The Feudal Era! A brief blip of success in what many consider to be the dark ages of rust factions. Facing an ever declining population and general increasing disinterest in the rust RP experience, Era 22 was a simple era that featured simple rule changes meant to simulate the complex feudal government systems found in medieval Europe and as such, it was referred to as the "Feudal Era." While proclaiming to be an era modeled after feudal europe, it never actually attempted to emulate or enforce actual feudal relationships which would have been hard to establish and maintain in a game. Instead the era took a grossly simplified version of the political climate from the popular book series "Game of Thrones" and used it as a template, splitting clans into different "houses" depending on their size and giving the largest "houses" special rules to encourage smaller houses to pledge fealty to the large ones.
1) Factions are now Houses, and are limited. Houses must have a sigil/coat of arms.
A Great House is a powerful house which has vassal houses to itself. Great Houses may be from 3-5 players. A Lesser (Or small) House is the vassal houses to the Great Houses. They may be from 1-3 players.
When A Lesser house is created, they must swear fealty to a Great House.
2) Controlling land
Land claims are now limited by the number of players in your faction. Each claim is approximately 1 grid square on rust.io per person.
Your control structure must be thematically a castle, and must contain your factions sigil/coat of arms/banner on the front of it.
3) War Changes
The rules of war are still the same as before (in regards to declaring and winning a war). The main change comes in what happens after the war now. If a house defeats another house in war, the defeated house must now swear fealty to the conquering house. The defeated house now becomes a lesser house under the Great House of the conquering side. You do not lose your land or control of it.
4) The King or Queen.
After the first couple days there will be a deciding vote on Kingship/Queenship. How this will work is the Great Houses can put their name in for the royal ascension, with their chosen leader taking up the mantle of king/queen.
However, only the Lesser Houses may vote on which Great House will take the throne. Therefore it is integral for the Great Houses to secure the alliances or favour of the lesser houses, whether through diplomacy or conquest.
The King/Queen will have the power to pass laws island wide, but it is up to the controlling house to enforce them (ex. The King bans pumpkin helmets for whatever reason, it is up to the kings house/allies to enforce the law).
[HIGH] The High King's Host
[Jarn] House Järn
[Csejte] House Bathory
[Republic] The Central Republic
[MYRE] Greater House Windermyre
[Espero] The Commonwealth of Espero
House Of Khada
Lesser House of Damian
House of Sin
The Greater Kingdom of Meridian
House of Argentarius
Lesser House of Cabal
The House of SilverDawn
House of Freemasonry
The House of Moose
The Hegumenic Church
The High Court of Meredith Jane
House of Elynore
Black Flag Operators
House Raccoon Bandits
the free mans hunting Lodge
House of the Shadow
House of Firefly
House of the Gooseman
The House of El
House of the Silver Serpent
The Trades Guild Forums
HOUSE OF KARANTO BANKO
House of the Lord of Barrels.
Order of the Black Diamond
La Familio de Espero (The Family of Hope)