Territory and Claims
How claiming works and scales, how claimed land is protected, and the two sub-nation territorial tiers that sit below a nation's own claims: villages, which can be sieged and flipped independently of the war system, and internal rebellions, which split a chunk of a nation's own membership off into a new nation at war with it.
Claiming and claim caps
Claims are FTB Chunks claims: there's no second claim map or membership list to keep in sync with your nation's roster.
Bare /claim claims the chunk you're standing in for your nation; /unclaim releases it. An outsider can be granted build access to a specific claimed chunk with /claim grant, and that access removed with /claim revoke.
A nation's per-member allowance can also be topped up with bonus claim slots granted by staff. claims.excludedDimensions can exclude entire dimensions from claiming, and up to claims.maxForceLoadedChunksPerNation (default 3) of a nation's own claimed chunks can be force-loaded (kept ticking with nobody nearby) with /forceload, capped low since it's a real ongoing server-performance cost. Full reference on Configuration: Core.
FTB Chunks-based protection
Building and interaction protection on claimed land runs through FTB Chunks' own relation-aware system, so who can build depends on your nation and ally relation to the claim's owner, not a separate WN permission check.
On top of that, claim environment protection (on by default) shields claimed land from explosions, cross-border pistons, mob block-breaking, and crop trampling. Whether allies can build on your own claims is a per-nation toggle, /nation allybuild <on|off>.
Protected chunks
A nation can flag specific chunks as protected critical infrastructure, independent of the normal claim/capture rules.
/protect marks the current chunk so it stays protected regardless of ownership changes; protection only ends when the chunk is unclaimed or captured. /unprotect removes the flag. A nation can only flag a limited number of chunks this way at once.
Villages and capitals
Villages are a settlement tier independent of nations, with their own name, leader, roster, and claimed chunks, disjoint from nation claims. Capitals are a designated seat within a nation's own territory. Both are off by default and need a server owner to turn them on.
/village create founds one; /village claim and unclaim manage its land, capped at villages.villageMaxClaims (default 16, 0 = unlimited). A village can affiliate with a nation (/village affiliate) or stand fully independent (/village standalone). Off by default, gated by villages.villagesEnabled.
A village is captured by sustaining more attacking than defending presence in its chunks for villages.villageSiegeSeconds (default 300, 5 minutes). A standalone village can be sieged by any nation; an affiliated village only by a nation actually at war with its parent nation. A village that just changed hands is immune to re-siege for villages.villageSiegeImmunityMinutes (default 60). Winning a siege never ends a war and never transfers nation territory: only the village itself changes hands.
/nation capital set pins a named capital to one of a nation's own claimed chunks. Moving it later is subject to capitals.capitalMoveCooldownMinutes (default 720, 12 hours); the first designation and any in-place rename are not. Off by default, gated by capitals.capitalsEnabled. When both capitals and the economy are on, a capital passively deposits capitals.capitalIncomePerDay (default 100) into the treasury once per in-game day.
capitals.capitalCaptureEndsWar (default off) makes capital capture end a war outright: if a nation's capital chunk falls to an enemy during a war, that nation immediately capitulates in that war (a decisive defeat, as if it had run /war surrender). The nation itself survives; it is not disbanded.
A nation's home claim can also be excluded from capture in chunk capture, conquest, and objectives wars, though not from a Breach war, since breaching the defender's home is the entire point of that war preset.
Rebellions
A rebellion lets disgruntled members secretly organize inside their own nation and break away into a new nation, which immediately goes to war with the one they left. Off by default, gated by rebellions.rebellionsEnabled.
Members organize with /rebellion create, join, and abandon, and check status with /rebellion info. A rebellion only becomes eligible to actually split off once it clears three thresholds together: at least rebellions.rebellionMinParticipants (default 2) participants, at least rebellions.rebellionMinParticipantFraction (default 0.34, so a third of the origin nation) of the origin nation's current membership, whichever of the two is larger, and at least rebellions.rebellionMinMinutes (default 10) minutes of existence. Once eligible, /rebellion start (warn-then-confirm) carries out the split.
