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'''Towny''' is a land protection and town/nation management plugin for Minecraft. It allows players to create towns, claim land, form nations, protect property, and cooperate with others through ranks and alliances. It adds strategic elements like diplomacy, taxation, and territory control.
'''Towny''' is a land protection and management plugin that allows players to claim land, creating towns and nations. Alathra has added numerous customizations to the default Towny setup, most notable of which is the change from monetary upkeep to an activity-based upkeep system.


By default, all chunks are considered Wilderness.
* Any player can build, destroy, open chests, and access doors.
* Nothing is protected — use caution!
* PVP is always enabled.
'''Tip:''' To view chunk borders, press <code>F3 + G</code>.
'''Tip:''' To view chunk borders, press <code>F3 + G</code>.


=Towny Basics=
'''Wilderness'''<br>
==Towns==
By default, all land is considered ''Wilderness'':
A '''Town''' is a player-created community that can claim chunks to protect them from other players. The player who creates the town becomes the '''Mayor'''. The Mayor can claim Wilderness chunks to turn them into protected town land.
* Anyone can build, break, and interact
* PVP is always enabled
* Nothing is protected — be cautious!


Players who join the town are called '''Residents'''.
==Towny Basics==
===What is a Town?===
A '''Town''' is a player created community that can claim chunks to protect them from other players. The player who creates the town becomes the Mayor. The Mayor can claim Wilderness chunks to turn them into protected town land.
{| class="wikitable"
! Role !! Description
|-
| Mayor || Founder and administrator of the town
|-
| Resident || Player who joins a town
|}
'''Claimed land protects:'''
* Against non-residents building or breaking blocks
* Access to chests, doors, and containers


* Claimed land:
====Creating a Town====
** Is protected from non-town members.
To create a town, you must have 300⌾ in your personal bank, then head to spawn, <code>/spawn</code>.<br>
** Prevents non-residents from building, breaking, accessing containers, or using items.
1. Hire an '''Architect''' from '''Lord Crowley''' at spawn.
 
<div style="border: 1px solid #c6c6c6; display: inline-block; padding: 5px;">
==Town Bank==
[[File:Stewards for Hire.png|450px]]
</div>
2. Lead the Architect to your desired location, it must be 128 blocks (8 chunks) away from another town.<br>
3. Right-click the Architect and select "Create Town".<br>
<div style="border: 1px solid #c6c6c6; display: inline-block; padding: 5px;">
[[File:Spawn Architect GUI.png|450px]]
</div>
4. The chunk you stand in becomes the '''homeblock''', and your exact position becomes the '''town spawn'''.<br>


Each town has its own '''Town Bank''' used to manage the town's economy and pay for:
'''To change town spawn or homeblock:'''<br>
* Land claiming
* Set spawn: <code>/t set spawn</code>
* Stewards
* Set homeblock: <code>/t set homeblock</code>
* Nation taxes
'''To rename, invite, leave, kick commands:
* Rename town: <code>/t set name [new name]</code>
* Invite: <code>/t add [username]</code>
* Leave: <code>/t leave</code>
* Kick: <code>/t kick [username]</code>


====Bank Access====
When a town is created town residents will have zero permissions in the town, it is up to the town mayor to configure these permissions for the town residents.
* Anyone can deposit money into the bank by using the comannd <code>/t deposit [amount] [town name]</code>
====Town Bank====
* Only the following town ranks can withdraw money or view the bank's transaction history.
Each town has its own '''Town Bank''' used to manage the town's economy and pay for land, stewards, and nation taxes. Anyone can deposit money into the bank, even non-residents.<br>
** Mayor
'''Bank commands:'''
** Co-Mayor
* Deposit: <code>/t deposit [amount] [town name]</code>
** Deputy Mayor
* Withdraw: <code>/t withdraw [amount]</code>
** Steward
* View history: <code>/t bankhistory</code>
** Finance Manager
'''Withdraw permissions:'''
* Mayor
* Co-Mayor
* Deputy Mayor
* Steward
* Finance Manager


To view the town’s bank transaction history, use the following command:<code>/t bankhistory</code>
===ActiveUpkeep System===
 
ActiveUpkeep replaces the default Towny upkeep. Instead of requiring money to sustain your town, players must now remain active to keep it thriving. A variety of in-game actions contribute to a player’s individual activity score.  
== Creating and Managing Your Town ==
 
To start your town:
 
# Go to the spawn area and hire an '''Architect'''. 
# The Architect will follow you as you explore, even inbetween worlds. 
# When you find a suitable location, right-click the Architect and select "Create Town". 
# This will establish your town, and you will automatically become the Mayor.
 
The chunk you are standing in when creating the town will become the homeblock. The exact block you are standing on will become the town spawn, to travel to town spawn do <code>/t spawn</code>. If your a Mayor, Co-Mayor & Deputy Mayor and want to change the location of town spawn do <code>/t set spawn</code>, or change the homeblock location using <code>/t set homeblock</code>
 
<!-- Include image of Architect GUI -->
====Requirements====
* You must have at least 300⌾ in your player bank.
* Your town must be at least 128 blocks (8 chunks) away from another town.
* If you are too close to another town, you will not be able to create a new one.
 
====Renaming Your Town====
To rename your town, use the command <code>/t set name [new town name]</code>.
 
====Inviting Players to Your Town====
After creating your town, you can invite players who aren't already in a town by using the command<code>/t add [username]</code>.
 
<!-- Include image of the invite sent to players -->
====Leaving and Removing Players====
Residents can leave the town anytime using <code>/t leave</code>. The mayor can also kick players from the town with <code>/t kick [username]</code>.
 
==Active Upkeep==
ActiveUpkeep replaces the default Towny upkeep. Instead of requiring money to sustain your town, players must now remain active to keep it thriving. A variety of in-game actions contribute to a player’s individual activity score.


====Activity Decay====
====Activity Decay====
Every player has an activity score that fluctuates based on their daily engagement, players must reach the activity threshold to be considered an active member of a town. The maximum score you can achieve far exceeds the threshold, allowing you to “bank” activity for a period of time. However your score will decay over time and will decrease faster the longer you haven’t played but slower if you have been consistently active.
Every player has an activity score that fluctuates based on their daily engagement, players must reach the activity threshold to be considered an active member of a town.<br>
 
====Inactivity====
If all residents of a town become inactive, the town will be marked as inactive, if this continues for 4 days then the town will be removed from the nation it’s in, this serves as a warning sign that the town is inactive. The town then has 3 days to increase activity otherwise on the 7th day of inactivity the town will go to ruin.
 
====Checking Activity====
Players can check their own activity and that of other players by typing <code>/activity</code> or <code>/activity [username]</code>.


==Claiming Land==
The maximum score you can achieve far exceeds the threshold, allowing you to “bank” activity for a period of time. However your score will decay over time and will decrease faster the longer you haven’t played but slower if you have been consistently active.  
Claiming is the process of converting an unclaimed chunk from the wilderness into part of your town’s territory. Every claimed chunk is referred to as a claim or town plot.


*When you create a town, the chunk you are standing on is immediately claimed as your homeblock.
====Inactivity Effects====
Towns are sustained through the activity of their residents. If all members of a town become inactive, the town will begin an inactivity countdown.
'''Inactivity Progress:'''
# When a town has no active residents, it is marked as '''inactive'''.
# If the town remains inactive for '''4 consecutive days''', it will be automatically removed from its nation.
# This serves as a warning sign that the town is no longer active.
# If the town remains inactive for an additional '''3 days''', bringing the total to '''7 consecutive days''', it will enter into '''ruin'''.


====Expanding Your Town====
'''Check activity:'''
To add a new claim, stand on a wilderness chunk that is adjacent to your current town claims and type <code>/t claim</code>. After the first 3 or 4 first claimed chunks, any addtional claims must be adjecent to atleast 3 of your town's existing claims.
Players can check their own or others' activity using: <code>/activity</code> or <code>/activity [username]</code>


===Making Claims===
* Stand in a Wilderness chunk near your town
* Type <code>/t claim</code>
* After 3–4 claims, new claims must border 3 existing town claims
====Maximum Claims====
====Maximum Claims====
A town can have a maximum of 690 total claims. The claim bonus from active members caps at 500, which is fully reached once 14 residents are active. Any additional active residents beyond that point won’t increase the town's claim capacity further, however you can still add them into your town.
A town can have a maximum of '''690 total claims'''. The claim bonus from active members caps at 500, which is fully reached once 14 residents are active. Any additional active residents beyond that point won’t increase the town's claim capacity further, however you can still add them into your town.
The table below summarizes the sources that contribute to the total limit:
The table below summarizes the sources that contribute to the total limit:
{| class="wikitable"
{| class="wikitable"
! Source                    !! Claim Cap !! Notes
! Source                    !! Claim Cap !! Notes
Line 98: Line 97:
|-
|-
|}
|}
 
====Claim Cost Table====
=== Claim Cost Breakdown ===
{| class="wikitable"
{| class="wikitable"
! Claim !! Type !! Individual Cost !! Cumulative Total
! Claim !! Type !! Individual Cost !! Cumulative Cost
|-
|-
| 10 || Base || 472⌾ || 3,188⌾
| 10 || Base || 472⌾ || 3,188⌾
Line 133: Line 131:
| 690 || Bonus || 25,000⌾ || 6,634,328⌾
| 690 || Bonus || 25,000⌾ || 6,634,328⌾
|}
|}
====Claim Cost Calulator====
====Claim Cost Calulator====
<div style="border: 2px solid var(--background-color-neutral); padding: 10px; border-radius: 6px;">
<div style="border: 2px solid var(--background-color-neutral); padding: 10px; border-radius: 6px;">
Line 151: Line 148:
{{calculator|id=total|type=plain|default=2716|formula=round(2716+150*((pow(1.01,min(515,original+buy-10))-1)/0.01)+ifgreater(515,buy+original-10,0,25000*(original+buy-10-515)))}} ◎
{{calculator|id=total|type=plain|default=2716|formula=round(2716+150*((pow(1.01,min(515,original+buy-10))-1)/0.01)+ifgreater(515,buy+original-10,0,25000*(original+buy-10-515)))}} ◎
</div>
</div>
====Overclaim====
When a town enters overclaim, it means the town has claimed more land than it's allowed to. This prevents any further land from being claimed until the town reduces it's claimed land to the claim available to the town or increase activity of your residents. Overclaim can happen for a couple of reasons:
* A town resident goes inactive, reducing the total number of available claims.
* Fired your bailiff steward, removing the claim bonus it provides to your town.
* The town leaves its nation, losing bonus claim chunks granted by the nation.
===Resident Plots===
Within a town, individual chunks can be assigned to residents as their personal plots. These are known as '''resident plots''' and can be owned by any member of the town, including the Mayor. Once owned, the resident has full control over how the land is used, within the rules set by the town.
<br>
Residents may own multiple plots, and they can use them for personal builds, shops, housing, etc.
====Claiming a Plot====
To claim a plot, it must first be listed '''for sale''' by an authorized official.
'''Authorized officials include:'''
* Mayor
* Co-Mayor
* Deputy Mayor
* Land Manager


==Buying & Owning Plots==
'''Steps to claim a plot:'''<br>
Any member of a town—including the Mayor—can own plots (chunks) within the town. These are known as resident plots. Once claimed, a resident has personal control over the plot and can use it however they like, within town rules. Residents can own multiple plots.
An authorized official stands on an unclaimed town chunk and types: <code>/plot forsale [price]</code>. A resident (or the Mayor) then stands on the same plot and types: <code>/plot claim</code>. The plot is then transferred to the resident, and its ownership is displayed in the plot info.
==== Claiming a Plot ====
To claim a resident plot, it must first be '''put up for sale''':
The '''mayor''' (or other authorized official) stands on the plot and types:<br>
<code>/plot forsale (price)</code> <br>
A '''resident or mayor''' can then claim the plot by standing on it and typing:<br>
<code>/plot claim</code> <br>


Plots can be set at '''0⌾''' to allow free claiming, effectively granting the land.
'''Note:''' Plots may cost ⌾ to claim. The price is set by the official putting it up for sale, and plots can also be listed for free to allow easy claiming or gifting.
==== Withdrawing or Unclaiming Plots ====
To '''remove a plot from sale''', the mayor can stand on the plot and types:<br> <code>/plot notforsale</code> <br>
To '''unclaim a plot''', a resident can stand within their own plot and types:<br> <code>/plot unclaim</code>


== Joining a Nation ==
====Unclaiming Plots====
To join a nation, a town must meet the following conditions:
* Remove a plot from sale: <code>/plot notforsale</code>
* Unclaim your own plot: <code>/plot unclaim</code>
<br>
Once unclaimed, the plot returns to general town ownership and can be re-listed or reassigned as needed.
===Joining a Nation===
Joining a nation allows a town to participate in broader regional alliances, benefit from claim bonuses, and engage in diplomatic relationships with other towns and nations.
 
====Requirements to join a nation====
* The town must have at least '''3 residents'''.
* The town must have at least '''3 residents'''.
* The town’s '''Mayor must be invited''' by an existing nation or create a nation themselves.
* The Mayor must receive an invitation to join a nation


==== Accepting or Denying a Nation Invite ====
'''Accepting or Denying a Nation Invite'''<br>
If a town has received a nation invitation, the Mayor can respond using one of the following commands:
If the town has received an invitation from a nation, the Mayor may respond using one of the following commands:
* To accept the invitation: <code>/accept (nation name)</code>
* Accept the invitation: <code>/accept [nation name]</code>
* To deny the invitation: <code>/deny (nation name)</code>
* Deny the invitation: <code>/deny [nation name]</code>
Once accepted, the town officially becomes part of the nation.


==== Nation Tax ====
Once accepted, the town becomes an official member of that nation. The town will then gain access to any nation related perks, such as increased claim capacity, shared diplomacy, and protected alliances.
When a town joins a nation, it may have to pay a daily nation tax, if the nation has taxes enabled. from the town bank and set by the nation's leader.
====Nation Tax====
* This tax is automatically withdrawn from the town’s bank each day.
Some nations may charge a daily '''nation tax''' to help sustain the nation’s upkeep or to make money.
* The amount is determined by the nation’s leader.
* The tax is automatically withdrawn each day from the '''town bank'''.
To view the current nation tax rate, use: <code>/towny prices</code> or <code>/n</code>
* The tax amount is determined and adjusted by the nation's leader.
* If the town bank lacks sufficient funds to cover the tax, consequences may include automatic removal from the nation.


=Permissions=
To check the current tax rate, use either of the following commands: <code>/towny prices</code> or <code>/n</code>


==Permissions==


=Managing the Town=
==Town Rank==
In a town, players may be assigned ranks to represent their responsibilities and access levels. Every resident has basic permissions, but ranked roles allow further interaction with town systems and management commands.
=== Default Resident Permissions === All town members automatically have access to:
- Deposit money: <code>/town deposit (amount)</code>
- Claim or unclaim personal plots: <code>/plot claim</code>, <code>/plot unclaim</code>
- Manage own plot settings: <code>/plot set perm</code>, <code>/plot set reset</code>
- Use basic town functions: <code>/town spawn</code>, <code>/town leave</code>


==Managing the Town==
====Town Rank====
Within a town, players may be assigned specific ranks that determine their responsibilities and access to various town interactions. While all residents have access to basic commands, higher ranks allow for more administrative interaction.
====Default Resident Permissions====
All town members automatically have access to:
* Deposit money: <code>/t deposit [amount]</code>
* Town Spawn: <code>/t spawn</code>
* Town Lists: <code>/t list</code>
* Town Reclaim: <code>/t reclaim</code>
* Leaving Town: <code>/t leave</code>


====Town Rank Overview====
====Town Rank Overview====
{| class="wikitable"
{| class="wikitable"
! Rank             !! Description                                                                 !! Key Abilities
! Rank             !! Description !! Example Permissions
|-
|-
| '''Mayor'''       || Town leader with full control.                                             || Invite/kick, claim land, set ranks, set taxes, withdraw funds. Tax-exempt.<br /><code>/town invite</code>, <code>/town claim</code>, <code>/town withdraw</code>
| '''Mayor'''     || The town’s leader with complete authority. Can manage claims, finances, ranks, and town settings. Always tax-exempt. || <code>/t set taxes</code><br /><code>/t claim</code>
|-
|-
| '''Co-Mayor'''   || Shares full permissions with the Mayor, including the ability to take over the town. Should be given only to trusted individuals. Tax-exempt. || All mayoral abilities including takeover.<br /><code>/town set mayor</code>, <code>/town delete</code>
|'''Co-Mayor''' || Shares all mayoral powers, but cannot delete the town or assign a new Mayor. Tax-exempt. || Manages residents, finances, plots, and invites.<br /><code>/t claim</code>, <code>/t withdraw</code>
|-
|-
| '''Deputy Mayor'''|| High-level assistant without destructive powers (e.g., can't delete town or assign mayors). Tax-exempt. || Most town management.<br /><code>/town set taxes</code>, <code>/town claim</code>
| '''Deputy Mayor''' || A trusted manager with broad authority, but restricted from critical changes like deletion or renaming. Tax-exempt. || <code>/t kick</code><br /><code>/t set name</code>
|-
|-
| '''Steward'''     || General administrator combining permissions of multiple specialized roles. || Plot, finance, invitation, and utility management.<br /><code>/town set plotprice</code>, <code>/town withdraw</code>
| '''Steward'''   || A general overseer with a blend of building, financial, and invitation rights. || <code>/t withdraw</code><br /><code>/t set plotprice</code>
|-
|-
| '''Land Manager'''|| Oversees claiming, unclaiming, and plot access.                           || <code>/town claim</code>, <code>/town unclaim</code>, <code>/plot set perm</code>
| '''Land Manager''' || Manages land claims and plot access across town plots. || <code>/t claim</code><br /><code>/plot set perm</code>
|-
|-
| '''Finance Manager'''|| Manages town economy including taxes and pricing.                       || <code>/town set taxes</code>, <code>/town withdraw</code>, <code>/town set plotprice</code>
| '''Finance Manager''' || Controls town taxes, plot pricing, and bank access. || <code>/t set taxes</code><br /><code>/t withdraw</code>
|-
|-
| '''Culture Manager'''|| Handles town culture-related settings and permissions.                 || <code>/town toggle</code>, <code>/town set name</code>
| '''Culture Manager''' || Handles town naming and ceremonial elements. || <code>/t set name</code><br /><code>/t toggle</code>
|-
|-
| '''Sheriff'''     || Responsible for jail and outlaw systems.                                   || <code>/town jail</code>, <code>/town outlaw</code>, <code>/town unjail</code>
| '''Sheriff'''   || Enforces town law through jail and outlaw systems. || <code>/t jail</code><br /><code>/t outlaw</code>
|-
|-
| '''Builder'''     || Trusted with general build access across town land.                       || <code>/plot set perm build on</code>, <code>/towny claimed townowned</code>
| '''Builder'''   || Granted general build rights on town-owned land. || <code>/plot set perm build on</code>
|-
|-
| '''Assistant'''   || Can invite/kick players, manage switches, and set unowned plots.           || <code>/town invite</code>, <code>/plot set</code>
| '''Assistant''' || Helps with resident management and minor plot settings. || <code>/t invite</code><br /><code>/plot set</code>
|-
|-
| '''Tax-Exempt''' || Assigned to residents who are exempt from town taxes.                     || <code>/towny tax_exempt</code>
| '''Tax-Exempt''' || Assigned to residents who are exempt from town tax. || <code>/t tax_exempt</code>
|}
|}


==Town Board==
===Town Board===
The '''town board''' is a customizable message set by town mayor. It serves as a public announcement for both residents and visitors.
The '''town board''' is a customizable message set by town mayor. It serves as a public announcement for both residents and visitors.


To create or update your town board message, use the command: <code>/t set board (your message)</code>
To create or update your town board message, use the command: <code>/t set board [your message]</code>
Once set, the board will be visible in the following places:
Once set, the board will be visible in the following places:
* Residents:  Displayed when residents join the server and in <code>/t</code>.
* Residents:  Displayed when residents join the server and in <code>/t</code>.
* Visitors: Shown in the town’s info screen via <code>/t (town name)</code>.
* Visitors: Shown in the town’s info screen via <code>/t [town name]</code>.


==Closed/Open Town==
===Closed/Open Town===
By default, all towns are set to closed status, meaning they are invite-only. Players can only join a closed town if they are invited by a town official, typically a Mayor, Co-Mayor, Deputy Mayor, or Assistant.
By default, all towns are set to closed status, meaning they are invite-only. Players can only join a closed town if they are invited by a town official, typically a Mayor, Co-Mayor, Deputy Mayor, or Assistant.
<br>
If a town is set to open, any player can freely join using the command, <code>/t join [town name]</code>.
Open towns are marked with <code>(Open)</code> next to their name in the town list displayed via: <code>/t list</code>
<br>
Mayor, Co-mayor, Deputy Mayor can toggle their town’s status between open and closed at any time with: <code>/t toggle open</code>
====Identifying Public Towns====
Public towns are marked with <code>(Public)</code> in their town info screen (e.g., <code>/t</code> or <code>/t [town name]</code>). Additionally, the homeblock’s chunk coordinates are shown for public towns.
==== Changing Public Status====
To toggle between public and private status, use: <code>/t toggle public</code>
===Town Taxes===
Towns can impose multiple types of taxes to sustain steward upkeep, encourage participation, and manage land ownership. Taxes apply daily and can be adjusted by town Mayor, Co-Mayor, Deputy Mayor, Steward, Financial Manager.
====Resident Tax====
This is a general tax charged to all town members.
* Set using: <code>/t set taxes (amount or percentage)</code>
* Toggle flat vs. percentage mode: <code>/t toggle taxpercent</code>
'''Flat Tax'''<br>
* Charges a fixed amount from each resident's balance daily.
** If a resident cannot pay, they are automatically removed from the town.
'''Percentage Tax'''<br>
* Charges a percentage of each resident’s current balance.
** Residents unable to pay are also removed.
* Use <code>/t set taxpercentcap (amount)</code> to set a maximum tax limit.
====Resident Plot Tax====
A per-plot tax charged to residents who own plots within the town.
* Set using: <code>/t set plottax (amount)</code>
** If a resident cannot pay, ownership of the affected plots is revoked.
** Unpaid plots are automatically listed for sale.
====Shop Plot Tax====
Tax applied specifically to plots containing shop signs or shops.
* Set using: <code>/t set shoptax (amount)</code>
** Failure to pay results in loss of the shop plot.
** Any shop signs are removed when the plot is lost.
====Embassy Plot Tax====
A tax applied to non-residents who own embassy plots in your town.
* Set using: <code>/t set embassytax (amount)</code>
** If unpaid, the embassy plot is removed from the owner and returned to town control.
====Tax Stacking====
Taxes are additive. Below are common stacking examples:
* A resident who owns a shop plot pays: Resident Tax + Plot Tax + Shop Plot Tax
* A non-resident who owns an embassy plot pays: Plot Tax + Embassy Plot Tax
===Stewards===
Stewards provide special upgrades that enhance your town with new functionality and benefits. Each steward is tied to a specific chunk within your town's claim and only one of each steward can exist in a town. Current they are 5 different types of stewards a town can have;
'''Architect'''<br>
Every town has an Architect straight away, they are required to create a town, an architect is a way for towns to hire the other stewards. The Architect doesn't have any upgrades or daily cost.
'''Treasurer'''<br>
The Treasurer will increase the town’s bank capacity allowing town residents to store more money into the town bank.
{| class="wikitable"
! Level !! Bank Capacity !! Cost !! Biome
|-
| 1 || 25,000 || 5,000⌾ || Any
|-
| 2 || 50,000 || 10,000⌾ || Any
|-
| 3 || 100,000 || 20,000⌾ || Any
|-
| 4 || 200,000 || 40,000⌾ || Any
|}
'''Bailiff'''<br>
The Bailiff will provide the town with extra claim bonus, allowing the town to expand and claim more land.
{| class="wikitable"
! Level !! Bonus Claims !! Cost !! Biome
|-
| 1 || +20 || 20,000⌾ || Any
|-
| 2 || +40 || 40,000⌾ || Any
|-
| 3 || +80 || 80,000⌾ || Any
|}
'''Port Master'''<br>
The Port Master provides the town the ability to have a [[Alathra:Ports_and_Carriages|port]], which can be used by players to travel to the town across oceans and gives the town an extra source of income when the port is used by players.
{| class="wikitable"
! Level !! Name !! Cost !! Daily Cost !! Stipend !! Biome
|-
| 1 || Jetty || 12,500⌾ || 125⌾ || 625⌾ || Ocean
|-
| 2 || Dock || 22,500⌾ || 225⌾ || 1,125⌾ || Ocean
|-
| 3 || Harbor || 42,500⌾ || 425⌾ || 2,125⌾ || Ocean
|-
| 4 || MegaPort || 70,000⌾ || 700⌾ || 3,500⌾ || Ocean
|}
'''Stable Master'''<br>
The Stable Master provides the town the ability to have a [[Alathra:Ports_and_Carriages|stable]], which can be used by players to travel to the town on the same landmass and gives the town extra source of income when the port is used by players.
{| class="wikitable"
! Level !! Name !! Cost !! Daily Cost !! Stipend !! Biome
|-
| 1 || Foal Pen || 11,000⌾ || 150⌾ || 525⌾ || Any
|-
| 2 || Colt Station || 20,000⌾ || 220⌾ || 1,100⌾ || Any
|-
| 3 || Stallion Yard || 40,000⌾ || 400⌾ || 2,000⌾ || Any
|}
====Stewards on Strike====
Some stewards do have a daily cost that comes out of the town bank each towny day. If the town can’t afford to pay it’s stewards then they will go strike and stop providing the bonuses, this only affects the Port and Stable Master. To end the strike the town must pay the stipend cost, once that is paid the steward will go back to providing it’s bonuses to the town.
===Titles and Surnames===
In both towns and nations, players with the appropriate permissions can assign custom titles and surnames to residents. These appear in chat and consist of:
*A title (prefix) displayed before the player’s name
*A surname (suffix) displayed after the player’s name
Both titles and surnames may be up to 15 characters long.
====Assigning Titles====
* Town Titles
Granted by: Mayor, Co-Mayor or Deputy Mayor
Command:
<code>/t set title (player) (title)</code>
* Nation Titles
Granted by: Nation Leader or Co-Leader
Command: <code>/n set title (player) (title)</code>
====Assigning Surnames====
* Granted by: Mayor, Co-Mayor, Deputy Mayor
* Command: <code>/t set surname (player) (surname)</code>
====Removing Titles and Surnames====
* Remove Town Title: <code>/t set title (player)</code>
* Remove Nation Title: <code>/n set title (player)</code>
* Remove Surname: <code>/t set surname (player)</code>
===Transferring Mayorship===
The current Mayor of a town can choose to step down and pass their leadership role to another trusted resident.
===How to Transfer Mayorship===
To assign a new Mayor, use the following command: <code>/t set mayor (player)</code>
Once the transfer is successful:
* The selected resident becomes the new Mayor with full leadership powers.
* The previous Mayor is automatically demoted to a regular resident and loses all assigned town ranks.
Note: Only transfer mayorship if absolutely necessary and only to someone you trust completely. The new Mayor will have full control over the town, including its claims, finances, ranks, and even the ability to delete or rename the town.
===Deleting a Town===
Deleting a town will cause the town to go into ruin and after 24 hours of being in ruin will be permanent deleted. The following will be deleted when the town gets deleted.
* Name and identity
* Claimed land
* Residents and their roles
* Town bank balance
* Steward and infrastructure
**Only the Mayor has the authority to delete the town.
==== How to Delete a Town ====
To delete your town:
* Withdraw funds first. Any money left in the town bank will be permanently lost. Use: <code>/t withdraw (amount)</code>
* Delete the town: <code>/t delete</code>
* Then confirm with: <code>/confirm</code>
After confirmation, the town enters a ruin period, where its former territory can be reclaimed or looted by others.
===Town Ruin Period===
When a town falls into ruin, whether due to inactivity or deletion, it enters a 24-hour ruin period. During this time:
* All town Stewards are downgraded to Level 1, except for the Bailiff.
* If the town is not reclaimed within 24 hours, it is permanently deleted, and all data (bank, claims, residents, etc.) is lost.
====Reclaiming a Ruined Town====
Former residents may reclaim a ruined town during the 24-hour window using:
<code>/t reclaim</code>
* Reclaiming costs 500⌾, deducted from the player's personal balance.
* The player who reclaims the town becomes the new Mayor.
* Upon reclaim:
** The town is fully restored under the new leadership.
** A 7-day activity grace period begins.
If the town does not meet the required activity threshold within those 7 days, it will re-enter ruin, and the cycle may repeat.
==Plot Functions==
Toggles are settings that control certain game rules within town plots or the entire town. These can be applied globally (to all plots in a town) or individually (to specific plots), allowing mayors and residents to customize behaviors like PvP, fire spread, and explosions.
====Town-Wide Toggles====
To toggle a setting across all plots in your town, use: <code>/t toggle (toggle type)</code>
====Individual Plot Toggles====
To toggle a setting for a single plot, whether it's resident-owned or town owned, stand in the plot and use: <code>/plot toggle (toggle type)</code>
====Available Toggle Types====
* <code>pvp</code> – Enables or disables PvP in the plot(s).
* <code>fire</code> – Controls fire spread.
* <code>explosions</code> – Allows or blocks explosion damage within the plot(s).
====Viewing Current Toggles====
* Town-Wide: View all current town toggles via the town info screen: <code>/t</code>
* Per-Plot: View active toggles for your current plot using: <code>/plot perm</code>
===Plot Names & Notifications===
Towns can assign names to individual plots for identification, organization, or flavor. These names appear in on-screen plot notifications when a player enters the area.
====Renaming a Plot====
Plots can be renamed by:
* The plot owner – if it is a resident-owned plot.
* The Mayor or other authorized town staff – for any unowned or owned plot.
To rename a plot while standing in it: <code>/plot set name (plot name)</code><br>
To remove an existing plot name: <code>/plot set name</code>
===Plot Types===
When a chunk is claimed from the Wilderness, it becomes a default plot. This is a standard town plot with no special function until configured otherwise.
====Resident Plots====
Default plots can be sold to or granted to a town resident, converting them into resident plots. These are personally owned plots within the town.
A resident plot may be lost or reverted to default if:
* The owner fails to pay the resident plot tax.
* The owner leaves the town or manually unclaims the plot using: <code>/plot unclaim</code>
* The Mayor, Co-Mayor, Deputy Mayor, or Assistant evicts the resident using: <code>/plot evict</code>
====Setting Plot Types====
To assign a type to an unowned town plot, use: <code>/plot set (plot type)</code><br>
To revert a plot to default: <code>/plot set reset</code><br>
You can view all plot types and relevant town statistics with: <code>/t plots</code><br>
====Available Plot Types====
{| class="wikitable"
! Plot Type !! Description
|-
| <code>arena</code> || Enables PvP and friendly fire within the plot.
|-
| <code>bank</code> || Allows residents to deposit money into the town and nation banks, and experience into the nation XP bank (applicable in Nations only).
|-
| <code>embassy</code> || Allows non-residents to own plots in your town. Embassy plots may be taxed separately. If the owner's nation becomes your enemy, they lose ownership. Otherwise functions like a resident plot.
|-
| <code>farm</code> || Restricts block interaction to farming actions only—such as planting/destroying crops, trees, and interacting with passive mobs (cows, pigs, sheep, chickens, mooshrooms).
|-
| <code>inn</code> || Allows players from non-enemy nations to set their spawn point there (Towny only).
|-
| <code>jail</code> || Houses jailed players. You can have multiple jail plots, each numbered chronologically upon creation.
|-
| <code>shop</code> || Enables player-run shops (Nations only). Shop plots may be taxed separately but otherwise behave like resident plots.
|}
===Plot Groups===
lot groups allow players to manage multiple town plots at once—for example, updating permissions, setting plot types, or configuring sale pricing. Plot groups improve efficiency for both staff and residents managing several plots.
* Town staff (Mayor, Co-Mayor, Assistant) can create and manage plot groups involving any town plot.
* Residents can only create and manage plot groups that include their own resident plots.
View all plot groups in your town with: <code>/t plotgrouplist</code><br>
Note: All plot group commands must be run while standing within a plot in the target group, except when adding plots.
====Creating and Editing Plot Groups====
* Add a plot to a group (or create one): <code>/plot group add (group name)</code>
This creates the plot group if it doesn't exist. It also moves a plot into another group if already grouped.
* Rename a plot group (while inside it): <code>/plot group rename (new name)</code>
* Remove the current plot from its group: <code>/plot group remove</code>
* Delete the entire group (from any of its plots): <code>/plot group delete</code>
Removing the last plot from a group deletes the group automatically.<br>
Note: If a plot for sale is added to a group, its sale price is added to the group's total price, and the group becomes listed for sale if it wasn’t already.
====Plot Group Management====
Plot group management commands apply to '''all plots''' within the group you're standing in.
====Selling====
* Set all plots in a group for sale: <code>/plot group forsale (price)</code>
* Remove all plots in the group from sale: <code>/plot group notforsale</code>
====Plot Types====
* Set plot type for the entire group: <code>/plot group set (plot type)</code>
* Reset all plots in the group to default type: <code>/plot group</code>
==Creating a Nation==
A nation is a group of towns working together toward shared goals—whether cultural, political, or strategic. Towns within a nation can be closely knit or loosely affiliated communities unified by common interests.
'''To establish a nation, the following conditions must be met:'''
* You must be the Mayor of a town.
* Your town must have at least 5 residents.
* The town bank must contain a minimum of 50,000⌾.
To create the nation, use: <code>/n new [nation name]</code>
'''Upon successful creation:'''
* Your town becomes the capital of the new nation.
* You are promoted to Nation Leader, granting full access to all nation management commands and settings.
===Joining a Nation===
For a town to join a nation, the town must be within 110 chunks (1760 blocks) of the nation capital homeblock and have atleast 3 residents already in the town.
For most nations towns will have to be invited this can be done by the nation leader, co-king, duke or assistant by using the command <code>/n invite [town name]</code>, they can also kick towns from the nation by doing <code>/n kick [town name]</code>.
The town mayor, co-mayor or deputy mayor then can use <code>/accept [nation name]</code> or <code>/n invite -decline [nation name]</code> or just letting it automatically expire.
===Nation Board===
The Nation Board is a custom message that represents your nation's identity, purpose, or announcements. It is visible to nation members when they log into the server and visitors when their do <code>/n [nation name]</code>. It helps communicate shared goals, cultural flair or important updates.
====Setting the Nation Board====
Nation leader, co-king and duke can create or update the board message by doing <code>/n set board [message]</code>.
===Nation Ranks===
Nation ranks shape the structure of leadership within a nation, defining who commands, who governs, and who keeps the engine running behind the scenes.
Each rank is more than just a title, it comes with distinct responsibilities, specialized powers, and access to unique nation commands. Whether you're leading a kingdom, managing its economy, forging alliances, or honoring its citizens, these roles ensure the nation thrives as a coordinated whole.
{| class="wikitable"
! Rank !! Role Description
|-
| '''King''' || The supreme leader and founder of the nation. Holds full executive authority, including diplomatic, military, and financial control. Represents the nation’s identity and direction.
|-
| '''Co-King''' || The King’s highest-ranking advisor. Shares most permissions but cannot delete the nation. Ideal for trusted governance partners.
|-
| '''Duke''' || A senior statesman or regional administrator. May oversee multiple towns, assist with strategic decisions, and act as a liaison between the King and lower ranks.
|-
| '''Secretary of State''' || The chief diplomat. Coordinates alliances, invites towns, and manages the nation’s external communications and negotiations.
|-
| '''Financier''' || Manages the nation's economic resources. Has access to the nation bank and assists with budgeting, taxes, and financial planning.
|-
| '''General''' || Head of the military. Responsible for coordinating nation defense, organizing wartime tactics, and overseeing allied relationships. Can manage alliances, and accept or propose nation-to-nation pacts.
|-
| '''Assistant''' || A flexible support role. May help manage invitations, permissions, and light administrative duties, depending on what the King delegates.
|-
| '''Title Maker''' || Responsible for assigning ceremonial titles and surnames to nation members. Useful for roleplay, recognition, and national culture.
|}
===Closed/Open Nations===
Nations can control how towns are allowed to join them. By default, all nations are set to '''closed''', meaning that towns may only join by invitation.
The Nation leader, co-kings, and dukes have the ability to change this setting at any time using the following commands:
*<code>/n toggle open</code> — Allows any town to join the nation freely, without an invitation.
*<code>/n toggle closed</code> — Towns may only join if they are invited.
Setting a nation to '''open''' can encourage rapid growth and attract new towns — but it may also bring in unexpected members. Consider your nation’s strategy before making the switch!
===Nation Taxes===
== Nation Taxes ==
Nation taxes are an optional system used to transfer money from the '''town banks''' of towns in your nation to the '''nation bank''' at the start of each '''Towny day'''.
These taxes help fund national projects, pay upkeep costs, or build up reserves for war and expansion. However, using taxes is entirely optional, nations can choose to charge nothing at all.
Nation taxes can be set by players with the following ranks in the nation:
* '''King'''
* '''Co-King'''
* '''Duke'''
* '''Financier'''
To set the nation tax amount, use the command: 
<code>/n set taxes [amount]</code>
Keep in mind setting taxes too high might drive towns away, while setting them too low could leave your nation underfunded.


====Open Towns====
If a town is set to open, any player can freely join using the command, <code>/t join (town name)</code>.
Open towns are marked with <code>(Open)</code> next to their name in the town list displayed via: <code>/t list</code>


====Changing AccessSettings ====
{{Guides navigation}}
Mayors can toggle their town’s status between open and closed at any time with: <code>/t toggle open</code>
[[Category:Guides]]

Latest revision as of 01:19, 12 July 2025

Towny is a land protection and management plugin that allows players to claim land, creating towns and nations. Alathra has added numerous customizations to the default Towny setup, most notable of which is the change from monetary upkeep to an activity-based upkeep system.

Tip: To view chunk borders, press F3 + G.

Wilderness
By default, all land is considered Wilderness:

  • Anyone can build, break, and interact
  • PVP is always enabled
  • Nothing is protected — be cautious!

Towny Basics

What is a Town?

A Town is a player created community that can claim chunks to protect them from other players. The player who creates the town becomes the Mayor. The Mayor can claim Wilderness chunks to turn them into protected town land.

Role Description
Mayor Founder and administrator of the town
Resident Player who joins a town

Claimed land protects:

  • Against non-residents building or breaking blocks
  • Access to chests, doors, and containers

Creating a Town

To create a town, you must have 300⌾ in your personal bank, then head to spawn, /spawn.
1. Hire an Architect from Lord Crowley at spawn.

2. Lead the Architect to your desired location, it must be 128 blocks (8 chunks) away from another town.
3. Right-click the Architect and select "Create Town".

4. The chunk you stand in becomes the homeblock, and your exact position becomes the town spawn.

To change town spawn or homeblock:

  • Set spawn: /t set spawn
  • Set homeblock: /t set homeblock

To rename, invite, leave, kick commands:

  • Rename town: /t set name [new name]
  • Invite: /t add [username]
  • Leave: /t leave
  • Kick: /t kick [username]

When a town is created town residents will have zero permissions in the town, it is up to the town mayor to configure these permissions for the town residents.

Town Bank

Each town has its own Town Bank used to manage the town's economy and pay for land, stewards, and nation taxes. Anyone can deposit money into the bank, even non-residents.
Bank commands:

  • Deposit: /t deposit [amount] [town name]
  • Withdraw: /t withdraw [amount]
  • View history: /t bankhistory

Withdraw permissions:

  • Mayor
  • Co-Mayor
  • Deputy Mayor
  • Steward
  • Finance Manager

ActiveUpkeep System

ActiveUpkeep replaces the default Towny upkeep. Instead of requiring money to sustain your town, players must now remain active to keep it thriving. A variety of in-game actions contribute to a player’s individual activity score.

Activity Decay

Every player has an activity score that fluctuates based on their daily engagement, players must reach the activity threshold to be considered an active member of a town.

The maximum score you can achieve far exceeds the threshold, allowing you to “bank” activity for a period of time. However your score will decay over time and will decrease faster the longer you haven’t played but slower if you have been consistently active.

Inactivity Effects

Towns are sustained through the activity of their residents. If all members of a town become inactive, the town will begin an inactivity countdown. Inactivity Progress:

  1. When a town has no active residents, it is marked as inactive.
  2. If the town remains inactive for 4 consecutive days, it will be automatically removed from its nation.
  3. This serves as a warning sign that the town is no longer active.
  4. If the town remains inactive for an additional 3 days, bringing the total to 7 consecutive days, it will enter into ruin.

Check activity: Players can check their own or others' activity using: /activity or /activity [username]

Making Claims

  • Stand in a Wilderness chunk near your town
  • Type /t claim
  • After 3–4 claims, new claims must border 3 existing town claims

Maximum Claims

A town can have a maximum of 690 total claims. The claim bonus from active members caps at 500, which is fully reached once 14 residents are active. Any additional active residents beyond that point won’t increase the town's claim capacity further, however you can still add them into your town. The table below summarizes the sources that contribute to the total limit:

Source Claim Cap Notes
Base Claims 10 Default for all newly created towns
Bonus Claims (Residents) 500 +35 claims per active resident, only active players count
Nation Bonus 100 Granted for being in a full-sized nation
Housing Steward Bonus 80 Requires Level 3 Housing Steward

Claim Cost Table

Claim Type Individual Cost Cumulative Cost
10 Base 472⌾ 3,188⌾
50 Bonus 221⌾ 10,519⌾
100 Bonus 364⌾ 24,915⌾
150 Bonus 598⌾ 48,590⌾
200 Bonus 984⌾ 87,527⌾
250 Bonus 1,618⌾ 151,568⌾
300 Bonus 2,661⌾ 256,894⌾
350 Bonus 4,376⌾ 430,116⌾
400 Bonus 7,196⌾ 715,000⌾
450 Bonus 11,835⌾ 1,183,527⌾
500 Bonus 19,464⌾ 1,954,091⌾
550 Bonus 25,000⌾ 3,134,328⌾
600 Bonus 25,000⌾ 4,384,328⌾
650 Bonus 25,000⌾ 5,634,328⌾
690 Bonus 25,000⌾ 6,634,328⌾

Claim Cost Calulator

Current Claim Summary
Existing claims: 1010


Bonus Claims to Purchase
Bonus claims: 00 • (You can buy up to 680 bonus claims)


Cost Breakdown
Cost for 0 bonus claims: 0
Total cost for 10 claims: 2716

Overclaim

When a town enters overclaim, it means the town has claimed more land than it's allowed to. This prevents any further land from being claimed until the town reduces it's claimed land to the claim available to the town or increase activity of your residents. Overclaim can happen for a couple of reasons:

  • A town resident goes inactive, reducing the total number of available claims.
  • Fired your bailiff steward, removing the claim bonus it provides to your town.
  • The town leaves its nation, losing bonus claim chunks granted by the nation.

Resident Plots

Within a town, individual chunks can be assigned to residents as their personal plots. These are known as resident plots and can be owned by any member of the town, including the Mayor. Once owned, the resident has full control over how the land is used, within the rules set by the town.
Residents may own multiple plots, and they can use them for personal builds, shops, housing, etc.

Claiming a Plot

To claim a plot, it must first be listed for sale by an authorized official.

Authorized officials include:

  • Mayor
  • Co-Mayor
  • Deputy Mayor
  • Land Manager

Steps to claim a plot:
An authorized official stands on an unclaimed town chunk and types: /plot forsale [price]. A resident (or the Mayor) then stands on the same plot and types: /plot claim. The plot is then transferred to the resident, and its ownership is displayed in the plot info.

Note: Plots may cost ⌾ to claim. The price is set by the official putting it up for sale, and plots can also be listed for free to allow easy claiming or gifting.

Unclaiming Plots

  • Remove a plot from sale: /plot notforsale
  • Unclaim your own plot: /plot unclaim


Once unclaimed, the plot returns to general town ownership and can be re-listed or reassigned as needed.

Joining a Nation

Joining a nation allows a town to participate in broader regional alliances, benefit from claim bonuses, and engage in diplomatic relationships with other towns and nations.

Requirements to join a nation

  • The town must have at least 3 residents.
  • The Mayor must receive an invitation to join a nation

Accepting or Denying a Nation Invite
If the town has received an invitation from a nation, the Mayor may respond using one of the following commands:

  • Accept the invitation: /accept [nation name]
  • Deny the invitation: /deny [nation name]

Once accepted, the town becomes an official member of that nation. The town will then gain access to any nation related perks, such as increased claim capacity, shared diplomacy, and protected alliances.

Nation Tax

Some nations may charge a daily nation tax to help sustain the nation’s upkeep or to make money.

  • The tax is automatically withdrawn each day from the town bank.
  • The tax amount is determined and adjusted by the nation's leader.
  • If the town bank lacks sufficient funds to cover the tax, consequences may include automatic removal from the nation.

To check the current tax rate, use either of the following commands: /towny prices or /n

Permissions

Managing the Town

Town Rank

Within a town, players may be assigned specific ranks that determine their responsibilities and access to various town interactions. While all residents have access to basic commands, higher ranks allow for more administrative interaction.

Default Resident Permissions

All town members automatically have access to:

  • Deposit money: /t deposit [amount]
  • Town Spawn: /t spawn
  • Town Lists: /t list
  • Town Reclaim: /t reclaim
  • Leaving Town: /t leave

Town Rank Overview

Rank Description Example Permissions
Mayor The town’s leader with complete authority. Can manage claims, finances, ranks, and town settings. Always tax-exempt. /t set taxes
/t claim
Co-Mayor Shares all mayoral powers, but cannot delete the town or assign a new Mayor. Tax-exempt. Manages residents, finances, plots, and invites.
/t claim, /t withdraw
Deputy Mayor A trusted manager with broad authority, but restricted from critical changes like deletion or renaming. Tax-exempt. /t kick
/t set name
Steward A general overseer with a blend of building, financial, and invitation rights. /t withdraw
/t set plotprice
Land Manager Manages land claims and plot access across town plots. /t claim
/plot set perm
Finance Manager Controls town taxes, plot pricing, and bank access. /t set taxes
/t withdraw
Culture Manager Handles town naming and ceremonial elements. /t set name
/t toggle
Sheriff Enforces town law through jail and outlaw systems. /t jail
/t outlaw
Builder Granted general build rights on town-owned land. /plot set perm build on
Assistant Helps with resident management and minor plot settings. /t invite
/plot set
Tax-Exempt Assigned to residents who are exempt from town tax. /t tax_exempt

Town Board

The town board is a customizable message set by town mayor. It serves as a public announcement for both residents and visitors.

To create or update your town board message, use the command: /t set board [your message] Once set, the board will be visible in the following places:

  • Residents: Displayed when residents join the server and in /t.
  • Visitors: Shown in the town’s info screen via /t [town name].

Closed/Open Town

By default, all towns are set to closed status, meaning they are invite-only. Players can only join a closed town if they are invited by a town official, typically a Mayor, Co-Mayor, Deputy Mayor, or Assistant.
If a town is set to open, any player can freely join using the command, /t join [town name]. Open towns are marked with (Open) next to their name in the town list displayed via: /t list
Mayor, Co-mayor, Deputy Mayor can toggle their town’s status between open and closed at any time with: /t toggle open

Identifying Public Towns

Public towns are marked with (Public) in their town info screen (e.g., /t or /t [town name]). Additionally, the homeblock’s chunk coordinates are shown for public towns.

Changing Public Status

To toggle between public and private status, use: /t toggle public

Town Taxes

Towns can impose multiple types of taxes to sustain steward upkeep, encourage participation, and manage land ownership. Taxes apply daily and can be adjusted by town Mayor, Co-Mayor, Deputy Mayor, Steward, Financial Manager.

Resident Tax

This is a general tax charged to all town members.

  • Set using: /t set taxes (amount or percentage)
  • Toggle flat vs. percentage mode: /t toggle taxpercent

Flat Tax

  • Charges a fixed amount from each resident's balance daily.
    • If a resident cannot pay, they are automatically removed from the town.

Percentage Tax

  • Charges a percentage of each resident’s current balance.
    • Residents unable to pay are also removed.
  • Use /t set taxpercentcap (amount) to set a maximum tax limit.

Resident Plot Tax

A per-plot tax charged to residents who own plots within the town.

  • Set using: /t set plottax (amount)
    • If a resident cannot pay, ownership of the affected plots is revoked.
    • Unpaid plots are automatically listed for sale.

Shop Plot Tax

Tax applied specifically to plots containing shop signs or shops.

  • Set using: /t set shoptax (amount)
    • Failure to pay results in loss of the shop plot.
    • Any shop signs are removed when the plot is lost.

Embassy Plot Tax

A tax applied to non-residents who own embassy plots in your town.

  • Set using: /t set embassytax (amount)
    • If unpaid, the embassy plot is removed from the owner and returned to town control.

Tax Stacking

Taxes are additive. Below are common stacking examples:

  • A resident who owns a shop plot pays: Resident Tax + Plot Tax + Shop Plot Tax
  • A non-resident who owns an embassy plot pays: Plot Tax + Embassy Plot Tax

Stewards

Stewards provide special upgrades that enhance your town with new functionality and benefits. Each steward is tied to a specific chunk within your town's claim and only one of each steward can exist in a town. Current they are 5 different types of stewards a town can have;

Architect
Every town has an Architect straight away, they are required to create a town, an architect is a way for towns to hire the other stewards. The Architect doesn't have any upgrades or daily cost.

Treasurer
The Treasurer will increase the town’s bank capacity allowing town residents to store more money into the town bank.

Level Bank Capacity Cost Biome
1 25,000 5,000⌾ Any
2 50,000 10,000⌾ Any
3 100,000 20,000⌾ Any
4 200,000 40,000⌾ Any

Bailiff
The Bailiff will provide the town with extra claim bonus, allowing the town to expand and claim more land.

Level Bonus Claims Cost Biome
1 +20 20,000⌾ Any
2 +40 40,000⌾ Any
3 +80 80,000⌾ Any

Port Master
The Port Master provides the town the ability to have a port, which can be used by players to travel to the town across oceans and gives the town an extra source of income when the port is used by players.

Level Name Cost Daily Cost Stipend Biome
1 Jetty 12,500⌾ 125⌾ 625⌾ Ocean
2 Dock 22,500⌾ 225⌾ 1,125⌾ Ocean
3 Harbor 42,500⌾ 425⌾ 2,125⌾ Ocean
4 MegaPort 70,000⌾ 700⌾ 3,500⌾ Ocean

Stable Master
The Stable Master provides the town the ability to have a stable, which can be used by players to travel to the town on the same landmass and gives the town extra source of income when the port is used by players.

Level Name Cost Daily Cost Stipend Biome
1 Foal Pen 11,000⌾ 150⌾ 525⌾ Any
2 Colt Station 20,000⌾ 220⌾ 1,100⌾ Any
3 Stallion Yard 40,000⌾ 400⌾ 2,000⌾ Any

Stewards on Strike

Some stewards do have a daily cost that comes out of the town bank each towny day. If the town can’t afford to pay it’s stewards then they will go strike and stop providing the bonuses, this only affects the Port and Stable Master. To end the strike the town must pay the stipend cost, once that is paid the steward will go back to providing it’s bonuses to the town.

Titles and Surnames

In both towns and nations, players with the appropriate permissions can assign custom titles and surnames to residents. These appear in chat and consist of:

  • A title (prefix) displayed before the player’s name
  • A surname (suffix) displayed after the player’s name

Both titles and surnames may be up to 15 characters long.

Assigning Titles

  • Town Titles

Granted by: Mayor, Co-Mayor or Deputy Mayor Command: /t set title (player) (title)

  • Nation Titles

Granted by: Nation Leader or Co-Leader Command: /n set title (player) (title)

Assigning Surnames

  • Granted by: Mayor, Co-Mayor, Deputy Mayor
  • Command: /t set surname (player) (surname)

Removing Titles and Surnames

  • Remove Town Title: /t set title (player)
  • Remove Nation Title: /n set title (player)
  • Remove Surname: /t set surname (player)

Transferring Mayorship

The current Mayor of a town can choose to step down and pass their leadership role to another trusted resident.

How to Transfer Mayorship

To assign a new Mayor, use the following command: /t set mayor (player) Once the transfer is successful:

  • The selected resident becomes the new Mayor with full leadership powers.
  • The previous Mayor is automatically demoted to a regular resident and loses all assigned town ranks.

Note: Only transfer mayorship if absolutely necessary and only to someone you trust completely. The new Mayor will have full control over the town, including its claims, finances, ranks, and even the ability to delete or rename the town.

Deleting a Town

Deleting a town will cause the town to go into ruin and after 24 hours of being in ruin will be permanent deleted. The following will be deleted when the town gets deleted.

  • Name and identity
  • Claimed land
  • Residents and their roles
  • Town bank balance
  • Steward and infrastructure
    • Only the Mayor has the authority to delete the town.

How to Delete a Town

To delete your town:

  • Withdraw funds first. Any money left in the town bank will be permanently lost. Use: /t withdraw (amount)
  • Delete the town: /t delete
  • Then confirm with: /confirm

After confirmation, the town enters a ruin period, where its former territory can be reclaimed or looted by others.

Town Ruin Period

When a town falls into ruin, whether due to inactivity or deletion, it enters a 24-hour ruin period. During this time:

  • All town Stewards are downgraded to Level 1, except for the Bailiff.
  • If the town is not reclaimed within 24 hours, it is permanently deleted, and all data (bank, claims, residents, etc.) is lost.

Reclaiming a Ruined Town

Former residents may reclaim a ruined town during the 24-hour window using: /t reclaim

  • Reclaiming costs 500⌾, deducted from the player's personal balance.
  • The player who reclaims the town becomes the new Mayor.
  • Upon reclaim:
    • The town is fully restored under the new leadership.
    • A 7-day activity grace period begins.

If the town does not meet the required activity threshold within those 7 days, it will re-enter ruin, and the cycle may repeat.

Plot Functions

Toggles are settings that control certain game rules within town plots or the entire town. These can be applied globally (to all plots in a town) or individually (to specific plots), allowing mayors and residents to customize behaviors like PvP, fire spread, and explosions.

Town-Wide Toggles

To toggle a setting across all plots in your town, use: /t toggle (toggle type)

Individual Plot Toggles

To toggle a setting for a single plot, whether it's resident-owned or town owned, stand in the plot and use: /plot toggle (toggle type)

Available Toggle Types

  • pvp – Enables or disables PvP in the plot(s).
  • fire – Controls fire spread.
  • explosions – Allows or blocks explosion damage within the plot(s).

Viewing Current Toggles

  • Town-Wide: View all current town toggles via the town info screen: /t
  • Per-Plot: View active toggles for your current plot using: /plot perm

Plot Names & Notifications

Towns can assign names to individual plots for identification, organization, or flavor. These names appear in on-screen plot notifications when a player enters the area.

Renaming a Plot

Plots can be renamed by:

  • The plot owner – if it is a resident-owned plot.
  • The Mayor or other authorized town staff – for any unowned or owned plot.

To rename a plot while standing in it: /plot set name (plot name)
To remove an existing plot name: /plot set name

Plot Types

When a chunk is claimed from the Wilderness, it becomes a default plot. This is a standard town plot with no special function until configured otherwise.

Resident Plots

Default plots can be sold to or granted to a town resident, converting them into resident plots. These are personally owned plots within the town. A resident plot may be lost or reverted to default if:

  • The owner fails to pay the resident plot tax.
  • The owner leaves the town or manually unclaims the plot using: /plot unclaim
  • The Mayor, Co-Mayor, Deputy Mayor, or Assistant evicts the resident using: /plot evict

Setting Plot Types

To assign a type to an unowned town plot, use: /plot set (plot type)
To revert a plot to default: /plot set reset
You can view all plot types and relevant town statistics with: /t plots

Available Plot Types

Plot Type Description
arena Enables PvP and friendly fire within the plot.
bank Allows residents to deposit money into the town and nation banks, and experience into the nation XP bank (applicable in Nations only).
embassy Allows non-residents to own plots in your town. Embassy plots may be taxed separately. If the owner's nation becomes your enemy, they lose ownership. Otherwise functions like a resident plot.
farm Restricts block interaction to farming actions only—such as planting/destroying crops, trees, and interacting with passive mobs (cows, pigs, sheep, chickens, mooshrooms).
inn Allows players from non-enemy nations to set their spawn point there (Towny only).
jail Houses jailed players. You can have multiple jail plots, each numbered chronologically upon creation.
shop Enables player-run shops (Nations only). Shop plots may be taxed separately but otherwise behave like resident plots.

Plot Groups

lot groups allow players to manage multiple town plots at once—for example, updating permissions, setting plot types, or configuring sale pricing. Plot groups improve efficiency for both staff and residents managing several plots.

  • Town staff (Mayor, Co-Mayor, Assistant) can create and manage plot groups involving any town plot.
  • Residents can only create and manage plot groups that include their own resident plots.

View all plot groups in your town with: /t plotgrouplist
Note: All plot group commands must be run while standing within a plot in the target group, except when adding plots.

Creating and Editing Plot Groups

  • Add a plot to a group (or create one): /plot group add (group name)

This creates the plot group if it doesn't exist. It also moves a plot into another group if already grouped.

  • Rename a plot group (while inside it): /plot group rename (new name)
  • Remove the current plot from its group: /plot group remove
  • Delete the entire group (from any of its plots): /plot group delete

Removing the last plot from a group deletes the group automatically.
Note: If a plot for sale is added to a group, its sale price is added to the group's total price, and the group becomes listed for sale if it wasn’t already.

Plot Group Management

Plot group management commands apply to all plots within the group you're standing in.

Selling

  • Set all plots in a group for sale: /plot group forsale (price)
  • Remove all plots in the group from sale: /plot group notforsale

Plot Types

  • Set plot type for the entire group: /plot group set (plot type)
  • Reset all plots in the group to default type: /plot group

Creating a Nation

A nation is a group of towns working together toward shared goals—whether cultural, political, or strategic. Towns within a nation can be closely knit or loosely affiliated communities unified by common interests.

To establish a nation, the following conditions must be met:

  • You must be the Mayor of a town.
  • Your town must have at least 5 residents.
  • The town bank must contain a minimum of 50,000⌾.

To create the nation, use: /n new [nation name]

Upon successful creation:

  • Your town becomes the capital of the new nation.
  • You are promoted to Nation Leader, granting full access to all nation management commands and settings.

Joining a Nation

For a town to join a nation, the town must be within 110 chunks (1760 blocks) of the nation capital homeblock and have atleast 3 residents already in the town.

For most nations towns will have to be invited this can be done by the nation leader, co-king, duke or assistant by using the command /n invite [town name], they can also kick towns from the nation by doing /n kick [town name].

The town mayor, co-mayor or deputy mayor then can use /accept [nation name] or /n invite -decline [nation name] or just letting it automatically expire.

Nation Board

The Nation Board is a custom message that represents your nation's identity, purpose, or announcements. It is visible to nation members when they log into the server and visitors when their do /n [nation name]. It helps communicate shared goals, cultural flair or important updates.

Setting the Nation Board

Nation leader, co-king and duke can create or update the board message by doing /n set board [message].

Nation Ranks

Nation ranks shape the structure of leadership within a nation, defining who commands, who governs, and who keeps the engine running behind the scenes.

Each rank is more than just a title, it comes with distinct responsibilities, specialized powers, and access to unique nation commands. Whether you're leading a kingdom, managing its economy, forging alliances, or honoring its citizens, these roles ensure the nation thrives as a coordinated whole.

Rank Role Description
King The supreme leader and founder of the nation. Holds full executive authority, including diplomatic, military, and financial control. Represents the nation’s identity and direction.
Co-King The King’s highest-ranking advisor. Shares most permissions but cannot delete the nation. Ideal for trusted governance partners.
Duke A senior statesman or regional administrator. May oversee multiple towns, assist with strategic decisions, and act as a liaison between the King and lower ranks.
Secretary of State The chief diplomat. Coordinates alliances, invites towns, and manages the nation’s external communications and negotiations.
Financier Manages the nation's economic resources. Has access to the nation bank and assists with budgeting, taxes, and financial planning.
General Head of the military. Responsible for coordinating nation defense, organizing wartime tactics, and overseeing allied relationships. Can manage alliances, and accept or propose nation-to-nation pacts.
Assistant A flexible support role. May help manage invitations, permissions, and light administrative duties, depending on what the King delegates.
Title Maker Responsible for assigning ceremonial titles and surnames to nation members. Useful for roleplay, recognition, and national culture.

Closed/Open Nations

Nations can control how towns are allowed to join them. By default, all nations are set to closed, meaning that towns may only join by invitation.

The Nation leader, co-kings, and dukes have the ability to change this setting at any time using the following commands:

  • /n toggle open — Allows any town to join the nation freely, without an invitation.
  • /n toggle closed — Towns may only join if they are invited.

Setting a nation to open can encourage rapid growth and attract new towns — but it may also bring in unexpected members. Consider your nation’s strategy before making the switch!

Nation Taxes

Nation Taxes

Nation taxes are an optional system used to transfer money from the town banks of towns in your nation to the nation bank at the start of each Towny day.

These taxes help fund national projects, pay upkeep costs, or build up reserves for war and expansion. However, using taxes is entirely optional, nations can choose to charge nothing at all.

Nation taxes can be set by players with the following ranks in the nation:

  • King
  • Co-King
  • Duke
  • Financier

To set the nation tax amount, use the command: /n set taxes [amount]

Keep in mind setting taxes too high might drive towns away, while setting them too low could leave your nation underfunded.