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Apprentice Level Edit

Step 1: MOC-OffsEdit

New holdings are earned through winning MOC-offs: The winner gets spaces to build more holdings and the other competitor keeps the same number of holdings. Each landholder may build his or her first holding without doing a MOC-off, but she or he must win one MOC-off for each new holding after that until he or she reaches the limit specified by his or her ranks and perks. Landholding MOC-offs can be set on any grounds as long as the MOCs are LOM builds, but quick challenges (two weeks or less) are best. To start a MOC-off, landholders can find each other in the appropriate thread. Competitors must agree on the competition, the judging criteria and the deadline. If one of the competitors drops out or doesn’t post after the deadline is set, this results in forfeiture and a penalty of ten coins (the currency of the Landholding system). If both competitors finish the challenge, the LOM staff will determine the winner.

Step 2: Building HoldingsEdit

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. To gain land to build more holdings once your first one is up, enter MOC-offs against other landholders. If you win, you can build a second holding the same way you built your first. If you lose, try again – there will always be other times, and you might be able to negotiate a handicap if you’re going against a more-experienced builder. With the basic Landholder Rank, you can build a total of three holdings. After that, you can increase this limit with more ranks and perks. Finally, a landholder may choose to tear down a holding and build something new with that holding slot at any time. This requires a new MOC that meets the building requirements for the new holding, even if it is the same type of holding in a different location.

Step 3: The First HoldingsEdit

Beginning players are allowed to choose between 12 basic holdings. This type of holding produces goods, which can be sold for coins or saved to be combined into higher-priced goods for more-advanced landholders. All of these basic holdings automatically produce 3 goods per month, each of which is worth 5 coins. Production is automatic and constant at 3 goods per month, regardless of whether or not the player is active in the LOM during that month and regardless of when in the month the holding was posted if it is a new holding. To sell goods once they are produced, a player should make a record of this. There are plans to automate this system, but for now players should keep track of all sales as a safeguard against cheating.

Basic Holding TypesEdit

The following is a list of basic holdings with their associated goods and building requirements. More good types can be suggested to the LOM staff and may be implemented in the future.

Build Requirements: -Rockwork feature and signs of human inhabitation, or a -Mine, underground structure or quarry

Quarry – stone


Iron Mine – iron


Coal Mine – coal


Build Requirements: -Pasture, barn or pen setting with fences or farm buildings

Cow Farm – cow


Sheep Farm – sheep


Goat Farm – goats


Build Requirements: - Coastal or riverbank structure or village

Fishing Village – fish


Build Requirements: - Fields with farmers, farm equipment or buildings

Wheat Farm - wheat


Cotton Farm - cotton


Build Requirements: - Forest or woods with signs of tree-cutting or - Forest building with equipment appropriate to the production of its good

Woodcutter – lumber


Kiln – tar


Build Requirements: - House, cottage

Dyer – dye

Journeyman Level Edit

Step 4: Combining Goods

Players who feel that they are comfortable with basic holdings and their amount of basic holdings can begin this step, which concerns making basic goods into more-expensive goods with a new type of holding. Secondary holdings are holdings that turn combinations of 1, 2 or 3 types of basic (primary) goods into new types of goods that can be sold for more coins than their ingredients. Upgrades of a single good can be sold for 6 coins per unit, combinations of 2 types can be sold for 7 coins per unit and combinations of 3 types can be sold for 8 coins per unit. Finally, a secondary holding can combine an unlimited number of goods in a month as long as a player puts in enough basic goods as ingredients (and, if a player does not have the right ingredients, he or she can buy any good for a quarter of the selling price, rounded up to the nearest coin).

Here is the list of secondary goods, holdings and recipes. Building requirements for the holdings can be found in the appendix.

Sixes 
-Leather (tannery) - 1 unit of cows --> 1 unit of leather
-Parchment (tannery) - 1 unit of goats --> 1 unit of parchment
-Meat (butcher) - 1 unit of animal --> 1 unit of meat
-Flour/bread (mill) - 1 wheat --> 1 flour/bread
-Drinks (brewery) - 1 wheat --> 1 drinks -Canvas (weaver) – 1 cotton --> 1 canvas -Rope (weaver) – 1 cotton --> 1 rope



Sevens 
-House (carpenter or mason) - 1 stone + 1 lumber --> 2 houses
-Tools (blacksmith) - 1 lumber + 1 iron --> 2 tools
-Steel (blacksmith) - 1 iron + 1 coal --> 2 steel 
-Fabric (weaver) - 1 sheep/cotton + 1 dye --> 2 fabric



Eights 
-Large Building (carpenter or mason) - 1 stone + 1 lumber + 1 tar --> 3 large buildings
-Fortifications (mason) - 2 stone + 1 lumber --> 3 fortifications -Wagon (carpenter) – 1 lumber + 1 cow + 1 iron --> 3 wagons

Step 5: Crossing FactionsEdit

Owning holdings in multiple factions is important for the “International” perk for the Landholder Rank and for accessing faction-specific production bonuses for certain goods that become important later in the game. There are only three ways to obtain holdings in other factions: Becoming an honorary member of a faction with the perk to the Ambassador rank, agreeing to "play for keeps" in a MOC-off with someone from another faction (the winner takes the loser's wagered territory and the loser builds new ones to replace them), and switching from one faction to another. The last option is very rare, because players usually lose all ranks and holdings when they switch factions.

Once players have spread across factions, they need transport holdings to ship goods between them so they can be combined. Each faction with a transport holding is linked to a player's or a guild's trading network allowing for goods from different factions to be combined. These are the requirements for a transport holding:

Build Requirements: - Road or - Waterway or - Wayside aid (inn, stable, definsive outpost, etc.)

Step 6: Trade GuildsEdit

For more information on guilds, please see the entry in the Lands of Mythron Rank System.

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.

Master Level Edit

Step 7: Premium Goods

The holdings that produce these goods are similar to basic holdings: they produce a certain amount of goods each month from scratch with no combinations necessary. However, they have a cost in coins and goods to build, some of them produce more goods per month in certain factions and each unit of their goods sells for 10 coins apiece. The Explorer Rank is required to make or use any of these goods or holdings.

Premium Goods

Gold (Gold Mine) – 10 coins per unit, 2 units per month everywhere, 20 coins, one lumber and two tools to build


Gems (Gem Mine) – 10 coins per unit, +1 unit per month in Rainos, 20 coins, one lumber and two tools to build


Spices (Plantation) – 10 coins per unit, +1 unit per month in Enalica, 20 coins, one lumber and two tools to build


Horses (Horse Ranch) – 10 coins per unit, +1 unit per month in Nerogue, 20 coins, one lumber and two tools to build


Silver (Silver Mine) – 10 coins per unit, 2 units per month everywhere, 20 coins, one lumber and two tools to build


Marble (Marble Quarry) – 10 coins per unit, +1 unit per month in Mythron, 20 coins, one lumber and two tools to build


Amethyst (Amethyst Mine) – 10 coins per unit, +1 unit per month in Bodus, 20 coins, one lumber and two tools to build

Step 8: More CombinationsEdit

Most goods in the Landholding System are tertiary goods, or combinations of primary, secondary and/or other tertiary goods. They and their holdings are available to players who have two or more ranks. Most have their selling prices listed next to them in the appendix, but this formula applies to those that do not:

[Selling Price Per Unit]=4+[sum of ingredient prices]-(4x[number of ingredients])

For example, a small boat (made of wood, cloth and tar) would sell for 8 coins per unit: 4 coins plus 5 coins, 6 coins and 5 coins (the ingredient prices) minus 4x3 (the number of ingredients) equals 8 coins. Since three small boats are produced, the total selling price (24 coins) is better than the price of the ingredients (16 coins). The selling price of a set of completed goods will almost always be higher than the total selling price of the ingredients, but the number of completed units may be less than the number of ingredients.

For a current list of tertiary goods, please refer to the appendix.

Appendix - List of Goods Edit

Key: -Name (Required holding, required ranks*) – list of ingredients --> number of units produced [selling price per unit]

  • NRR = No Rank Required

Primary GoodsEdit

Mineral GoodsEdit

-Stone (Quarry, NRR) – PRIMARY --> 3 per month [5 coins]


-Iron (Iron Mine, NRR) – PRIMARY --> 3 per month [5 coins]


-Coal (Coal Mine, NRR) – PRIMARY --> 3 per month [5 coins]

Animal GoodsEdit

-Cows (Cow Farm) – PRIMARY --> 3 per month [5 coins]


-Sheep (Sheep Farm) – PRIMARY --> 3 per month [5 coins]


-Goats (Goat Farm) – PRIMARY --> 3 per month [5 coins]


-Fish (Fishing Village, NRR) – PRIMARY --> 3 per month [5 coins]

Plant-Based GoodsEdit

-Wheat (Wheat Farm) – PRIMARY --> 3 per month [5 coins]


-Cotton (Cotton Farm) – PRIMARY --> 3 per month [5 coins]


-Lumber (Woodcutter, NRR) – PRIMARY --> 3 per month [5 coins]


-Tar (Forest Kiln, NRR) – PRIMARY --> 3 per month [5 coins]


-Dye (Dyer, NRR) – PRIMARY --> 3 per month [5 coins]

Premium GoodsEdit

Mineral GoodsEdit

-Gold (Gold Mine, explorer) – PRIMARY --> 2 units per month everywhere [10 coins]


-Silver (Silver Mine explorer) – PRIMARY --> 2 units per month everywhere [10 coins]


-Gems (Gem Mine, explorer) – PRIMARY --> 3 units per month in Rainos, 2 units per month everywhere else [10 coins]


-Marble (Marble Quarry) – PRIMARY --> 3 units per month in Mythron, 2 units per month everywhere else [10 coins]


-Amethyst (Amethyst Mine) – PRIMARY --> 3 units per month in Bodus, 2 units per month everywhere else [10 coins]

Other GoodsEdit

-Spices (Plantation) – PRIMARY --> 3 units per month in Enalica, 2 units per month everywhere else [10 coins]


-Horses (Horse Ranch) – PRIMARY --> 3 units per month in Nerogue, 2 units per month everywhere else [10 coins]

Secondary GoodsEdit

====Edible Goods 
====

-Meat (Butcher, NRR) - 1 unit of animal --> 1 unit of meat [6 coins]


-Bread (Mill, NRR) - 1 wheat --> 1 flour/bread [6 coins]


-Drinks (Brewery, NRR) - 1 wheat --> 1 drinks [6 coins]

Ingredient GoodsEdit

-Leather (Tannery, NRR) - 1 unit of cows --> 1 unit of leather [6 coins]


-Parchment (Tannery, NRR) - 1 unit of goats --> 1 unit of parchment [6 coins]


-Canvas (Weaver, NRR) – 1 cotton --> 1 canvas [6 coins] -Rope (Weaver, NRR) – 1 cotton --> 1 rope [6 coins]


-Tools (Blacksmith, NRR) - 1 lumber + 1 iron --> 2 tools [7 coins]


-Steel (Blacksmith, NRR) - 1 iron + 1 coal --> 2 steel  [7 coins]


-Fabric (Weaver, NRR) - 1 sheep/cotton + 1 dye --> 2 fabric [7 coins]



Built GoodsEdit


-House (Carpenter or Mason, NRR) - 1 stone + 1 lumber --> 2 houses [7 coins]


-Large Building (Carpenter or Mason, NRR) - 1 stone + 1 lumber + 1 tar --> 3 large buildings [8 coins]


-Fortifications (Mason, NRR) - 2 stone + 1 lumber --> 3 fortifications [8 coins]


-Wagon (Carpenter, NRR) – 1 lumber + 1 cow + 1 iron --> 3 wagons [8 coins]

Tertiary GoodsEdit

Essential GoodsEdit

-Rations (Market, NRR) – 1 bread + 1 meat + 1 drink item --> 3 rations [10 coins]


-Flavorful Rations (Market, explorer) – 1 rations + 1 spices --> 2 flavorful rations [16 coins]


-Clothing (Tailor, NRR) – 2 fabric --> 2 clothing [10 coins]


-Fine Clothing (Tailor, explorer) – 1 fabric + 1 dye + 1 of gold/silver/gems --> 2 fine clothing [17 coins]

Special GoodsEdit

-Potions (Brewer, explorer) – 1 drinks + 1 spices --> 2 potions [12 coins]


-Books (Wizard’s Workshop, enchanter) – 1 parchment + 1 leather --> 2 books [8 coins]


-Enchantment (Wizard’s Workshop, enchanter) – 1 book + 1 amethyst --> 2 enchantments [14 coins]


-Enchanted Item (Wizard’s Workshop, enchanter) – 1 enchantment + 1 other good --> 1 enchanted other good [sold for the other good’s price +24]


-Ornate Weapon (Jeweler, explorer) – 1 weapons + 1 gems/gold/silver --> 1 ornate weapons [sold for the weapon’s price + 15]


-Ornate Armor (Jeweler, explorer) – 1 armor items + 1 gems/gold/silver --> 1 ornate armor items [sold for the weapon’s price + 15]

BuildingsEdit

-Castle (Mason, NRR) – 4 fortifications --> 1 castle [20 coins]


-Official Building (Mason, explorer) – 1 marble + 1 lumber + 1 stone --> 2 official buildings [12 coins]


-Mansion (Mason, explorer) – 1 marble + 1 stone + 1 lumber + 1 fabric + 1 iron --> 3 mansions [16 coins]

Ships and EquipmentEdit

-Galley (Carpenter, NRR) – 2 lumber + 1 canvas + 1 rations + 1 tar --> 3 galleys [15 coins]


-Cog (Carpenter, explorer) – 3 lumber + 1 tar + 1 canvas + 1 rope + 1 rations --> 3 cogs [18 coins]


-Warship (Carpenter, NRR) – 1 galley/cog + 1 steel --> 1 warship [sold for the price of the ship used + 10]


-Carrack (Carpenter, explorer) – 5 lumber + 2 tar + 2 canvas + 1 rope + 1 steel + 1 rations --> 4 carracks [24 coins]


-Catapults* (Engineer, NRR) – 1 lumber + 1 steel + 1 rope --> 3 catapults [10 coins]


-Trebuchets (Engineer, NRR) – 2 lumber + 1 steel + 1 rope + 1 stone --> 3 trebuchets [12 coins]


-Advanced Warship (Carpenter, explorer) – 1 carrack + 1 catapults --> 1 advanced warships [sold for 38 coins]

  • Includes ballistae, mangonels, springalds, slingshots and all manner of torsion siege engines

ArmorEdit

-Barbarian Armor (Farm, NRR) – 1 mammals + 1 leather --> 1 barbarian armor [7 coins]


-Soft Armor (Tailor, NRR) – 1 clothing + 1 leather --> 2 soft armor [12 coins]


-Fine Soft Armor (Tailor, NRR) – 1 fine clothing + 1 leather --> 2 fine soft armor [19 coins]


-Chain Mail Armor (Armorer, NRR) – 1 leather + 1 steel --> 2 chain mail [9 coins]


-Half Plate Armor (Armorer, NRR) – 2 steel --> 2 half plate armor [10 coins]


-Plate Armor (Armorer, NRR) – 3 steel --> 3 plate armor [13 coins]

WeaponsEdit

-Knifes (Weaponsmith, NRR) – 1 steel --> 1 knife [7 coins]


-Swords (Weaponsmith, NRR) – 2 steel --> 2 swords [10 coins]


-Polearms* (Weaponsmith, NRR) – 1 steel + 1 lumber --> 2 polearms [8 coins]

-Bows (Weaponsmith, NRR) – 1 lumber + 1 rope --> 2 bows [7 coins]


-Crossbows (Engineer, NRR) – 1 lumber + 1 rope + 1 steel --> 3 crossbows [10 coins]


-Shields (Weaponsmith, NRR) – 1 lumber + 1 leather --> 2 shields [7 coins]

  • Includes spears, pikes, maces, axes, halberds, scythes and all other hafted weapons

TroopsEdit

-Grunts (Training camp, baron) – 1 rations + 1 clothing --> 2 grunts [16 coins]


-Basic Swordsmen* (Training camp, baron) – 1 grunt + 1 sword + 1 shield --> 2 basic swordsmen [25 coins]


-Basic Polearmsmen (Training camp, baron) – 1 grunt + 1 polearms + 1 shield --> 2 basic polearmsmen [23 coins]


-Basic Archers (Training camp, baron) – 1 grunt + 1 bows + 1 knifes --> 2 basic archers [22 coins]


-Armored Swordsmen, Polearmsmen or Archers (Training camp, baron) – 1 soldiers + 1 armor item --> 2 armored swordsmen/polearmsmen/archers [varies by troop and armor type]


-Cavalry unit (Training camp, baron) – 1 basic/armored polearmsmen + 1 swords + 1 horse + 1 soft/fine soft/chain mail/half plate armor (for horse) --> 2 cavalry units [varies by armor types]


Appendix - List of HoldingsEdit

Key:

MOC Requirements:

-Options


Holding Name (Rank requirement*) – coins and material cost

-Function/Output

-Other Function/Output


  • NRR = No Rank Required

Special HoldingsEdit

Build Requirements:

- Road or

- Waterway or

- Wayside aid (inn, stable, protective outpost, etc.)


Transport Holding (NRR) – no cost

-Allows goods to be shipped to other factions with connected transport holdings


Build Requirements:

-Town scene and base requirement


Capital Town (NRR) – 10 gold + base requirement

- +1 good per month in this holding, one-time only offer


Build Requirements:

- City scene and base requirement


In-City Holding (City scene + tertiary holding, NRR) – 15 gold + base requirement

-Brings in 2 coins per month in addition to whatever goods it processes thanks to urban economics

-Only half of a player's tertiary holdings can be in-city holdings

Production Holdings (Basic and Premium)Edit

Mines and Quarries

Build Requirements:

-Rockwork feature and signs of human inhabitation or

-Mine, underground structure or quarry


Quarry (NRR) – no cost

-Produces 3 units of stone per month


Marble Quarry (explorer) – 10 coins + 2 tools

-Produces 3 units of marble per month in Mythron, 2 units of marble per month elsewhere


Iron Mine (NRR) – no cost

-Produces 3 units of iron per month


Coal Mine (NRR) – no cost

-Produces 3 units of coal per month


Gold Mine (explorer) – 10 coins + 2 tools

-Produces 2 units of gold per month


Silver Mine (explorer) – 10 coins + 2 tools

-Produces 2 units of silver per month


Gem Mine (explorer) – 10 coins + 2 tools

-Produces 3 units of gems per month in Rainos, 2 units of gems per month elsewhere


Amethyst Mine (explorer) – 10 coins + 2 tools

-Produces 3 units of amethyst per month in Bodus, 2 units of amethyst per month elsewhere


Livestock Ranches and Farms

Build Requirements:

-Pasture, barn or pen setting with fences or farm buildings


Cow Farm (NRR) – no cost

-Produces 3 cows per month


Sheep Farm (NRR) – no cost

-Produces 3 sheep per month


Goat Farm (NRR) – no cost

-Produces 3 goats per month


Horse Ranch (explorer) – 10 coins + 2 tools

-Produces 3 horses per month in Nerogue, 2 horses per month elsewhere


Build Requirements:

- Coastal or riverbank structure or village


Fishing Village (NRR) – no cost

-Produces 3 fish per month


Plant-Based Goods


Build Requirements:

- Fields with farmers, farm equipment or buildings


Wheat Farm (NRR) – no cost

-Produces 3 wheat per month


Cotton Farm (NRR) – no cost

-Produces 3 cotton per month


Build Requirements:

- Forest or woods with signs of tree-cutting or

- Forest building with equipment appropriate to the production of its good


Woodcutter (NRR) – no cost

-Produces 3 lumber per month


Kiln (NRR) – no cost

-Produces 3 tar per month


Build Requirements:

-House, cottage


Dyer (NRR) – no cost

-Produces 3 dye per month

Processing Holdings (Secondary and Tertiary)Edit

Food


Build Requirements:

-Varies; see description before holding function


Butcher (NRR) – no cost, House, building or kitchen

-Produces meat from animals and fish


Mill/Bakery (NRR) – no cost, Mill building or building with either a large oven or display window with baked goods

-Produces bread from wheat


Brewery (NRR) – no cost, House or building with barrels and/or vats

-Produces drinks from wheat

-Produces potions from drinks and spices


Market (NRR) – 1 house + 2 fabric + 1 tools, Scene with at least two vendors

-Produces rations from meat, bread and drinks

-Produces flavorful rations from rations and spices


Raw Materials


Build Requirements:

-House or building


Tannery (NRR) – no cost

-Produces leather from cows

-Produces parchment from goats


Weaver (NRR) – no cost

-Produces canvas from cotton

-Produces rope from cotton

-Produces fabric from sheep and dye


Blacksmith (NRR) – no cost

-Produces steel from coal and iron

-Produces tools from iron and lumber


Construction


Build Requirements:

-House or building


Carpenter (NRR) – 1 lumber + 1 tools

-Produces some buildings

-Produces ships and wagons


Mason (NRR) – 1 stone + 1 tools

-Produces some buildings

-Produces fortifications and castles


Engineer (NRR) – 1 large building + 1 steel + 1 tools

-Produces siege equipment

-Produces crossbows

-Outfits advanced warships


Miscellaneous Goods


Build Requirements:

-House or Building


Tailor (NRR) – 1 house + 1 fabric + 1 tools

-Produces clothing from fabric

-Produces fine clothing from fabric, dye and premium goods

-Produces soft armor from clothing and leather

-Produces fine soft armor from fine clothing and leather


Wizard’s Workshop (Enchanter) – 1 house + 1 amethysts + 1 animals

-Produces books from parchment and leather

-Produces enchantments from books and amethysts

-Uses enchantments to increase the price of any good


Jeweler (Explorer) – 1 house + 1 gold/silver/gems + 1 tools

-Enhances weapons with premium goods

-Enhances armor with premium goods


Weapons and Troops


Build Requirements:

-Large, military building


Armorer (NRR) – 1 large building + 1 steel + 1 tools

-Produces chain mail from leather and steel

-Produces half plate armor from steel

-Produces plate armor from steel


Weaponsmith (NRR) – 1 large building + 1 steel + 1 tools

-Produces knives from steel

-Produces swords from steel

-Produces polearms from lumber and steel

-Produces bows from lumber and rope

-Produces shields from lumber and leather


Training Camp (NRR) – 1 official building + 1 large building + 1 rations

-Trains all types of soldiery

-Trains crews for ships, wagons and siege equipment

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