mechanics?
Permalink
| August 10, 2014, 11:21 pm
 Group admin 
Quoting Gilbert Despathens
Let's hope it gets us some positive attention. Oh, and if this kicks off, what are the odds that MOCpages get a few other RPGs with economic side-mechanics?

A good point, that is...
Permalink
| August 10, 2014, 11:41 pm
 Group admin 
I'm confused about how goods are "used" or shared. From what you've said, it sounds like the system doesn't really have much of a purpose, more like just for show. So why would there be any issues regarding sharing goods with guild members, having everyone just pool their resources to combine goods and stuff? It feels like I'm missing something here.
Permalink
| August 13, 2014, 1:42 pm
Quoting Halhi 141
I'm confused about how goods are "used" or shared. From what you've said, it sounds like the system doesn't really have much of a purpose, more like just for show. So why would there be any issues regarding sharing goods with guild members, having everyone just pool their resources to combine goods and stuff? It feels like I'm missing something here.

I think that a big point of goods production is the eventual production of troops for yourself or your guild. There are hopefully other uses as well, though. :P
Permalink
| August 13, 2014, 1:59 pm
Quoting Halhi 141
I'm confused about how goods are "used" or shared. From what you've said, it sounds like the system doesn't really have much of a purpose, more like just for show. So why would there be any issues regarding sharing goods with guild members, having everyone just pool their resources to combine goods and stuff? It feels like I'm missing something here.

You know what doesn't have a purpose? Life. There is absolutely no point in it, because it is temporary and insignificant and infinitesimally weak and small compared to the whole of time and space. Why bother living or attempting to extend the survival of the species if there is no ultimate goal?

Of course, that's not how I live (even if it is what I believe, to some extent). The point of life is to have fun in the process, to strive against adversity, to set goals and see how quickly, efficiently or well one can accomplish them. That's why I spend time on MOCpages - I'm certainly no better for it from a practical sense, but I have fun and come across interesting challenges. That's also the core reason behind the Lands of Mythron and all the complexity of the Landholding System: providing entertainment through the journey.

...

I realize that I have deviated completely from the main question in your comment, so I'll try to answer that part briefly: it's perfectly fine for a guild to pool its resources. The rising guild that I'm a part of has a simple system like that. However, some members may want to be able to keep track of their "own" possessions for a few reasons, like a safeguard against leaving the guild or for perks like the one on the Merchant rank, which requires an individual (not a guild) to stockpile 100 coins without spending them.
Permalink
| August 13, 2014, 5:19 pm
Quoting Gilbert Despathens
You know what doesn't have a purpose? Life. There is absolutely no point in it, because it is temporary and insignificant and infinitesimally weak and small compared to the whole of time and space. Why bother living or attempting to extend the survival of the species if there is no ultimate goal?

Of course, that's not how I live (even if it is what I believe, to some extent). The point of life is to have fun in the process, to strive against adversity, to set goals and see how quickly, efficiently or well one can accomplish them. That's why I spend time on MOCpages - I'm certainly no better for it from a practical sense, but I have fun and come across interesting challenges. That's also the core reason behind the Lands of Mythron and all the complexity of the Landholding System: providing entertainment through the journey.

...

I realize that I have deviated completely from the main question in your comment, so I'll try to answer that part briefly: it's perfectly fine for a guild to pool its resources. The rising guild that I'm a part of has a simple system like that. However, some members may want to be able to keep track of their "own" possessions for a few reasons, like a safeguard against leaving the guild or for perks like the one on the Merchant rank, which requires an individual (not a guild) to stockpile 100 coins without spending them.

Very well played sir.
Permalink
| August 13, 2014, 5:24 pm
 Group admin 
Quoting Gilbert Despathens
You know what doesn't have a purpose? Life. There is absolutely no point in it, because it is temporary and insignificant and infinitesimally weak and small compared to the whole of time and space. Why bother living or attempting to extend the survival of the species if there is no ultimate goal?

Of course, that's not how I live (even if it is what I believe, to some extent). The point of life is to have fun in the process, to strive against adversity, to set goals and see how quickly, efficiently or well one can accomplish them. That's why I spend time on MOCpages - I'm certainly no better for it from a practical sense, but I have fun and come across interesting challenges. That's also the core reason behind the Lands of Mythron and all the complexity of the Landholding System: providing entertainment through the journey.

...

I realize that I have deviated completely from the main question in your comment, so I'll try to answer that part briefly: it's perfectly fine for a guild to pool its resources. The rising guild that I'm a part of has a simple system like that. However, some members may want to be able to keep track of their "own" possessions for a few reasons, like a safeguard against leaving the guild or for perks like the one on the Merchant rank, which requires an individual (not a guild) to stockpile 100 coins without spending them.

Oh, that makes sense now that I think about it. Thanks
Permalink
| August 13, 2014, 7:40 pm
 Group admin 
If you feel that this is too disconnected from the main storyline of the game, then you would be correct. Right now, there aren't enough people who have enough holdings to influence anything that would affect the main storyline. However, as more and more people is the system, integrate their guilds with the system, and start banking many resources, then people will start to have influence.

This isn't like the ranking system where you build one thing and bam, you have a special power/privilege for the game. This system takes time, patience, and continual persistence.
Permalink
| August 22, 2014, 2:47 pm
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