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Towns and Nations

This guide introduces Towns and Nations, the plugin used by Steel Dominion to allow the creation of towns and nations, alliances and conflicts, along many other features dedicated to enhancing the World War Simulator experience.

Territory

A territory consists of at least one chunk (16 x 16 area of the map). As players progress, they can claim additional chunks to expand their territory. By default, claimed chunks provide protection against building, breaking or interacting with blocks for Players that are not apart of the territory.

To create or join a territory, run the command /tan gui in the chat and select one of the 3 presented territory options.

Note

Likewise, players with sufficient permissions can invite other players to their territory using the command /tan invite .

Town

The lowest territory tier. Creating a town costs 1000 Gold Ingots. They can be apart of a region or remain independent. Towns are the only type that can claim landmarks as they upgrade.

Region

Regions are the second territory tier. They contain multiple towns and can be created using a town's treasury with 7500 Gold Ingots.

Nation

Nations are the third and largest territory tier. They contain multiple regions and can be created using a region's treasury with 25000 Gold Ingots. Contrary to Towns and Regions, Nations can not claim chunks.

Claiming a Chunk

Territory leaders or Players with permissions can claim more chunks for their territory by running the command /tan claim . There is a limit to how much you can claim, with the cap increasing the further you upgrade your territory.

In order to unclaim a chunk, you can run the command /tan unclaim.

Map

You can view the map along with the chunk borders here

Town Management

The management of a territory is handled through the Towns and Nations GUI.

Treasury

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Upgrades

Upgrades allow towns, regions and nations to increase the amount of chunks, players and properties while also unlocking additional features. Players with the Manage upgrades permission can unlock upgrades with sufficient Gold Ingots, resources and other prerequisites.

Hierarchy and Permissions

Ranks are essential to control access and authority of players within territories. Players with the Manage ranks permission can modify or remove existing ranks or create up to 25 total ranks. You can sort them from level 1 through 5 and manage their permission and tax settings.

Upon joining, players will always be given the set default rank.

Diplomacy

Diplomacy determines how a territory interacts with other territories as well as its players. There are 5 types of diplomatic relations:

  • Alliance: Territories that are allied with eachother can become co belligerents during conflicts

  • Non-aggression: Hostile actions are disabled between players of the two territories (The same applies to Alliances)

  • Neutral: The default state between territories, indicating no diplomatic relations

  • Embargo: All economical affairs between the two territories are blocked

  • Hostile: Enables conflicts between the two territories

Certain relations can not be freely chosen, specifically those tied to a territorial hierarchy with other territories. Suzerain, the higher authority and the Vassal, the subordinate territory.

Buildings

Fort

Forts are defensive buildings that can protect nearby chunks from being captured during attacks of active conflicts. They can be captured if attackers outnumber defenders within its radius, leaving nearby chunks without protection.

Private Property

Private properties are three dimensional private areas within a territory which any players, and a town itself can own. They can be rented to everyone, even outside of the territory its on, with the exception of members who are apart of a territory with a below neutral relation.

While town permissions do not apply here, they can still be removed by ranks with the Manage buildings permission

Landmark

Landmarks are a valuable type of structure that generate resources, making them a strategic objective across the server. Similarly to Forts, they can be captured by Towns.

Once claimed, they will automatically gather resources that may vary based on the location.

Preservation of Landmarks

Players cannot break or build any blocks in the landmark area.

Conflicts

Territories can compete over land and influence by declaring war on eachother. War begins when relations between two territories have dropped to hostile and a declaration is made. A war may conclude once a certain percentage of territorial claims have been captured by the opposing territory or when a side surrenders on their own.

Attacks

During wartime, both sides can initiate attacks on eachother, with the attackers having the objective of capturing chunks. The defending side can retain their chunks by having the majority of players in the contested lands within a set period of time.

Forts

Forts are essential during attacks. Click here for more information.

Other territories may join these attacks through the conflicts menu.

Admin Approval

Admin Approval is necessary for attacks to initiate.

War Goals

Upon declaring war, both sides are obligated to choose war goals that determine the outcome once the war concludes. There are five types of war goals:

  • Conquer territory: Conquers a certain amount of territory from the enemy
  • Capture landmark: Captures a landmark from the enemy
  • Capture fort: Captures a fort from the enemy
  • Subjugate: Makes the enemy a vassal territory
  • Liberate: Releases the enemy from its suzerain
Scheduled Attacks

War goals can not be changed once an attack is declared.

All war goals of the winning territory will be enforced once the war comes to an end.

List of Commands

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