Alathra:Towny: Difference between revisions

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__TOC__
'''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.
 
'''Towny''' is a land protection and management plugin that allows players to create towns, form nations, claim territory, and collaborate with others. It introduces diplomacy, taxation, territory control, and active upkeep.


'''Tip:''' To view chunk borders, press <code>F3 + G</code>.
'''Tip:''' To view chunk borders, press <code>F3 + G</code>.
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* Kick: <code>/t kick [username]</code>
* Kick: <code>/t kick [username]</code>


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====
====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.<br>
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>
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{{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===
===Resident Plots===
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====Default Resident Permissions====  
====Default Resident Permissions====  
All town members automatically have access to:
All town members automatically have access to:
* Deposit money: <code>/t deposit (amount)</code>
* Deposit money: <code>/t deposit [amount]</code>
* Town Spawn: <code>/t spawn</code>
* Town Spawn: <code>/t spawn</code>
* Town Lists: <code>/t list</code>
* Town Lists: <code>/t list</code>
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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>
<br>
If a town is set to open, any player can freely join using the command, <code>/t join (town name)</code>.
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>
Open towns are marked with <code>(Open)</code> next to their name in the town list displayed via: <code>/t list</code>
<br>
<br>
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* A resident who owns a shop plot pays: Resident Tax + Plot Tax + Shop Plot Tax
* 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
* 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===
===Titles and Surnames===
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If the town does not meet the required activity threshold within those 7 days, it will re-enter ruin, and the cycle may repeat.
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=
==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.
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====
====Town-Wide Toggles====
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* Per-Plot: View active toggles for your current plot using: <code>/plot perm</code>
* Per-Plot: View active toggles for your current plot using: <code>/plot perm</code>


== Plot Names & Notifications ==
===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.
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 ===
====Renaming a Plot====
Plots can be renamed by:
Plots can be renamed by:
* The plot owner – if it is a resident-owned plot.
* The plot owner – if it is a resident-owned plot.
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To remove an existing plot name: <code>/plot set name</code>
To remove an existing plot name: <code>/plot set name</code>


== Plot Types ==
===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.
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 ===
====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.
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:
A resident plot may be lost or reverted to default if:
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* The Mayor, Co-Mayor, Deputy Mayor, or Assistant evicts the resident using: <code>/plot evict</code>
* The Mayor, Co-Mayor, Deputy Mayor, or Assistant evicts the resident using: <code>/plot evict</code>


=== Setting Plot Types ===
====Setting Plot Types====
To assign a type to an unowned town plot, use: <code>/plot set (plot type)</code><br>
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>
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>
You can view all plot types and relevant town statistics with: <code>/t plots</code><br>


=== Available Plot Types ===
====Available Plot Types====
{| class="wikitable"
{| class="wikitable"
! Plot Type !! Description
! Plot Type !! Description
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|}
|}


==Plot Groups==
===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.
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.
* Town staff (Mayor, Co-Mayor, Assistant) can create and manage plot groups involving any town plot.
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Removing the last plot from a group deletes the group automatically.<br>
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.
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====
Plot group management commands apply to '''all plots''' within the group you're standing in.
Plot group management commands apply to '''all plots''' within the group you're standing in.
====Selling====
====Selling====
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* Set plot type for the entire group: <code>/plot group set (plot type)</code>
* 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>
* 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.


{{Guides navigation}}
{{Guides navigation}}
[[Category:Guides]]
[[Category:Guides]]