flagNations

A nation is a group of towns under one capital town, with shared diplomacy, bonuses, and sometimes shared wars and taxes. From a player’s perspective, nations mainly matter for perks, allies/enemies, extra taxes, joining a larger political group around your town to gain more land, cheaper upkeep, stronger protection, shared spawn, and allies in PVP or war, at the cost of extra taxes and sometimes stricter rules for towns.

What a nation is for

Nations give mechanical bonuses and political structure on top of towns. You interact with nations primarily through your town, not as an individual nomad.

  • A nation is formed by a town that becomes the capital, and that town’s mayor becomes the nation leader.

  • Nations can ally or enemy other nations, join war events, and provide bonuses to all member towns (more claims, cheaper upkeep, more outposts, etc.).

  • Nations have their own bank, spawn, and taxes that affect all towns inside the nation.

Joining, leaving and seeing nations

As a regular player, your town mayor handles most nation decisions, but you still use some nation commands. Your town can only belong to one nation at a time.

  • Towns join nations with commands like /nation add <town> or /town join <nation> depending on setup; only mayors or people with rank permission can do this.

  • Towns can leave nations with /nation leave, unless special systems like conquest prevent leaving.

  • You can list all nations with /nation list and inspect a particular one with /nation <name> to see its towns, allies, enemies, taxes, and leader.

Nation spawn and movement

Nations get a nation spawn that players from member towns can use, and sometimes other players if the nation is public.

  • You travel to a nation’s spawn with /nation spawn (your own nation) or /nation spawn <nation> for other nations if allowed and not an enemy.

  • Public nation spawns can be open to almost anyone.

Alliances, enemies and PVP

From a player perspective, the biggest nation-side social feature is alliances and enemies. These relationships affect friendly fire and permission behavior across towns.

  • Two nations can ally so their towns are friendly: allies typically cannot hurt each other with PVP and can get extra rights on each other’s plots if perms allow “ally.”

  • Nations can set enemy relations that may allow PVP, sieges, or special war mechanics depending on other plugins.

  • Some nations require alliances to be mutual (both sides must agree), preventing one-sided “fake ally” relations.

NationZone (extra-protected ring)

Nations can generate a NationZone, an area of wilderness around their member towns that only nation members can modify. This protects the surroundings of nation towns from griefing.

  • NationZones are like wilderness where only people from that nation can build/destroy blocks.

  • The radius of NationZones increases as the nation’s population (or town count) increases; bigger nations get a wider protective ring.

  • Mayors can sometimes toggle NationZone around their town, and admins can override sizes for particular towns.

Nation-level perks for towns

Joining a nation gives concrete mechanical bonuses to all towns in it, which scale with nation size.

  • Towns can receive bonus townblocks beyond what they’d get alone, letting them claim more land.

  • Town upkeep can be cheaper: nations can reduce daily upkeep cost for member towns with configurable multipliers.

  • Towns in a nation can get a higher outpost limit, letting them claim more remote outposts.

  • Nation-level settings can also increase surrounding NationZones, giving better protection near towns.

Nation leader and ranks (player view)

The mayor of the capital town acts as nation leader and controls most nation-level features. As a normal player, you experience this through ranks you might receive.

  • Nation leaders can assign nation ranks such as assistants or custom roles using /nation rank add <player> <rank>.

  • Ranks control who can invite towns, manage diplomacy, set nation taxes, or change other settings.

  • Leaders can also set titles and surnames for residents in member towns (e.g., decorative prefixes and suffixes in chat) with /nation set title and /nation set surname.

Nation taxes and money

From a town’s point of view, joining a nation means paying nation taxes but getting bonuses back. You see this mostly as a resident through your town’s finances.

  • Nation leaders set nation tax with /nation set taxes; this can be a flat amount per town or a percentage tax.

  • Flat nation tax charges each member town’s bank a fixed amount every Towny day; if a town cannot pay, it can be kicked from the nation.

  • Percentage nation tax charges based on town money; if a town has no money, it pays nothing and is not auto-kicked, up to configured caps.

  • Nations can also set an extra conquered tax on towns that are in a conquered state, making them pay more each day.

Nation bank and caps

The nation bank holds money for taxes, war, and other costs. As a regular player, you may be able to contribute but not withdraw.

  • Residents of member towns can usually deposit into the nation bank using /nation deposit <amount>; only the leader and authorized ranks can withdraw.

  • Levels can limit how much money nations store using a nation bank cap, stopping nations from being used as infinite safe storage.

Distance and joining rules

Nations can have distance rules that decide which towns are allowed to join based on how far they are from the capital or other member towns.

  • There can be a maximum distance from the capital town that any town is allowed to join, preventing super-spread nations.

  • Alternative rules can allow membership if a town is close enough to any existing member town, forming chains of connected towns across the world.

Sanctioned towns and restrictions

Nations can sanction specific towns, blocking them from joining. This is a nation-level filter on who is allowed in.

  • Sanctioned towns cannot join the nation via joining commands.

  • Players from sanctioned towns also cannot /nation spawn <nation> to that nation if it is public.

Conquered towns and nation control

Some war systems can place towns into a conquered status under a nation; this changes what the town can do.

  • Conquered towns cannot leave their nation using /nation leave until their conquered duration expires.

  • Nations can charge conquered tax daily to those towns; failure to pay can push them into bankruptcy.

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