Town & Nation Starter Guide

Everything you need to found, run, and grow a town — and eventually a nation · mc.mvndicraft.net


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.

To join a nation, your town's homeblock must be within roughly 6000 blocks (~375 chunks) of the capital of the nation.

ValidInvalid
Paris, Toledo, Dubrovnik, Krakow, AntiochNewYork, Gondor, CoolTown

2. Founding a Town

2.1 — Requirements

RequirementDetails
Founding costUse /towny prices to see the current cost
LocationMust correspond to a real historical settlement
NameMust follow naming rules (Section 1.1)
Daily upkeepTowns cost money every day — check /towny prices

2.2 — Core Town Commands

CommandDescription
/town new <name>Found a new town at your current location
/town set spawnSet 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 deletePermanently delete your town. Cannot be undone.

2.3 — Managing Residents

CommandDescription
/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
/townView your own town info, bank balance, and residents
/town <name>View info about another town
/res <player>View a player's town membership info

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

CommandDescription
/town claimClaim the chunk you are currently standing in
/town unclaimUnclaim the chunk you are standing in
/town unclaim allUnclaim all chunks. Use with extreme caution.
/towny mapShow a map of nearby chunks and their ownership
/plot claimClaim a specific plot within your town for personal use
/plot set <type>Set a plot type (shop, arena, embassy, etc.)

💡 Tip: Use /towny map before 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

CommandDescription
/town set perm resident build onAllow residents to build in town claims
/town set perm outsider build offPrevent outsiders from building
/plot set perm <on/off>Set permissions for a specific individual plot

4.2 — Town Toggles

CommandDescription
/town toggle openToggle whether anyone can join without an invite
/town toggle publicToggle whether non-residents can use your town spawn
/town toggle explosionToggle explosion damage in your claims
/town toggle fireToggle fire spread in your claims

4.3 — Useful Info Commands

CommandDescription
/towny pricesSee all Towny costs — founding, upkeep, claims
/towny timeSee when the next Towny tax cycle runs
/town hereSee info about the town you're currently standing in

4.4 — Town Levels

  • town upkeep is $5 * number of plots * upkeep multiplier
LevelMayor TitleRequired ResidentsUpkeep Multiplier
1Spirit0×1.0
2Hermit1×1.0
3Elder2×1.0
4Mayor5×1.0
5Lord10×1.1
6Count15×1.2
7Magistrate20×1.3
8Prefect25×1.4
9Eparch30×1.5

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 /town to 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

CommandDescription
/nation listSee 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.

CommandDescription
/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 deleteDelete 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

CommandDescription
/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
LevelNation TypeRequired TownsTown Block BonusUpkeep MultiplierMax Offensive Sieges
1Lordship0+10×1.00
2Barony2+20×1.51
3County5+30×2.52
4Duchy10+60×3.53
5Kingdom15+100×4.03
6Empire20+140×5.03
7Hegemony30+200×8.03

7. Rules Quick Reference

RuleSummaryTier
7.0No snake claimingT2
7.0.1Cannot claim to block another town from expandingT2
7.1Cannot join a town to spawn-kill residentsT2
7.2Town name must be a real historical place (476–1550 AD)T1
7.3Town must have a chunk over the historical locationT1
7.5No founding towns on Wednesdays during siege weekT2
7.5.1No alt towns used to bypass rulesT2
7.7Cannot drain town bank to avoid occupationT4
Siege TownsTowns created as siege outposts are not allowedT3–T4
8.0Nations must be historically plausible in 476–1550 ADT3
8.0.1Nations that only existed outside the timeframe are not permittedT3
8.2Cannot recreate the same nation in an unrealistically distant regionT3

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 board so 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.