Warring NationsWarring Nations MC 1.21.1.NEOFORGE.JAVA 21
Wiki/Mechanics/Government and Economy

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.

PLAYERSSERVER ADMINS

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.

Entities

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.

Memberships

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.

Proposals and votes

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.

i
Zero server config per ruleset. None of this needs a nation-shaped concept added to WN itself or configured by a server admin ahead of time; the same generic entity/membership/proposal primitives are what every preset's government archetype is built from under the hood.

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.

Command
What it does
Permission
/gov open <id> <kind> <minutes>
Open a new proposal/vote in an entity
-
/gov vote <id> <choice>
Cast a vote on an open proposal
-
/gov status <id> [policy]
Show an entity's or proposal's status
-
/gov resolve · cancel <id>
Resolve or cancel an open proposal
-
/gov procedure <id> <hook>
Run a defined procedure hook
-
/gov procedure-define <id> <hook> <script>
Define a procedure script for a hook
MANAGE_GOVERNMENT
/gov procedure-remove <id>
Remove a defined procedure
MANAGE_GOVERNMENT
/gov my-procedures
List procedures defined for your nation
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ADMIN

/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.

Command
What it does
Permission
/gov entity <id> · entities [nation]
Show one entity, or list a nation's entities
-
/gov members · children <id>
List an entity's members or child entities
-
/gov create <kind> <name> [parent]
Create a government entity
MANAGE_GOVERNMENT
/gov remove <id>
Remove a government entity
MANAGE_GOVERNMENT
/gov grant player <id> <role> <player> [minutes]
Grant a player a role in an entity, optionally time-limited
MANAGE_GOVERNMENT
/gov grant nation <id> <role> <nation>
Grant a nation-level membership/role, optionally time-limited
MANAGE_GOVERNMENT
/gov revoke player · nation
Revoke a player's or nation's membership/role
MANAGE_GOVERNMENT

Treasury

Every nation has a shared treasury, backed by whichever installed economy/banking mod the server is running.

Deposit and withdraw

/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.

Economy provider bridges

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.

Nation XP

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.

Costs and upkeep

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.

!
Master switch. economy.economyEnabled is the switch for the whole economy layer: treasury deposit/withdraw, war declaration cost, claim upkeep, and negotiated-peace reparations/tribute/vassalage/DMZ. White peace and territory cession stay available either way. The no-economy preset toggle switches all of it off at once.

Bounties

A nation can escrow currency on a specific player as a bounty.

Command
What it does
/bounty post <player> <amount>
Post a bounty on a player (requires the economy to be enabled); needs ACCESS_ADMIN_CHEST
/bounty cancel <player>
Cancel a bounty you posted; needs ACCESS_ADMIN_CHEST
/bounty list [player]
List all bounties, or the bounties on one player

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.

HOW A ROUND WORKS

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.

Manual or automatic

/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.

What a wipe does

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.