Below you will find a list of elements of custom Towny mechanics in Nations along with their description.
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.
Main article: Elections
Towns and nations can hold elections for any town/nation rank. If desired, voting and candidacy can be restricted to residents holding special Voter
and Politician
ranks.
Nations can place embargoes on other nations to severely limit trade between them.
When a nation is under an embargo from another, all Global Market, Player Shop and /pay
transactions between their residents are forbidden.
Nation leaders, co-leaders and diplomats can place and remove embargoes using /n embargo [add/remove]
. To check the list of a nation's embargoes, use /n embargolist
.
Embargoes cannot be placed on allied nations. When nations become allies, any existing embargoes between the two are lifted.
A truce is a temporary but unbreakable pact between two nations that forbids them from:
The minimum truce length is 7 days, while the maximum length is 30 days. They cost diplomatic points.
To view a nation's active truces, run /n truce list <nation name>
.
To propose a truce, a nation leader, co-leader, chancellor or diplomat must run /n truce propose <other nation> <truce length in days>
.
When a nation occupies all the towns of another nation, it can force that nation to sign a truce in exchange for ending the occupation.
To do this, a nation leader, co-leader, chancellor or diplomat must run /n truce force <occupied nation> <truce length in days>
Salaries allow towns and nations to pay residents with a specific rank or title.
/[t/n] salaries [payrank/paytitle] [rank/title] [amount to pay each resident]
Be aware that:
Examples:
- Pay $100 to every soldier in your nation:
/n salaries payrank soldier 100
- Pay $200 to every resident with the “Rich” title in your town:
/t salaries paytitle rich 200
Not everyone uses or regularly checks Discord. Town and nation broadcasts allow you to periodically convey information to residents in-game.
A broadcast message can be set using /[t|n] set broadcastmessage <message>
. Set the message to none
to remove the broadcast.
By default, the interval between broadcasts is 5 minutes. This can be changed using /[t|n] set broadcastinterval <interval in minutes>
. The interval must be between 1 and 60 minutes.
Leader/co-leader rank is required to change nation broadcasts, while mayor/co-mayor rank is required to change town broadcasts.
Examples:
/n set broadcastmessage The government is buying gunpowder. Sell them to the shop in the capital.
/n set broadcastinterval 10
Town types are visible (and in the future, functional) badges and titles to towns that allow nations and towns to use, categorize, and represent their important towns in a meaningful and more immersive manner. The town's icon on the Dynamic map also changes based on the town type.
They can be applied by nation members with the Leader, Co-Leader, and Chancellor nation ranks to any town within the nation, by using /n set towntype (town name) (town type)
. The number of non-default town types a nation can have is limited by the number of people in the nation.
The available town types are:
Secession allows a group of towns to leave a nation and create their own, taking some of their old nation's towns with them.
Secession from a nation can be led by any one of its non-peaceful towns.
The mayor of a non-peaceful town can invite other mayors to secede with them using the /secession invite
command. This non-peaceful town becomes the secession leader. The existence and members of the secessionist movement is kept secret and cannot be seen by the nation leader.
When ready, the leading non-peaceful town can secede using the /secession secede <name of new nation>
. This will create a new nation that includes all the secessionist towns, with the leading non-peaceful town as the capital. Moreover, any peaceful town in the old nation whose closest non-peaceful town is in the secessionist movement will also join the new nation.
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.
Cultures add an optional cultural element to Nations.
Mayors can set a culture for their town using /town set culture (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
.
To see information about a culture, type /culture info <culture name>
. The list of largest cultures is accessible through /culture top [page]
.
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.
CULTURE channel /cc
: For speaking with players who are in towns that have the same culture as yours.
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.