Kingdoms

# Introduction

# Kingdom

A kingdom is a group of people that share the same lands and resources.
Each kingdom has its own resource points, bank, upgrades, ranks, relation attributes and lands.
Kingdoms can create or join nations. They have their own tax equations that can be changed when collecting taxes from the members. If a kingdom doesn't have enough money in the bank to pay server taxes, it'll be disbanded. New kingdom don't need to pay taxes for a few days.
You can rename your kingdom and set a lore for it using /k rename and /k lore commands. Your kingdom's name and lore will be displayed when a player moves to your land as a big title on their screen. This along with the blocks that appear when you go to another land is called land indicators/visualizers which can be manually triggered and configured with /k visualize command.

# Land

Basically a chunk is a land. Lands can be claimed by kingdoms to protect their chests, place turrets and structures. You can claim a land using the /k claim command.

There are other advanced claiming commands that make this process way easier. The easiest way is to claim chunks from the map /k map

Players may get more claims in different ways, these are controlled by many different factors:

  • 5 claims for each members
  • If your kingdom is in a nation, 5 claims for each kingdom in the nation.
  • Max claims misc upgrade.

In order to capture another kingdom's lands, you have to invade them.

# Pacifism & Shields

Pacifism is a kingdom state (nations can't be pacifists) which forces a friendly relation between all other kingdoms. Meaning it cannot invade other kingdoms, nor can it be invaded. They cannot PvP and Siege Cannons will not damage their lands.

Kingdoms can choose to be pacifist or an aggressor (non-pacifist) when they create a kingdom. They can change this later from their nexus settings menu.
Kingdoms cannot go in pacifist mode after a certain amount of time after their last invasion.
Whether you're pacifist or not, you can also purchase shields from the nexus settings to stop kingdoms from invading you. New purchased shields will add to your kingdom time shield if any is active. Shields can also be destroyed by Siege Cannons

# Resource Points

Commonly abbreviated to "RP", resource points are kingdoms main currency. You can use them to buy turrets, structures, shields, ammos and upgrades. They can be produced from the Resource Points Converter in the kingdom's Nexus. You can also open this directly using the /k rp converter command. It works the same way if you use the Back button. You have to click Apply.
Some items are blacklisted from converting to avoid mistakes and cheating. They're returned to the player's inventory.

You can get one resource point for every 5 non-special items you put in the converter. Special items such as emeralds, diamonds, gold, irons and etc (/k tradable for a list) give a specific amount of resource points per item.

Other ways of getting resource points:

  • /k sell: To sell your turret/structures for resource points.
  • /k rp deposit
  • /k donate from another kingdom.
  • /k top
  • Mining another kingdom's nexus structure.
  • Taking resource points by invading kingdoms.

However you can exchange between the main currency and resource points using /k rp withdraw/deposit commands.

# Powerups

Powerups are common boosters (such as damage boost, damage reduction, arrow damage boost and regeneration boost) that only work when you're standing in your land. It doesn't matter where your target is standing or where your arrow landed.
Regeneration boost only works for eating regeneration, not any other regeneration such as the natural regeneration.

# Might

Kingdom and nation /k top & /k nation top ranks are determined by their might.

The default equation has resource points and the member count as its main factors. It's recommended to keep this number as a sum (avoid using multiplications if possible) to keep this number as low as possible.
When taxes are being collected (during the daily-checks-interval), the top 10 kingdoms and nations will be rewarded with money and resource points.

# Nexus

A nexus block is a structure that is the most important thing in your kingdom. These are some kind of "virtual" structures, meaning they don't have an item, they won't drop an item when broken, can be placed as many times as you want using /k nexus command and they will be removed automatically once a land is unclaimed or invaded.
Almost everything in your kingdom can be accessed and modified from your nexus such as ranks, upgrades, turret and structure shops, member list and etc...
If another non-ally kingdom mines your nexus, it'll take a certain amount of resource points from your kingdom, so it's important to cover your nexus properly.

# Relationships

Relationships are a way for kingdoms/nations to define certain rules for a group of kingdoms/nations. Players can't have these relationships with each, but when we talk about that, we're talking about their kingdoms' relationship:

  • Self: You won't see this in-game. It's for config and API purposes. It's basically indicating that the target kingdom is yours.
  • Neutral: You have no special relationship with this kingdom, or the target land/player doesn't belong to a kingdom.
  • Nation: You're in the same nation with this kingdom without an individual relationship (e.g. you didn't /k ally them.).
  • Ally: You're allies with this kingdom.
  • Truce: You're truce with this kingdom (which has lower access level than allies.)
  • Enemy: You're enemies with this kingdom (by default, this is purely cosmetic.)

If you're in the same nation as another kingdom, you can still have an individual relationship with them.

# Relationship Attributes

Each relation has certain attributes that can change how kingdoms/nations can interact with each other. Kingdoms can also have custom relation attributes. You can manage your kingdom's relation attribute by going to your nexus settings.
One important thing to know is that the relationship attributes work as an "agreement" system. Depending on the attribute, both kingdoms need to have it or if one of them doesn't have it, it won't work. For example, if you have ceasefire attribute off for allies, but your allies have it on, your allies can still PvP you too as well. This it to prevent unavoidable situations where one side suddenly changes an attribute and the other side will be unable to fight. Or for example, if one of the kingdoms don't have manage structures attribute, then none of them can manage structures of each other.

# Ranks

These ranks are customizable by default. Each rank have its own unique node and priority, but other options such as the name, color, symbol, material and max claims can be the same. All these options except the material can be accessed as a placeholder for both kingdoms and nations.
Other than your own kingdom, rank permissions are also used after checking a relation attribute between two kingdoms. If the relation attribute is positive, it'll check the player's permission for some cases. For example, when placing blocks in another kingdom's lands, first it'll check if the kingdom relation allows such a thing between these two specific kingdoms, then if passed, it'll check if the player can place blocks with the rank they have.

  • Node: The rank node is used to refer to an unique rank while managing a specific rank in-game or from the code.
    This name must be unique per kingdom, without spaces or special characters (even though it's possible)
  • Priority: The highest rank (called king by default) has a priority of 0 and the lowest rank (called member by default) has a priority the same as the size of the ranks minus one. Although it's possible to do this from the API, rank priorities cannot be less than 0 or higher than the member rank priority.
  • Material: This is only used to show the rank in the GUI.

# Private Kingdoms

Private kingdoms (camps) are a way for players to quickly create a kingdom in form of "camping". In reality, camps and normal kingdoms are the same, however camps try to optimize the kingdom settings for personal uses and doesn't expect to create relations or gain members. The name of the kingdom is automatically chosen to be PR-<playername> and is shown in the chat. This feature is still experimental and needs work to act as true camps.

Any player can start a camp by placing down a campfire in an unclaimed land, after that the player will be asked if they want to set up a camp.

# Elections

The plugin includes an optional democracy system, allowing kingdom members to choose their king through elections. If enabled, elections occur every week, giving all kingdom members the opportunity to nominate a candidate using the /k elections statement command. Other members can then cast their votes for a new king nominee using the /k elections vote command.

Elections run for a duration of 24 hours. To prevent abuse during this period, kingdom members are locked, meaning that no one can join or be kicked out of the kingdom. Once the elections are over, a new king will be chosen only if more than 50% of the kingdom's members have voted in total.


# Nations

A nation (rarely referred to as a civilization) is a group of kingdoms that share the same relation attributes. They're made as a replacement for kingdom relations, however having a relation with another kingdom outside of the nation is still possible. Nations are quite similar to kingdoms except they don't have any upgrades. The kingdom that created the nation, is called the capital. The king of the capital is the king of the nation.
Nation taxes are collected after player taxes are collected for each kingdom. If a nation cannot pay the taxes after it collected the taxes from each kingdom, it'll be disbanded.
Nations use the same options as kingdoms option for almost 70% of the settings in configs.

Benefits of joining a nation:

  • Increased max lands.
  • When a kingdom that is in a nation gets invaded, the capital kingdom champion will spawn.
  • Get notified when a kingdom that is a member of your nation gets invaded.
  • Nation shield can be used for all the kingdoms.
  • National Chat /k chat nation
  • National Ranks
  • Nation Zones

Disadvantages

  • If your nation doesn't have a shield, players can invade any of the member kingdoms even if they have an active shield individually.
  • Nation pacifism state is forced for kingdoms.
  • When the capital champion is weaker than your kingdom.

# Nation Zones

Nation zones are the lands around the capital kingdom's land. The default radius is 1, meaning 3x3 chunks around each land that belongs to the capital kingdom. These zones are basically like Powercell structure, but they cannot be invaded, claimed or used for building by another kingdom that is not in the nation same nation as the capital kingdom. In order to access these lands, you have the invade all the claimed nation lands around the land (3x3). Nation zones are not shown in the map. If the capital claims a land next to a claimed land from another kingdom that is not in the nation, the claimed land will not be affected by nation zones if it's inside of the 3x3 zone range.


# Taxes

Taxes are collected every 24hrs (real life time) from kingdom/nation bank. New kingdoms, members and nations and also the kingdom and nation leaders are excluded from paying taxes for the first few days by default.

Tax collection order is as follows: Players -> Kingdoms -> Nations -> Server. Each component pays taxes to its "higher ups" until the money is paid to the server (the money paid to the server essentially vanishes.) This is a tree showing how the overall tax collection process works. Note that the age restrictions are not shown in this tree.

Kingdoms Taxes
Kingdoms Taxes

This is not how taxes works in real life !

# Terminology

# Players

Term Description
Group A Kingdom or a Nation
Civilization Rarely used to refer to nations
Kingdom Item A Turret or a Structure
Protected Block Any block that is protected using protection signs. This is usually a chest, but technically, it can be any block if the server allows it.
Chunk A 16x16 portion of the world that consists of all y values. Not all chunks are lands.
Land Any chunk that contains kingdom data. Not all lands are claims
Claim Any land that is claimed by a kingdom.
Relationship A relationship between two kingdoms and nations. If used for players, it usually means the relationship between their kingdoms.
Relationship Attribute Permissions of allies, truces, etc.
Hidden Kingdom/Nation A kingdom which has enabled the "hidden" option inside their nexus settings which prevents them from being shown in /k map.
Permanent Kingdom/Nation A kingdom/nation that's permanent, will not get disbanded due to insufficient balance to pay server/nation taxes. These groups generally can't get disbanded in any way, unless by admins. The decision whether a group should be permanent is decided by admins too.