Alathra:Towny: Difference between revisions

mNo edit summary
mNo edit summary
Line 1: Line 1:
__TOC__
__TOC__


'''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 create towns, form nations, claim territory, and collaborate with others. It introduces diplomacy, taxation, territory control, and active upkeep.


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>
Each town has its own '''Town Bank''' used to manage the town's economy and pay for:
2. Lead the Architect to your desired location, it must be 128 blocks (8 chunks) away from another town.<br>
* Land claiming
3. Right-click the Architect and select "Create Town".<br>
* Stewards
<div style="border: 1px solid #c6c6c6; display: inline-block; padding: 5px;">
* Nation taxes
[[File:Spawn Architect GUI.png|450px]]
 
</div>
====Bank Access====
4. The chunk you stand in becomes the '''homeblock''', and your exact position becomes the '''town spawn'''.<br>
* Anyone can deposit money into the bank by using the comannd <code>/t deposit [amount] [town name]</code>
* Only the following town ranks can withdraw money or view the bank's transaction history.
** Mayor
** Co-Mayor
** Deputy Mayor
** Steward
** Finance Manager
 
To view the town’s bank transaction history, use the following command:<code>/t bankhistory</code>
 
== 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====
'''To change town spawn or homeblock:'''<br>
After creating your town, you can invite players who aren't already in a town by using the command<code>/t add [username]</code>.
* Set spawn: <code>/t set spawn</code>
* Set homeblock: <code>/t set homeblock</code>
'''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>


<!-- Include image of the invite sent to players -->
====Town Bank====
====Leaving and Removing Players====
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>
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>.
'''Bank commands:'''
* Deposit: <code>/t deposit [amount] [town name]</code>
* Withdraw: <code>/t withdraw [amount]</code>
* View history: <code>/t bankhistory</code>
'''Withdraw permissions:'''
* Mayor
* Co-Mayor
* Deputy Mayor
* Steward
* Finance Manager


==Active Upkeep==
===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.
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====
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.  
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====
====Inactivity Effects====
Players can check their own activity and that of other players by typing <code>/activity</code> or <code>/activity [username]</code>.
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'''.


==Claiming Land==
'''Check activity:'''
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.
Players can check their own or others' activity using: <code>/activity</code> or <code>/activity [username]</code>
 
*When you create a town, the chunk you are standing on is immediately claimed as your homeblock.
 
====Expanding Your Town====
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.


===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 100: Line 98:
|-
|-
|}
|}
 
====Claim Cost Table====
=== Claim Cost Breakdown ===
{| class="wikitable"
{| class="wikitable"
! Claim !! Type !! Individual Cost !! Cumulative Cost
! Claim !! Type !! Individual Cost !! Cumulative Cost
Line 135: Line 132:
| 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 154: Line 150:
</div>
</div>


==Buying & Owning Plots==
===Resident Plots===
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.
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.
==== Claiming a Plot ====
<br>
To claim a resident plot, it must first be '''put up for sale''':
Residents may own multiple plots, and they can use them for personal builds, shops, housing, etc.
The '''mayor''' (or other authorized official) stands on the plot and types:<br>
 
<code>/plot forsale (price)</code> <br>
====Claiming a Plot====
A '''resident or mayor''' can then claim the plot by standing on it and typing:<br>
To claim a plot, it must first be listed '''for sale''' by an authorized official.
<code>/plot claim</code> <br>
 
'''Authorized officials include:'''
* Mayor
* Co-Mayor
* Deputy Mayor
* Land Manager
 
'''Steps to claim a plot:'''<br>
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.


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'''<br>
If the town has received an invitation from a nation, the Mayor may respond using one of the following commands:
* Accept the invitation: <code>/accept [nation name]</code>
* Deny the invitation: <code>/deny [nation name]</code>


==== Accepting or Denying a Nation Invite ====
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.
If a town has received a nation invitation, the Mayor can respond using one of the following commands:
====Nation Tax====
* To accept the invitation: <code>/accept (nation name)</code>
Some nations may charge a daily '''nation tax''' to help sustain the nation’s upkeep or to make money.
* To deny the invitation: <code>/deny (nation name)</code>
* The tax is automatically withdrawn each day from the '''town bank'''.
Once accepted, the town officially becomes part of the nation.
* 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.


==== Nation Tax ====
To check the current tax rate, use either of the following commands: <code>/towny prices</code> or <code>/n</code>
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.
* This tax is automatically withdrawn from the town’s bank each day.
* The amount is determined by the nation’s leader.
To view the current nation tax rate, use: <code>/towny prices</code> or <code>/n</code>


=Permissions=
=Permissions=