Kingdoms Info

### What Exactly Is A Kingdom?

A kingdom is a group of people who share the same land and resources, and must work together to function. They have their own resource points, banks, upgrades, ranks, attributes and land. Kingdoms can well create their own nations or join others. They have their own system for auto tax collection (Taxes will be collected from players within the kingdom) If the kingdom is too broke and falls into bankruptcy well the kingdom is no more. **Do Be Aware New Kingdoms Wont Have To Worry About Taxes For A Few Days**.

### What Can I Do With Lore And Names?

You can rename your kingdom with **/k rename** and use **/k lore** To show lore for your kingdom! The name and lore will be shown whenever someone enters your territory!

### Land And More

Lands are measured by chunks and are claimed by kingdoms to protect everything within its metaphorical walls, such as chests and builds or turrets. You can claim these chunks of land using the command **/k claim** The easiest way to claim is by using the provided map by doing **/k map NOT Dynmap (The online map website we have provided).**

### Default claim config: Might Be Changed

5 claims for each member, If your kingdom is in a nation, 5 claims for each kingdom in the nation

### What If I don't Want To Fight? And How Can I Defend Myself?

Pacifism, Is an option for kingdoms that you can select **(Nations cannot be pacifists)** Which makes it a friendly relation between any other kingdom, meaning it cannot invade other kingdoms nor be invaded. They cannot PvP and **Siege Cannons** will not damage their land, Kingdoms can decide to be a pacifist or an aggressor when they create their kingdom. (This can be changed later on) Though keep in mind **after an invasion there is** **a certain amount of time you will have to wait before you can become pacifist.** Pacifist or not you can purchase shields to defend yourself and stop kingdoms from invading you, newly bought shields will add to your kingdom time shield if any are active. Shields can be destroyed by Seige Cannons though so keep that in mind.

### What Are Resource Points?

Resourcepoints AKA (RP) Are the main kingdom currency used to buy turrets, structures, shields, ammo, and upgrades. They can be created with the Resource Point Converter in the kingdom's Nexus (Town hall equivalent). You can also open it directly by using **/k rp converter** You can get one resource point for every 5 **non-special** items you put in the converter, Special items for example are emeralds, diamonds, gold, iron, ect. (Use **/k tradeable** for a list) Give a special amount of resource points per item. Other than resource points kingdoms will use money to invest in their kingdom.

### Powerups?

Powerups are common boosters (Think of a beacon) such as damage boost, damage reduction, arrow damage boost, and regeneration boost that work while your on your kingdoms land only.

### What is the Nexus?

The Nexus is your town hall of sorts, its the most important thing in your kingdom and are considered virtual structures meaning they aren't an actual item. They can be placed and moved as many times as you want using **/k nexus** they will be removed automatically once a land is unclaimed or invaded. If another kingdom mines your nexus it will take some of your resource points so keep it covered!

### Relationships:

Relationships are a way kingdoms/nations define certain rules for a group of kingdoms/nations as listed below.

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.)

### Relationship Attributes:

Each relationship has certain attributes that changes how territories can interact with each other, Kingdoms are also able to set custom relation attributes. You can change it by going into your Nexus settings. **Keep in mind** 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 wont work.

### Ranks:

Kingdom ranks are customizable by default. Each rank has its own unique node and priority, but other options such as name, color, symbol, material. and max claims can be the same.

### Elections:

The plugin runs on a democracy system by default. Meaning that the king of the kingdom is chosen via elections. Members of the kingdom choose the king of the kingdom. Every 30 days (IRL), all members of the kingdom have permission to participate in the kingdom's election event using **/k elections statement** then all kingdom members will be able to vote for that person using **/k elections vote**

### Nations:

A nation is a group of kingdoms that share the same relation attributes, they're made as a replacement for kingdom relations. But you can still have kingdom relations outside of the nation, unlike kingdoms nations 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 nation it will be disbanded.

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 of the kingdoms. National chat **/k chat nation** National Ranks and 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 weaken than your kingdom.

### What are Nation Zones?

Nation zones are the lands around the capital kingdom's land, these zones are like a powercell structure, but they cannot be invaded claimed or used for building by another kingdom that is not in the nation same as the same nation as the nations capital kingdom.

### Taxes and how they work

Taxes are collected every 24hrs (Irl time) by default from kingdom/nation bank. You can also use resource points as kingdom/nation tax, but not for player taxes since players cant own resource points. Kingdoms and nations are allowed to set their own tax equation from their nexus settings so keep that in mind.

## Mechanics And More!

### Invasion:

Invading a kingdom is the only way to capture a land that belongs to another kingdom which can be initiated by executing **/k invade** while standing on the land that you want to invade. Many factors though can prevent you from invading such as.

Newbie kingdom protection, Shields And Pacifism, Strength Comparison (this mostly depends on how many members, land structures and turrets you have. If you're significantly stronger, you'll not be able to invade weaker kingdoms, but weaker kingdoms can invade stronger kingdoms.), Relationship, Mass Wars, Simultaneous Invasions, Being Invaded by another kingdom, Being required to challange the kingdom, invasion cooldowns, insufficient resource points or money.

The main point of an invasion is to loot their stuff, but you need to be in a kingdom and have enough resource points to invade a kingdom along with some other conditions.

### Preparing:

Preparing yourself against invaders is easy if you're familiar with turrets and how to setup your structures. They play a massive role in protecting your kingdom, your Nexus chunk is the most important thing in your kingdom, and it has to have the most security around it. People can mine the nexus to get resource points for every time they break the block, Powercell structures are specially made for invasions.

### Champion:

The champion is your kingdoms well main guardian. By default it's a zombie that can be upgraded via Nexus. And will spawn when somebody tries to invade you. You can successfully capture a land after you kill the champion. Note many people can invade a single land so whoever kills the champion faster will get the land.

### During Invasion:

You are not allowed to teleport using any tools, commands, portals, ect...

You're not allowed to use certain commands

You're not allowed to interact with certain blocks.

### Ways to end invasion:

One of the defender members with permission uses **/k surrender**

The attacker logs out.

The attacker dies in any way.

The land is unclaimed.

The kingdom is disbanded for any sides.

The attacker is kicked out of the kingdom.

The champion timer ends.

The champion gets killed.

### MASS WARS:

Mass wars are global server events that happen every 12 hours by default they only allow you to invade shielded kingdoms and invade for free as many times as you want. Mass wars start with a title announcement and a bossbar showing the progress of the event. They also end with the bossbar progress disappearing and a title announcement.

## Defense And More

### Guards And Soldiers:

Kingdom guards are spawned when a player enters a kingdom's land without the CEASEFIRE attribute these mobs are stronger if the land is a Nexus land. soldiers are mobs spawned from soldier turrets when the player is within their range.

### Structures:

Structures are stationary blocks that provide different functions in kingdoms.

Nexus: The most important thing in your kingdom that must be protected and unlike other structures drops nothing when broken and are removed automatically once a land is invaded.

Powercell: Protects 3x3 lands around the powercell land from invasions. This means that invaders will have to invade powercell lands first before invading the 3x3 lands around them (If they're claimed)

Extractor: Produces resource points overtime with a maximum capacity, and also need fuel to function.

Outpost: Buy different items using resource points and access your nexus remotely.

### Warp Pad:

Teleport to all the different structures in your kingdom. Each Warp Pad also has a name that appears in the GUI, They also require fuel to teleport players around. You can refuel a warp pad by throwing coals at it, each coal gives 30 fuel. The amount of fuel required to teleport depends on the distance from the warp pad. (it's half of the amount of blocks between the two structures)

### Regulators:

Manage various things in your land, these are divided into several different sections They are NOT kingdom-wide and only affect the land they are placed in. (they can for example disable mob spawns and auto fill turrets)

### Siege Cannon:

They are Cannons that can break kingdom shields and other blocks once a kingdom's shield has been destroyed. These cannons require ammo that are loaded by putting an iron block in the structures GUI. The player must sit in the cannon via the GUI, The Cannon will tell you about the situation of the land that it hit. Hitting aywhere in a land that belongs to a kingdom will reduce that kingdom's shield by 10 minutes Cannons have a 10 second shooting cooldown. Once a kingdom's shields have been destroyed shooting the land of the kingdom will destroy its turrets and structures. BUT they cannot break powercells and nexus structures, but they are also intentionally effective for friendly lands meaning you could destroy your own land so be careful!

### Turrets:

Turrets are stationary blocks that shoot mobs or heal players inside and outside of the land within a certain range. They can only be placed on specific blocks, namely fences and wall blocks. Although you can technically place them on these blocks break them again and the turret will continue to function properly. Turrets do cause lag so try to keep the usage low. they also need ammo to be able to shoot. You can purchase ammo by right clicking on the turret. They can also be upgraded to increase their range, damage, ect.

### Protection Signs:

Protection signs are used by kingdoms to protect containers from others and you can add specific tags you can use it on any storage container except enderchests.

Protecting: To protect a chest put any sign on it and type [protect], [protected], [private] or private on the first line if the chest is protected the sign will change. the easiest way to protect your chest is to sneak and left click a chest with a sign in your hand. Now, only you can break the chest and the sign and open the chest, you can edit the protection settings by right-clicking on the sign.

Everyone permissions:

There are two types of [everyone] tags that you can use to protect your chest. The protection process is the same, except you write different things.

[everyone] Everyone in your kingdom can access the chest, but cannot break it

[everyone\*] Everyone can access this chest, whether they are in your kingdom or not but cannot break it.

Transferring items:

Items from a protected inventory cannot be transfered to unprotected inventories Ex: chest to hoppers.

Credits for this info: https://github.com/CryptoMorin/KingdomsX/wiki