Government and Economy
Two systems that sit underneath a nation's diplomacy and wars: a generic government framework for building any internal political structure out of a handful of primitives, and the economy layer that ties a nation's treasury to bounties, war betting, King of the Hill, and seasonal wipes.
Building a Government
Rather than shipping a fixed Leader/Officer/Member-style political ladder, WN gives a nation a small set of generic building blocks - entities, memberships, proposals, and procedures - that it can combine into anything from a flat tribal council to a hereditary monarchy to a full federal legislature with subordinate colonies underneath it.
A government entity stands in for whatever institution a nation wants: a chamber, a committee, a party, a military rank, an office. Entities can nest inside one another, and each is created with a nation-chosen kind and name via /gov create.
Membership in an entity can be granted to an individual player or to a whole other nation, using the same primitive either way. That's what lets an international-organization-style entity admit whole nations as "members" with the same voting machinery a nation's own internal chamber uses for its player-citizens.
Any entity can open a proposal or vote of a nation-defined kind - a bill, a treaty, an election, an impeachment, anything - and its members cast votes to resolve it.
Proposals and Procedures
A procedure is a nation-defined script attached to a hook on one of its government entities - what should happen when a proposal resolves, for example. Procedures run through a sandboxed scripting engine, the same one that powers composable war presets, so a nation can script real custom logic without needing an addon to do it in Java.
/gov reload rescans and reloads every server's gov-procedure definitions from disk, and /gov procedures lists every registered procedure server-wide - the same file-defined, live-reloadable pattern composable war presets use.
Government Commands
The rest of the /gov subtree covers creating, inspecting, and staffing entities. Argument id throughout is a government-entity id, tab-suggested from your own nation's entities.
Treasury
Every nation has a shared treasury, backed by whichever installed economy/banking mod the server is running.
/nation treasury deposit <amount> lets any member pay currency into the treasury through the economy bridge; /nation treasury withdraw <amount> is gated behind ACCESS_ADMIN_CHEST.
The economy.economyProviderId config key picks which installed economy mod backs treasuries when more than one is present; the default, "auto", uses whichever the loader detects first. Admins can also bind or unbind a nation's treasury to a specific external provider account directly.
Deposits earn nation XP once a configured amount of currency has been deposited per point, counted against the treasury's all-time high so cycling deposits and withdrawals earns nothing. Claiming land, winning wars decisively, and hitting diplomacy milestones all award XP too.
A server can charge a treasury cost to declare war, charge per-chunk claim upkeep once per in-game day, and let a decisive war winner seize a percentage of the loser's treasury - all off (zero) by default.
Bounties
A nation can escrow currency on a specific player as a bounty.
A posted bounty pays out of the killer's own wallet on that player's next confirmed PvP death, regardless of either side's nation or war status.
War Betting
Anyone can back a side in an ongoing war with a currency bet. /war bet <backedNation> <opponentNation> <amount> places a bet, and /war bets <nationA> <nationB> lists the bets standing on a given war. Betting requires the economy to be enabled.
King of the Hill
Recurring, admin-defined contested sites that pay out to whichever nation holds them the longest.
An admin defines a site with /koth create <id> <intervalTicks> <durationTicks>; /koth delete and /koth list manage and show existing sites. When a round ends, the treasury reward is paid to whichever nation held the most cumulative member-presence at the site. A reward of 0 still runs the round, it just pays nothing.
Seasons
An optional full server reset cycle.
/season wipe (warn, then confirm) runs a seasonal wipe on demand and always works; the season.seasonLengthTicks config key can also trigger one automatically on an interval, disabled by default. /season status reports the current season state.
A wipe releases every nation's claims, zeroes treasuries, and resets progression, but archives a leaderboard of the top nations by claim count first, sized by season.seasonLeaderboardSize.
