Lands and Nations: Difference between revisions

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Admantum features the [https://www.spigotmc.org/resources/lands-%E2%AD%95-land-claim-plugin-%E2%9C%85-grief-prevention-protection-gui-management-nations-wars-1-21-support.53313/ Lands plugin]. It is both easy to use and well integrated onto our server. The plugin offers the creation and management of lands (also known as towns, claims or plots) and nations. The lands themselves offer grief protection and ways to manage the players in your land while nations offer the possibility of tying multiple lands together.
**Basic Concepts**


== Getting started with lands ==
*  **Towns:** A town is a group of players who have joined together to inhabit and develop a common area. Towns have a mayor who is responsible for managing the town.
=== Creating a land ===
*  **Plots:** The land within a town is divided into plots, which can be purchased and built upon by players.
You can easily create a land using <code>/lands create (name)</code>. Currently, a player is restricted to the creation of up to 3 lands
*  **Nations:** Nations are alliances of towns that join together to increase their power and influence.
*  **Taxes:** Towns and nations can levy taxes to manage their finances.


=== Managing your land ===
**Commands**
If you own multiple lands, it is important to know which one you are editing. Any command executed regarding a land will only affect the land you are editing. You can check which one it is via opening the land menu using <code>/lands</code>. This menu will show all lands that you either own or are trusted in. The land with the yellow player head and a white checkmark as its icon is the land you are currently editing.


==== Managing players ====
Towny offers a variety of commands for players and administrators. Here are some of the most important ones:
Use <code>/lands trust (playername)</code> to trust a player in your currently edited land. When a player is trusted in a land, they may place and destroy blocks, use doors, buttons, levers, bells and so on and attack and interact with entities in your land. To untrust a player in order to revoke these permissions, use <code>/lands untrust (playername)</code>.


You can also ban players from your land using <code>/lands ban (playername)</code>, which will prevent them entering your land. Likewise, you can execute <code>/lands unban (playername)</code> to undo this action.
**General Commands**


==== Managing money ====
*  `/towny`: Displays general Towny information.
Money plays an important role in the economy. To check how much money your land currently has in its bank, execute <code>/land balance</code>. Players that are trusted in a land may also deposit money into its bank using <code>/lands deposit (amount)</code>, however only the owner of the land may withdraw from it using <code>/lands withdraw (amount)</code>. Another notable feature of a land's economy are taxes. The owner of a land can set taxes using the land menu (<code>/lands</code>). When taxes are non-zero, the value at which they are set will be taken off of the balance of each member of a land '''every 24h'''
*  `/towny map`: Displays a map of the world showing town boundaries.
*  `/towny prices`: Shows the prices for town creation, plots, etc.
*  `/towny time`: Shows the current Towny time (which may differ from the normal Minecraft time).


==== Managing area ====
**Town Commands**
A land most notably consists of area which it spans across. The claim system on Adamantum is chunk-based which means that all lands have a claim resolution of one chunk. To claim a chunk for the land that is currently being edited, the owner of that land may use <code>/lands claim</code>. In order to claim for a specific land, the owner may use <code>/lands claim (land name)</code>. Claiming also possible automatically using <code>/lands claim auto</code> which will claim every chunk you walk into automatically for the edited land. The easiest method of claiming a certain area is to outline it using automatic claiming. When the area is then fully enclosed, your can use <code>/lands claim fill</code> to claim the entire area which your land encloses. (note that you will have to stand inside a wilderness chunk inside your enclosed area for this command to work)


Be aware that there is currently a bug in the map which will make an enclose area appear as if it was fully claimed when it is not.
*  `/town new [Town Name]`: Creates a new town.
*  `/town add [Player Name]`: Invites a player to the town.
*  `/town leave`: Leaves the current town.
*  `/town claim`: Claims the current plot for the town.
*  `/town unclaim`: Unclaims the current plot.
*  `/town set board [Message]`: Sets a message for the town.
*  `/town set mayor [Player Name]`: Appoints a new mayor.
*  `/town delete`: Deletes the town (mayor only).
*  `/town online`: Shows the online members of the town.
*  `/town list`: Shows all existing towns.
*  `/town [Town Name]`: Shows information about the town.


When claiming chunks, they are free up until 250 chunks. After that every claimed chunk will costs 0.5$. Any land may only claim up to 1250 chunks.
**Plot Commands**


=== Lands for non-owners ===
*  `/plot claim`: Buys the current plot.
A member of a land may invite you to it. When that happens you can either accept using <code>/lands accept</code> or deny using <code>/lands deny</code>. If you plan to accept the invite, note the taxes. When you become a member of a land, you will become "trusted". This will mean that will be able to place or break blocks, interact with doors and mechanisms such as buttons and bells and interact and attack entities within the land including players.
*  `/plot unclaim`: Sells the current plot back to the town.
*  `/plot set perm`: Sets permissions for the plot (e.g., for friends).
*  `/plot forsale [Price]`: Puts the plot up for sale.
*  `/plot notforsale`: Takes the plot off the market.


When you are a member of a land you may also:
**Nation Commands (Detailed Explanation)**
* deposit money into the lands bank
* invite other players to a land


However, you may not:
Nations in Towny are alliances of towns that pursue strategic, economic, or political goals. They offer member towns additional advantages and opportunities.
* claim or unclaim chunks
* withdraw money from a land's bank


=== Restrictions ===
*  **Creating a Nation:** A town can create a nation using the command `/nation new [Nation Name]`. The mayor of the founding town automatically becomes the king/queen of the nation.
A summary of all restrictions regarding lands:
*  **Joining a Nation:** A town can join a nation using the command `/nation add [Town Name]` (executed by the king/queen of the nation). The town must accept the invitation.
* a player may only create 3 lands at a given time
*   **Leaving a Nation:** A town can leave a nation using the command `/nation leave`.
* a player may only be trusted in up to 10 lands
*   **Capital:** Each nation has a capital, which is set using `/nation set capital [Town Name]`. The capital often plays a central role in the nation.
* a land may only contain 1250 chunks
*  **National Taxes:** The king/queen can set national taxes, which are levied on member towns (`/nation set taxes [amount]`). These taxes go into the nation's treasury.
*  **National Ranks:** In some configurations, nations can assign ranks to their member towns, which grants additional permissions or benefits.
*   **Advantages of a Nation:**
    *  **Increased Influence:** Nations have more influence on the server and can form alliances with other nations.
    *  **Economic Advantages:** Through joint projects and trade, nations can boost their economies.
    *  **Additional Claims:** Nations often receive additional land claims, allowing their member towns to grow.
    *  **Shared Protection:** In some cases, nations offer their member towns protection from attacks.


=== Other useful things ===
**Taxes (Detailed Explanation)**
==== Quick travel ====
A member of a land may teleport to a land's spawn using <code>/lands spawn (name)</code>. The owner of the land may set where the spawn point of a land is using <code>/lands setspawn</code> which will set the spawn point for the edited land to the current position of the player. Note that you may not quick travel to other lands.


==== Renaming a land ====
Taxes in Towny are a crucial aspect of town and nation management. They provide a source of income for towns and nations to fund various activities, such as maintenance, infrastructure development, and defense.
To be added, Im tired.


==== Color coding a land ====
*  **Setting Taxes:** The mayor of a town can set the town's taxes using the command `/town set taxes [amount]`. This sets the amount of money each resident of the town will pay periodically (the period is defined by the server configuration). Similarly, the founder of a nation can set taxes for all member towns using `/nation set taxes [amount]`.
To be added, Im tired.
*  **Tax Collection:** Taxes are automatically collected from residents at regular intervals. The time between tax collections is configurable by the server administrator.
 
*  **Tax Destination:** Town taxes go directly into the town's bank account. Nation taxes are collected from each member town and go into the nation's bank account.
== Getting started with nations ==
*  **Tax Uses:** The collected taxes can be used by the town or nation for various purposes:
To be added, Im tired.
    *  **Town Maintenance:** Covering the costs of maintaining the town's infrastructure, such as roads, public buildings, and protection.
 
    *  **Nation Upkeep:** Contributing to the nation's treasury for shared expenses like war efforts, joint projects, or tributes to other nations.
== Getting started with wars ==
    *  **Incentives:** Some servers may use tax revenue to provide incentives to residents, such as discounts on plots or other benefits.
To be added, Im tired.
*  **Tax Evasion:** Players cannot directly avoid paying taxes. If a player does not have sufficient funds in their account when taxes are due, they may face penalties defined by the server, such as temporary eviction from the town or other restrictions.
*  **Tax Display:** Players can view the current tax rates for their town and nation using the `/town` and `/nation` commands.

Latest revision as of 02:18, 25 December 2024

    • Basic Concepts**
  • **Towns:** A town is a group of players who have joined together to inhabit and develop a common area. Towns have a mayor who is responsible for managing the town.
  • **Plots:** The land within a town is divided into plots, which can be purchased and built upon by players.
  • **Nations:** Nations are alliances of towns that join together to increase their power and influence.
  • **Taxes:** Towns and nations can levy taxes to manage their finances.
    • Commands**

Towny offers a variety of commands for players and administrators. Here are some of the most important ones:

    • General Commands**
  • `/towny`: Displays general Towny information.
  • `/towny map`: Displays a map of the world showing town boundaries.
  • `/towny prices`: Shows the prices for town creation, plots, etc.
  • `/towny time`: Shows the current Towny time (which may differ from the normal Minecraft time).
    • Town Commands**
  • `/town new [Town Name]`: Creates a new town.
  • `/town add [Player Name]`: Invites a player to the town.
  • `/town leave`: Leaves the current town.
  • `/town claim`: Claims the current plot for the town.
  • `/town unclaim`: Unclaims the current plot.
  • `/town set board [Message]`: Sets a message for the town.
  • `/town set mayor [Player Name]`: Appoints a new mayor.
  • `/town delete`: Deletes the town (mayor only).
  • `/town online`: Shows the online members of the town.
  • `/town list`: Shows all existing towns.
  • `/town [Town Name]`: Shows information about the town.
    • Plot Commands**
  • `/plot claim`: Buys the current plot.
  • `/plot unclaim`: Sells the current plot back to the town.
  • `/plot set perm`: Sets permissions for the plot (e.g., for friends).
  • `/plot forsale [Price]`: Puts the plot up for sale.
  • `/plot notforsale`: Takes the plot off the market.
    • Nation Commands (Detailed Explanation)**

Nations in Towny are alliances of towns that pursue strategic, economic, or political goals. They offer member towns additional advantages and opportunities.

  • **Creating a Nation:** A town can create a nation using the command `/nation new [Nation Name]`. The mayor of the founding town automatically becomes the king/queen of the nation.
  • **Joining a Nation:** A town can join a nation using the command `/nation add [Town Name]` (executed by the king/queen of the nation). The town must accept the invitation.
  • **Leaving a Nation:** A town can leave a nation using the command `/nation leave`.
  • **Capital:** Each nation has a capital, which is set using `/nation set capital [Town Name]`. The capital often plays a central role in the nation.
  • **National Taxes:** The king/queen can set national taxes, which are levied on member towns (`/nation set taxes [amount]`). These taxes go into the nation's treasury.
  • **National Ranks:** In some configurations, nations can assign ranks to their member towns, which grants additional permissions or benefits.
  • **Advantages of a Nation:**
   *   **Increased Influence:** Nations have more influence on the server and can form alliances with other nations.
   *   **Economic Advantages:** Through joint projects and trade, nations can boost their economies.
   *   **Additional Claims:** Nations often receive additional land claims, allowing their member towns to grow.
   *   **Shared Protection:** In some cases, nations offer their member towns protection from attacks.
    • Taxes (Detailed Explanation)**

Taxes in Towny are a crucial aspect of town and nation management. They provide a source of income for towns and nations to fund various activities, such as maintenance, infrastructure development, and defense.

  • **Setting Taxes:** The mayor of a town can set the town's taxes using the command `/town set taxes [amount]`. This sets the amount of money each resident of the town will pay periodically (the period is defined by the server configuration). Similarly, the founder of a nation can set taxes for all member towns using `/nation set taxes [amount]`.
  • **Tax Collection:** Taxes are automatically collected from residents at regular intervals. The time between tax collections is configurable by the server administrator.
  • **Tax Destination:** Town taxes go directly into the town's bank account. Nation taxes are collected from each member town and go into the nation's bank account.
  • **Tax Uses:** The collected taxes can be used by the town or nation for various purposes:
   *   **Town Maintenance:** Covering the costs of maintaining the town's infrastructure, such as roads, public buildings, and protection.
   *   **Nation Upkeep:** Contributing to the nation's treasury for shared expenses like war efforts, joint projects, or tributes to other nations.
   *   **Incentives:** Some servers may use tax revenue to provide incentives to residents, such as discounts on plots or other benefits.
  • **Tax Evasion:** Players cannot directly avoid paying taxes. If a player does not have sufficient funds in their account when taxes are due, they may face penalties defined by the server, such as temporary eviction from the town or other restrictions.
  • **Tax Display:** Players can view the current tax rates for their town and nation using the `/town` and `/nation` commands.