Town & Nation Starter Guide
Everything you need to found, run, and grow a town — and eventually a nation · mc.mvndicraft.net
ChatPDF
This is a very helpful ChatPDF document — ask it Towny questions like you’re chatting with someone before pinging staff!
1. Before You Start
Mvndicraft is set in the medieval period (476–1550 AD). Everything you build, name, and do should reflect that. Your town must correspond to a real historical settlement and be built in the architectural style of its region.
Before founding a town, ask yourself:
- Do you have enough funds to cover the founding cost and ongoing daily upkeep?
- Do you have a location in mind that corresponds to a real medieval settlement?
- Have you read the server rules — especially Sections 7 and 8?
⚠ Founding a throwaway town for siege purposes or abandoning a town shortly after founding it is against the rules.
To create a town it must be at least 272 blocks* (17 chunks) from an existing towns claim. New towns are protected from siege for 2 weeks.
To join a nation, your town’s homeblock must be within roughly 6000 blocks (~375 chunks) of the capital of the nation.
| Valid | Invalid |
|---|---|
| Paris, Toledo, Dubrovnik, Krakow, Antioch | NewYork, Gondor, CoolTown |
2. Founding a Town
2.1 — Requirements
| Requirement | Details |
|---|---|
| Founding cost | Use /towny prices to see the current cost |
| Location | Must correspond to a real historical settlement |
| Name | Must follow naming rules (Section 1.1) |
| Daily upkeep | Towns cost money every day — check /towny prices |
2.2 — Core Town Commands
| Command | Description |
|---|---|
/town new <name> | Found a new town at your current location |
/town set spawn | Set your town spawn. Must be accessible via siege weapons. |
/town set board <message> | Message players see when entering town |
/town set mayor <player> | Transfer mayorhood |
/town deposit <amount> | Deposit money into the town bank |
/town withdraw <amount> | Withdraw money from the bank |
/town delete | Permanently delete your town. Cannot be undone. |
Settling a New Town in Your Nation
A nation leader can give a resident the settler rank with /nation rank add <player> settler.
The resident can then stand in eligible wilderness, run /settle <name>, and
accept with /confirm.
They leave their old town, become mayor of the new town, and automatically join
the same nation.
Normal founding costs, claim spacing, and distance from the nation’s capital
still apply.
Mayors must transfer mayorship before settling another town. You cannot settle while jailed or while your old town is occupied, ruined, or under active siege. Your non-embassy plots return to the old town, and your nation ranks carry over. If creation fails, your old membership, plots, and payment are restored.
2.3 — Managing Residents
| Command | Description |
|---|---|
/town add <player> | Invite a player to join your town |
/town kick <player> | Remove a resident |
/town rank add <player> <rank> | Give a resident a rank |
/town rank remove <player> <rank> | Remove a rank from a resident |
/town | View your own town info, bank balance, and residents |
/town <name> | View info about another town |
/res <player> | View a player’s town membership info |
/res town <town_name> | View resident information for everyone in a town |
3. Claiming Land
Towns expand by claiming 16x16 block chunks. Claims must be sensible — no snake claiming, no blocking other towns, no claiming empty land you have no intention of building on.
3.1 — Claim Commands
| Command | Description |
|---|---|
/town claim | Claim the chunk you are currently standing in |
/town unclaim | Unclaim the chunk you are standing in |
/town unclaim all | Unclaim all chunks. Use with extreme caution. |
/towny map | Show a map of nearby chunks and their ownership |
/plot claim | Claim a specific plot within your town for personal use |
/plot set <type> | Set a plot type (shop, arena, embassy, etc.) |
💡 Tip: Use
/towny mapbefore claiming to see exactly what you’re about to claim.⚠ Snake claiming — thin lines of claims to reach resources or cut off other towns — is against the rules. Claims will be deleted.
⚠ Claiming land specifically to prevent another town from expanding is against the rules.
3.2 — Claim Limits
Your maximum claims scale with the number of residents in your town. More
residents = more claims. Check /town to see your current limit and usage.
4. Town Settings & Permissions
4.1 — Permissions
| Command | Description |
|---|---|
/town set perm resident build on | Allow residents to build in town claims |
/town set perm outsider build off | Prevent outsiders from building |
/plot forsale | Allows a plot to be setup and sold with unique perms to the buying member of the town |
/plot set embassy | Allows a plot to be setup and sold with unique perms to someone outside the town |
/plot clear | Allows mayor to clear existing plot configuration |
/plot perm add | Allows individuals to be added to the perm list |
/plot perm gui | Interface to configure plot |
/plot perm hud | Displays plot type and specific perms on screen for whatever plot you walk in until turned off |
/plot set perm <on/off> | Set permissions for a specific individual plot |
4.2 — Town Toggles
| Command | Description |
|---|---|
/town toggle open | Toggle whether anyone can join without an invite |
/town toggle public | Toggle whether non-residents can use your town spawn |
/town toggle explosion | Toggle explosion damage in your claims |
/town toggle fire | Toggle fire spread in your claims |
4.3 — Useful Info Commands
| Command | Description |
|---|---|
/towny prices | See all Towny costs — founding, upkeep, claims |
/towny time | See when the next Towny tax cycle runs |
/town here | See info about the town you’re currently standing in |
4.4 — Town Levels
- town upkeep is
$5 * number of plots * upkeep multiplier
| Level | Mayor Title | Required Residents | Upkeep Multiplier |
|---|---|---|---|
| 1 | Spirit | 0 | ×1.0 |
| 2 | Hermit | 1 | ×1.0 |
| 3 | Elder | 2 | ×1.0 |
| 4 | Mayor | 5 | ×1.0 |
| 5 | Lord | 10 | ×1.1 |
| 6 | Count | 15 | ×1.2 |
| 7 | Magistrate | 20 | ×1.3 |
| 8 | Prefect | 25 | ×1.4 |
| 9 | Eparch | 30 | ×1.5 |
5. Upkeep & the Town Bank
Towns charge daily upkeep based on your number of claims. If the town bank runs dry, the town falls into ruin and is eventually deleted automatically.
5.1 — Keeping Your Town Alive
- Deposit money regularly —
/town deposit <amount> - Check
/townto see your balance and how many days of upkeep you can cover - Encourage residents to contribute — it’s their town too
- Unclaim land you aren’t using to reduce your daily cost
⚠ You may not deliberately drain your town bank during an occupation to force it into ruin. This is a T4 violation and the town will be returned to the occupying nation.
💡 Tip: Set up a chest shop to earn income passively from other players.
6. Nations
Nations are groups of towns operating under a shared banner. Joining a nation gives access to shared diplomacy, nation bonuses, and the ability to participate in larger wars.
6.1 — Joining a Nation
| Command | Description |
|---|---|
/nation list | See all nations on the server |
/nation <name> | View info about a specific nation |
Most nations require a direct invite from the leader rather than an open join. Contact the nation leader in-game or on Discord.
6.2 — Founding a Nation
You must already have a town. Check /towny prices — nations are expensive to
found and maintain.
| Command | Description |
|---|---|
/nation new <name> | Found a nation with your town as the capital |
/nation set capital <town> | Change the nation capital |
/nation add <town> | Invite a town to join |
/nation remove <town> | Remove a town from your nation |
/nation deposit <amount> | Deposit into the nation bank |
/nation set king <player> | Transfer nation leadership |
/nation delete | Delete your nation. Towns become independent. |
⚠ Nation names must reflect a real or plausible alternate-history medieval nation. No modern states or fictional empires. See Rules Section 8.0.
6.3 — Diplomacy Commands
| Command | Description |
|---|---|
/nation ally add <nation> | Send or accept an ally request |
/nation ally remove <nation> | Remove an ally |
/nation enemy add <nation> | Declare a nation as an enemy |
/nation enemy remove <nation> | Remove enemy status |
💡 Tip: Alliances are public and affect how sieges treat your towns. Manage them deliberately.
6.4 — Nation Levels
- nation upkeep is
$1 * number of plots * upkeep multiplier
| Level | Nation Type | Required Residents | Town Block Bonus | Upkeep Multiplier | Max Offensive Sieges |
|---|---|---|---|---|---|
| 1 | Lordship | 0 | +10 | ×1.0 | 0 |
| 2 | Barony | 3 | +20 | ×1.5 | 1 |
| 3 | County | 8 | +30 | ×2.5 | 1 |
| 4 | Duchy | 15 | +60 | ×3.5 | 1 |
| 5 | Kingdom | 25 | +100 | ×4.0 | 2 |
| 6 | Empire | 40 | +140 | ×5.0 | 2 |
| 7 | Hegemony | 60 | +200 | ×8.0 | 3 |
Siege Limits
Each lost attacking conquest siege reduces your nation’s maximum offensive
sieges by one for the next scheduled siege week.
Losses stack, the limit cannot fall below zero, and the penalty expires after
that week.
Check /nation <name> for the current limit and any Next Siege Week Slot
Penalty.
Replacing an Inactive Mayor
A nation leader can run /sw takefullcontrol <town> [new-mayor] to replace a
mayor who has been offline for at least 60 days.
The replacement must already be a resident of that town.
Omit the player name to choose the replacement in chat, then accept with
/confirm.
Eligible towns also show a takeover button in /town, and the leader receives a
reminder on login.
7. Rules Quick Reference
| Rule | Summary | Tier |
|---|---|---|
| 7.0 | No snake claiming | T2 |
| 7.0.1 | Cannot claim to block another town from expanding | T2 |
| 7.1 | Cannot join a town to spawn-kill residents | T2 |
| 7.2 | Town name must be a real historical place (476–1550 AD) | T1 |
| 7.3 | Town must have a chunk over the historical location | T1 |
| 7.5 | No founding towns on Wednesdays during siege week | T2 |
| 7.5.1 | No alt towns used to bypass rules | T2 |
| 7.7 | Cannot drain town bank to avoid occupation | T4 |
| Siege Towns | Towns created as siege outposts are not allowed | T3–T4 |
| 8.0 | Nations must be historically plausible in 476–1550 AD | T3 |
| 8.0.1 | Nations that only existed outside the timeframe are not permitted | T3 |
| 8.2 | Cannot recreate the same nation in an unrealistically distant region | T3 |
8. Tips for New Mayors
- Build before you claim — establish your footprint first, then claim around it.
- Keep 2–3 weeks of upkeep in the bank at all times.
- Set your town spawn somewhere safe and accessible — it must be reachable via siege weapons.
- Set a welcome board with
/town set boardso new residents know basic info on arrival. - Talk to neighbouring towns early — diplomacy is core to this server.
- Join a nation sooner rather than later — the community and protection are worth it.
- When in doubt, open a ticket and ask before you build it.
Web Map
The web map shows town claims, including ruined towns. Toggle Nation protection to see claim-spacing buffers around town claims. Same-nation or allied claim exceptions still follow the server rules.