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

Nations and Roles

How nations are founded and disbanded, how the custom role and permission system works, how join policies control who can get in, and how nation leadership, level, and tier progression fit together.

PLAYERSSERVER ADMINS

Founding and the nation lifecycle

A nation is founded, run, and eventually disbanded through the same command family, gated by whatever your server has approval and eligibility settings turned on.

Founding

A player founds a nation with /nation create. Self-service creation always goes through staff approval by default; with WN Discord installed, requireLinkedAccountForNationCreation can additionally require a linked Discord account before an unlinked player's /nation create is allowed to proceed. An existing FTB party can also be converted into a nation with /nation adopt, and FTB-created parties can be adopted automatically.

Disbanding and leaving

/nation disband is a warn-then-confirm action available only to the leader. /nation leave lets any member leave, and automatically disbands the nation if you're a solo leader with no one else to hand it to.

Looking a nation up

/nation info, /nation list, /nation history, and /nation log cover a nation's current state, its full nation list, its event history, and its internal action log.

Roles and permissions

Nations don't use a fixed Leader/Officer/Member hierarchy. Leadership creates, renames, reorders, and deletes its own custom roles, and assigns any combination of 17 permissions to each one.

THE 17 PERMISSIONS

INVITE_MEMBERS, KICK_MEMBERS, PROMOTE_MEMBERS, CLAIM_LAND, UNCLAIM_LAND, SET_HOME, FORCE_LOAD_CHUNKS, MANAGE_CLAIM_ACCESS, MANAGE_CAPITAL, DECLARE_WAR, MANAGE_DIPLOMACY, MANAGE_SETTINGS, MANAGE_ROLES, MANAGE_APPLICANTS, SET_MOTD, MANAGE_GOVERNMENT, and ACCESS_ADMIN_CHEST.

A role's order determines its rank; its permissions determine what its holders can actually do. Higher-ranking members can never be removed or changed by lower-ranking ones, and a nation's leader retains full access regardless of any role changes.

Inheritance

A role can inherit its permission set from another role with /nation role setparent, so a parent's grants flow down automatically instead of being copied onto every child role by hand.

Supreme roles

Any role can be marked /nation role supreme, giving it unconditional full authority, the same status leaders and co-leaders already hold. Only an actor who is already supreme can grant or inherit supreme status, so a role manager can't quietly mint a puppet role with every capability the nation has.

Custom permissions

Addons can register their own permission keys beyond the built-in 17, grantable per role with /nation role grantcustom and revokecustom the same way as a built-in permission.

Temporary assignment

/nation role assign <player> <role> [minutes] can grant a role for a limited time; it automatically falls back to a configured default role on expiry.

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Note. A populated role must be reassigned before it can be deleted, and everything above is also editable from the in-game nation Roles screen, not just commands.

Join policies

Each nation sets its own join policy with /nation setjoin: Open, Application (the default), or Invite-only.

Open

Any player can join instantly with /nation join, no invite or application needed.

Application (default)

Players apply with /nation apply, optionally answering screening questions set with /nation applyquestions. Leadership reviews applicants and runs /nation recruit or /nation reject.

Invite-only

Leadership sends invites with /nation invite; a player accepts or declines with /nation accept or /nation decline.

A player can have invitations or applications outstanding with multiple nations at once, and check them with /nation invites.

Nation leadership

Every nation has one leader, plus an optional set of co-leaders who hold every permission implicitly, exactly like the leader.

Co-leaders are granted and revoked with /nation leader add and /nation leader remove, and listed with /nation leader list. Leadership itself can change hands with /nation transfer (warn-then-confirm), or a leader can step down outright with /nation abdicate.

Progression: level and tier

A nation's power on the leaderboard is built from two separate, orthogonal measures: its XP-driven level, and its administratively-assigned tier.

Level

A nation earns XP automatically: for every net-new chunk it claims, for decisively winning a war, and for one-time diplomacy milestones like its first alliance or first non-aggression pact. Level grows automatically as accumulated XP rises.

Tier

Tier is a separate, admin-assigned war-power multiplier, not a reward for XP. It is not automatic; it changes only through explicit staff or addon action.

Tier
War-power weight
Province
x1
Region
x2
Nation
x4
Empire
x6
Superpower
x10

Every new nation starts at Province, level 1. Tier is set with the admin command nation settier, documented on the core commands page.

Leaderboards

A nation's overall standing combines claims, level, wars won, and tier into a single power score.

Leaderboard power formula
claims + level x2 + warsWon x3 + tierWeight x5

View it with /nation top [metric] (metrics include power, claims, level, members, and wars) or through the in-game leaderboard screen.