Below you will find a list of elements of geopolitics in Nations along with a description of their mechanics.
A nation coup is the attempt of any town within a nation to take control of it from its Leader. It is started by a Mayor by using /coup start
. Starting a coup has a cost, which is given by the following formula:
coup start cost ($) = $250 × number of towns in the nation
The coup starts silently. All coup participants are anonymous, unless they choose to reveal themselves during the coup. Any resident within the nation can join the coup (become a coup participant) by typing /coup join
.
During a coup:
/n
). This countdown pauses when the Leader is offline from the server, and continues when they are in the server again.The result of a coup and the name of the Mayor that started it, will be publicly announced in chat.
The Mayor who started the coup can also choose to abandon and prematurely end the coup by typing /coup end
. The coup's failure and the Mayor's identity will be revealed in the process.
After a coup, no coups can be started again within the next 24 real-life hours.
A vassal nation is a nation that has chosen to be subordinate to another nation, called the overlord nation. Vassal nations are permanent allies of the overlord nation, and the vassal nation has the same enemies the overlord nation does. The vassal nation cannot declare new enemies itself.
Vassal nations may exist for two reasons:
/vassals settax (percentage)
. The money is transferred from the town bank of towns in the vassal nation, to the overlord nation's bank, at the start of each Towny day.Vassal nations inherit the nation bonus of their overlord, and vice versa. For vassals, the nation bonus received from the overlord depends on how much of the vassal is occupied. For example, if 40% of the vassal's towns are occupied, it will only receive 40% of the nation bonus of its overlord.
To become a vassal nation, a nation's Leader or Coleader may request another nation to be its overlord by using /vassals pledge (name of overlord nation)
. The other nation's Leader must be online in order to accept the request by typing /accept
or deny it by typing /deny
.
Members in vassals and their respective overlord nations can communicate using the command /vc (message)
. Messages in this channel will be shared only between the overlord and all of its vassals.
The nation being requested cannot be another vassal nation. It also cannot become a vassal if any of its towns are being sieged.
The vassalage ends if:
/vassals release (name of vassal nation)
./vassalrevolt
, forcibly releasing the vassal from vassalage. However, all of its towns will lose siege immunity and its unoccupied towns will become occupied by its former overlord.
Main article: Siege-War
The main form of warfare is siege-war, a 3 real-life day period where nations fight alongside their allies. They are started by a Leader, Coleader, or General placing a colored banner, outside the enemy town. The objective is to gain more points than the enemy side by standing your ground near the colored banner and killing the enemy near it.
Winning a siege grants the winners money and control of the defeated town, through occupation. An occupied town is restricted in multiple ways and grants even more benefits to the occupying nation.
Mayors of capital towns within a nation can enable and set a transaction tax for Global Market (/ah
) purchases from within their town. Set it by typing /t set transactiontax (percentage)
. The maximum transaction tax is 25%.
The transaction tax increases the price of items for all purchases made within your town, by a percentage of the items' selling price. When items are bought, the transaction tax is deposited straight to your town bank, while the original seller receives the normal money that they sold the item for in the first place.
Main article: Resource Extraction
A town can automatically produce and collect resources each Towny day after performing surveys. Each survey can uncover a long list of valuable items, increased with each successive Towny day that a survey is performed.
The resources are split 50-50 with the town's nation if unoccupied, and 70% of the daily resources of the town are sent to the occupying nation if the town is occupied.
The activity and influence of towns themselves have server-set caps.
Towns within the same nation cannot be located more than 12,000 blocks away from the nation's capital town.
A siege can only be started against towns within 12,000 blocks away from your nation's capital town.
Distances here are calculated between the capital town's homeblock to the other town's homeblock.
Town outposts are disabled.
The minimum distance between any two towns is 5 chunks; however, this only applies to towns in different nations.
Players can only join a town if they are within 300 blocks of its town spawn.
This limitation does not apply to players that have been on the server for a week or less.
The Leader or a Coleader can give a town in their nation to a different nation, without the Mayor's agreement. That town cannot be the capital town of the nation.
To transfer a town into a different nation, the Leader or Coleader must type /transfertown (name of town to transfer) (name of recipient nation)
. The other nation's Leader must be online for the transfer to take place, and they can accept the town transfer by typing /confirm
or ignore the request by typing /cancel
.
After the money in the town bank of a town with the Town tier or higher, or Homestead tier, reaches 0 (due to upkeep/nation taxes/plundering) it will enter bankruptcy mode. This means that in order to enter bankruptcy mode, the town must be of tier Town or higher, or Homestead tier; towns of lesser tiers will enter ruin mode immediately instead.
The town's bank will keep going below 0 as money is taken from it due to upkeep or nation taxes. The town bank's value below 0 during bankruptcy mode is called its debt. The debt limit or debt cap is the maximum possible debt that a town under bankruptcy mode may have before falling, and it is calculated by the number of claims that the town owns. The debt cap is visible in the town information screen. Towns of the Homestead tier have a tiny debt cap, while higher tier towns will have a larger debt cap depending on their tier.
During bankruptcy mode, a town faces a few restrictions.
To exit bankruptcy mode, enough money to remove the debt must be deposited in the town bank (/t deposit
). When the town bank goes above 0, the town will be restored with all of its residents. If the debt reaches a maximum point, however (which depends on the overall cost of a town's claimed and bought town plots) then the town will go into ruin mode.
Click here for the list of town tiers in Nations.
A remnant emerges after a town is completely deleted, in place of its former claims. Remnants are functionally identical to Wilderness chunks.
On the town's former town spawn position, however, a Lectern will be placed by the server that holds a book listing information on the fallen town. This Lectern is normally protected from being broken by any means. When the chunk it is resting on is claimed by any town, the remnant is dissolved, and the Lectern is rendered unprotected.
Remnants will display on the Dynamic map.
Cultures add a cultural element to Nations.
Mayors can optionally set any culture for their town using /c set (culture name)
. A town's culture is displayed on its town information screen ( /t
). A nation can be comprised of multiple cultures—the nation's cultural composition (the cultures that the nation is made up of) is displayed on its nation information screen ( /n
).
Players in towns of same culture can chat in a separate, private channel by typing /cc
.
TRADE channel /trd
: For international trading purposes.
DIPLOMATIC channel /dip
: For diplomatic relations, accessible by players who have the following ranks: Leader, Coleader, Chancellor, and Diplomat.
INTERNATIONAL channel /int
: General chat for languages other than English. All other chat rules apply.