Topic: Read First: Guide on applying for Citizenship

Welcome travelers.  Many of you have had long journeys, in search of a true homeland through which you can settle.  We are familiar.  Hermertia and the Mercurian Empire has a long history with people arriving on its various shores after a long period of struggle.  But they find project here, and find an opportunity for prosperity.  We have had hearty farmers, rigid taskmasters, honourable scholars, cunning managers, esteemed architects, prestigous redstone engineers, and industrialists find their humble beginings on our shores.  Would you like to follow in their footsteps? 

Why Citizenship?
tl/dr: Citizens live in already developed realms/kingdoms, or are individual adventurors without a realm.
Politics is not for everyone.  To become a founder of a realm or culture, one needs to engage in continous diplomacy, especially during their founding years.  It also comes with small responsibilities.  Most travelers just want a place to call their home, and are not interested in political affairs.  This application is for you.

Citizens avoid all that. Citizens gain the protection and support of an established political entities (which have officially recognized borders).  All they have to do is obey the national laws of their realm, which do not supercede a few international laws. 

To be elected a citizen, you need:
1. A sponsorship from a king or governor.
2. Two votes from kings other than the sponsor.
 

General Rules:

1) This empire is VERY destruction-averse.  We have no protection plugins, so know one thing; we have but one core rule.  Wars/attacks WITHOUT political justification or acknowledgement of said attacks = terrorism/griefing, and is the most punishable crime in the entire empire.  Keep your conflict within lore please.  You can see in the forums a long history of us successfully rooting out griefers and laying down stiff judicial punishments.

2) This empire is VERY dependent on diplomacy.  It is one thing to remain within lore, it is another thing to be diplomatic.  The most powerful players, including citizens, are the players that are able to extend their influence the furthest, do so through diplomatic channels, such as building alliances, appealing to the masses, and framing your positions politically.  Don't not overlook this requirement. 

3) The above two rules imply this is NOT a PvP server, this is a role-playing server.  If you want to have a 'lore' that is violent, then be ready to spend most of your time in prison.  The only plugin we use that significantly interferes with gameplay is the use of a prison plugin which get used after wars.  One player is still sitting through a generations-long sentence.   

4) This empire needs patient players.  As a lore server with no /give commands, growth is slow and progress takes time.  This forces regions to build strong alliances, as barter trade is extremely common place (allowing some regions to specialize their industry for instance).  But it also means do not come on if you expect it to be a short thrill.  This empire welcomes players that are looking for a place to build and be a part of a community for the medium-term at least, meaning don't expect to rise in the ranks over night. 

5) Lore is collectively defined, not unilaterally defined.  This just means we all need to work together to massage the various lores into one cohesive wealth of ideas and cultures.  Think about this world as being a nascent Elder Scrolls or Tolkien Middle Earth, but is far younger, and is being 'crowd sourced'.  Therefore, we look forward to your powerful ideas!  But at times, and especially the beginning stages of defining your lore (first couple months of playing), it is essential to work together and be adaptive and open-minded.

7)   Perhaps the most important law of all: Claims.  Claims are just a catch phrase for when an individual signals to the international order that they are interested in expanding their control.  This is especially the case in a nation's early years when they do not have sovereign borders yet.  Claims can be small, including building signage and extensively mapping terrain, or building cultural claims (based on lore).  But these can be countered with competing claims (meaning you should strategically focus your claims on areas you think you can strategically succeed).  Stronger claims include the eventual building of settlements and forts.  If you build something extensive, it becomes your 'holding', which means no one can break it down, but that does not translate into 'sovereignty' such as an extended border until you are recognized as a realm (see the settler application thread for more information).  Use the above laws to carefully and slowly extend your influence as far as your people's dreams can take you.

For the rest of the rules, review the various Imperial Court and Parliament threads, and pay close attention to conflict and to dialogue conflicts resulted in.   
 
Steps:

FOR THOSE WITHOUT A FORUM ACCOUNT:

STEP ONE:  To prevent bots, we ask that you send us manual requests to access the forum.  Email us at info@projecthermertia.com with the subject FORUM APPLICATION.  The Registrations officers will then review your application and ask a few questions about your purpose for joining the server .  Make sure to include the USERNAME you would like to use in the forums.

FOR ALL:

STEP TWO:  Once you have access to the forums, submit a one or two paragraph bio to the Citizens Application forum.  The bio should be about your minecraft interests, or better yet, some early tentative lore ideas or inspirations.  Here, you need to secure support from the community at large, but officially, you do not gain access until a majority of kings have voted in favour of your entry. 

STEP THREE:  If approved, you'll be given an opportunity to travel the far and wide lands until you find a corner you would like to call your own.


Titles and raising the ranks:

Interested in raising the ranks?  It becomes hard to do if you become a citizen, but all citizens are able to start new projects including their own settlements at any time, but the national laws of the land holdings are in still apply, and some nations are inclined to ask you to give up your holdings in their land if you are becoming a formal power.  To learn more, visit the Settler Application page. 


Writing lore:
From the wise Herald Tryp, we offer you a handy guide for piecing together any lore to support your application.
"Looking for some advice to get you started on writing your lore? Don't know what step to take next in your latest story? Look no further for here is your handy dandy all in one guide!"
http://www.projecthermertia.com/forum/v … php?id=759




That is about it!  If this piques your interest even more, than hot damn, that's the kind of stuff we are looking for.  See you in the application board!

Summary:  Email  info@projecthermertia.com to share your thoughts with the application officers to gain entry to the forum.

Deus meumque jus

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Re: Read First: Guide on applying for Citizenship

Question Regent, how many votes are needed for citizens to get in?

I am Cyrus, son of Thrain
Governor of Elenya
Heir to the throne of the ancient Isilioth Kingdom

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Re: Read First: Guide on applying for Citizenship

I believe it is 3 Cyrus but I could be wrong.

Pseaeli mi na' nyi Sie etv aen'l deqilnh.

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Re: Read First: Guide on applying for Citizenship

Greetings all,

After reviewing the text above, It seems as though a vote from two different Kings are needed for a Citizen to join.
However, a Governor or King must also sponsor you (Want you in their land).

"To be elected a citizen, you need:
1. A sponsorship from a king or governor.
2. Two votes from kings other than the sponsor.
~The Regent"

At least, this is what I understand.
~Kilroy Veci

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Re: Read First: Guide on applying for Citizenship

This new system still has its quarks.  But we're figuring things out.

For one, I am finding many want to be citizens but do not want to commit to the wrong realm.  I understand this, because you are judging you application off of limited information.  But, the citizens also get in on a slightly more lenient application process than settlers, meaning it almost isn't fair if you get approved without a formal sponsor.  Why would anyone apply to be a settler if they could just start as a citizen and wander around for a while?

However, maybe there are ways around this problem.  For example, maybe once approved (with a set sponsor) you a one Mercannum (one month real life) time window to apply for a switch in lords.  Does that work?  That way you still need a sponsor to get in, but if things just aren't aligned, you have the ability to shop around without offending your first lord.  Just some thoughts.

Deus meumque jus

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Re: Read First: Guide on applying for Citizenship

Note as well that nothing stops a citizen of one realm from building in other lands (with permission from the owner of those other lands).  It's just they have one legal entity through which they are loyal too.  If over time a citizen finds their lord oppressive, they can discontinue their citizenship but would likely face losing every single build they had in that land.  Landless citizens, ones who revoked their citizenship, like N was for a long time, will be under the authority of the Council of the Crowned until they find a new host.  International citizens without a holding/citizenship in any realm are expected to build a presence in the Imperial Project though.  I also find it appropriate for some to have 'multiple citizenship' if their host nations allow it.  For example, Nexus Leonon is a citizen of Minerva, but was also free to build in any other land he wished to become a citizen for (although he opted to stay in Minerva).

Edit: We'll use this current wave of applicants to test these ideas out.  What do others think?

Deus meumque jus

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Re: Read First: Guide on applying for Citizenship

I agree with the idea of having a time limit on the exploration of citizens. We want them to feel as though they are not being pressure and making the right choice, but still fulfilling the purpose of their recruitment as citizens. I like the idea of being able to leave your lord, so long as you understand the consequences of such a decision. There should be a minimum time commitment or arbitration process should a citizen choose to leave their lord and start a new settlement, so as to prevent people from abusing the kindness of their lord or the "easier" route of applying as a citizen.

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Re: Read First: Guide on applying for Citizenship

I have to say, this new system is brilliant. I feel that this reform will allow the server to grow  faster now that applicants have a purpose right out of the gate. I am wondering however, if the owners of settlements and such are allowed to accept citizens, as this would help settlement growth and could even contribute to the settlement blossoming into a realm. Just a thought.

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Re: Read First: Guide on applying for Citizenship

I've thought about that and really don't know what to do with it. A new settler can't really sponsor a citizen, that's why it is the way it is, but I'd like to see some of the citizen and settler applicants team up to create wonderful stuff. Any suggestions?

It is the mark of an educated mind to be able to entertain a thought without accepting it.
-Aristotle

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Re: Read First: Guide on applying for Citizenship

Maybe in order to host a citizen you have to have an established place first, or perhaps you must build a specific dwelling place/places for your citizen/citizens to live before you can sponsor.

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Re: Read First: Guide on applying for Citizenship

I actually just thought of this. What if, for a settler to host a citizen, they must gain clearance from a king or two? Once you're a realm you don't need clearance anymore. I just thought this since you have to apply to become a realm and for becoming a king, why not apply for hosting a citizen?

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Re: Read First: Guide on applying for Citizenship

So a settler has to have a king's approval to have a citizen?

It is the mark of an educated mind to be able to entertain a thought without accepting it.
-Aristotle

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Re: Read First: Guide on applying for Citizenship

Warning.. Warning.. if one person starts claims in one piece of land, but is not yet voted in as a governor, and then they opt to bring a new player into their lands to help develop it, they risk letting that new player develop competing claims.  As we have seen in the past, even draconian contracts are not necessarily strong enough to guarantee dominating your peer.  See the Arcadia Affair.

The reasoning is one could recruit someone who one days turns out to be better than them, then the kings when deciding who owns what, would be more likely to side with that person. 

In other words, if you are not a governor yet, you have no official borders and there is no way around that.  If you introduce other settlers, be careful, use diplomacy, and know that you've been warned : P

Deus meumque jus

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Re: Read First: Guide on applying for Citizenship

That is very true, Regent. It may be for the best that settlers cannot host citizens...

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