Below you will find a list of elements of custom Towny mechanics in Nations along with their description.
A nation coup is an 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
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.
Main article: Vassals
A vassal nation is a nation that has chosen to be subordinate to another nation, called the overlord nation. Vassals receive protection and bonus claims from their overlord nation, but sacrifice some of their independence in return.
The wealth command allows you to see the total balance of a town/nation and a breakdown of its sources. Use it by typing
/wealth [town/nation] <name of town/nation>.
Anyone with the ability to change nation taxes can also set a wealth tax for their nation. Every Towny day, a nation's wealth tax is collected from:
The wealth tax is set by typing
/n set wealthtax (percentage). The maximum wealth tax rate is 0.5%.
For example, if a resident has $1,000 in their balance and their nation's wealth tax is 0.5%, they will pay 0.5% of $1,000 ($5) in wealth tax to the nation.
Mayors can set a sales tax that is levied on purchases made from player shops that are inside their town. Set it by typing
/t set salestax (percentage). The maximum sales tax is 10%.
For example, if sales tax is 10% and someone makes a $1,000 purchase from a player shop inside the town, the seller will receive $900 and $100 will be deposited in the town bank.
Mayors of capital towns within a nation can enable and set a transaction tax for Global Market (
/ah) purchases made 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.
The activity and influence of towns themselves have server-set caps.
Towns within the same nation cannot be located more than 10,000 blocks away from the nation's capital town. In addition, if your town is Peaceful, it must be located within 4,000 blocks of a Non-Peaceful Town that is part of your nation.
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 towns' homeblocks.
Town outposts are disabled.
The minimum distance between any two towns is 4 chunks; however, this only applies to towns in different nations.
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.
Cultures add an optional cultural element to Nations.
Mayors can set a 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 (
Players in towns of same culture can chat in a separate, private channel by typing
/trd : For international trading purposes.
/dip : For diplomatic relations, accessible by players who have the following ranks: Leader, Coleader, Chancellor, and Diplomat.
/int : General chat for languages other than English. All other chat rules apply.