Introduction - CryptoMorin/KingdomsX GitHub Wiki

Here we will learn the basic concepts of the plugin that your players will have to understand.
You can also watch a Spanish tutorial video on YouTube.

Kingdom

A kingdom is a group of people that share the same lands and resources.
Each kingdom has its own resource points, bank, upgrades, ranks, relation attributes and lands.
Kingdoms can create or join nations. They have their own tax equations that can be changed when collecting taxes from the members. If a kingdom doesn't have enough money in the bank to pay server taxes, it'll be disbanded. New kingdom don't need to pay taxes for a few days.
You can rename your kingdom and set a lore for it using /k rename and /k lore commands. Your kingdom's name and lore will be displayed when a player moves to your land as a big title on their screen. This along with the blocks that appear when you go to another land is called land indicators/visualizers which can be manually triggered and configured with /k visualize command.
Kingdom name and lore options can be modified in config.yml kingdom-name and kingdom-lore sections.

Land

Chunk Whole View

Basically a chunk is a land. Lands can be claimed by kingdoms to protect their chests, place turrets and structures. You can claim a land using the /k claim command.

There are other advanced claiming commands that make this process way easier. The easiest way is to claim chunks from the map /k map

Tip

You might come across the term claim somewhere. This simply refers to a land that is claimed (i.e. It's owned by a kingdom). Not all lands are claimed. A land is technically any chunk that contains any sort of KingdomsX plugin data (unclaimed lands can still contain things like turrets, sturctures, protected blocks, etc in some cases).

Players may get more claims in different ways, these are controlled by many different factors:

  • 5 claims for each members
  • If your kingdom is in a nation, 5 claims for each kingdom in the nation.
  • Max claims misc upgrade.
  • Claims given to specific kingdoms with the /k admin maxLandModifier

Pacifism & Shields

Pacifism is a kingdom state (nations can't be pacifists) which forces a friendly relation between all other kingdoms. Meaning it cannot invade other kingdoms, nor can it be invaded. They cannot PvP and Siege Cannons will not damage their lands.

Kingdoms can choose to be pacifist or an aggressor (non-pacifist) when they create a kingdom. They can change this later from their nexus settings menu.
Kingdoms cannot go in pacifist mode after a certain amount of time after their last invasion.
Whether you're pacifist or not, you can also purchase shields from the nexus settings to stop kingdoms from invading you. New purchased shields will add to your kingdom time shield if any is active. Shields can also be destroyed by Siege Cannons
Shields costs and duration can be modified from guis -> structures -> nexus -> settings -> shields
It's preferred to remove the pacifism (by removing the option for the GUI) and use shields only. This will encourage and motivate player to earn more resource points to keep their kingdom safe. New kingdoms will get a free shield for few days to prepare.

Resource Points

Commonly abbreviated to "RP", resource points are kingdoms main currency. You can use them to buy turrets, structures, shields, ammos and upgrades. They can be produced from the Resource Points Converter in the kingdom's Nexus. You can also open this directly using the /k rp converter command. Unlike the old Kingdoms, if you close the GUI after putting items in the GUI, it'll return the items without converting anything. It works the same way if you use the Back button. You have to click Apply.
Some items are blacklisted from converting to avoid mistakes and cheating. They're returned to the player's inventory.

You can get one resource point for every 5 non-special items you put in the converter. Special items such as emeralds, diamonds, gold, irons and etc (/k tradable for a list) give a specific amount of resource points per item.

All of these behaviors can be changed in resource-points.yml config. You can also make additional items with certain properties (name, lore and etc) to have more worth. You can also give players certain predefined items using /k give.

Other than resource points, kingdoms uses the money economy system (if available) for kingdom/nation creation, taxes, claiming a land etc. This economy system comes from any plugin that supports Vault which can be controlled using /k bank. Read this FAQ for more information.

However you can exchange between the main currency and resource points using /k rp withdraw/deposit commands.

Powerups

Powerups are common boosters (such as damage boost, damage reduction, arrow damage boost and regeneration boost) that only work when you're standing in your land. It doesn't matter where your target is standing or where your arrow landed.
Regeneration boost only works for eating regeneration, not any other regeneration such as the natural regeneration.

Might

Kingdom and nation /k top & /k nation top ranks are determined by their might. Might is a math equations which can be found in config.yml -> top-kingdoms or top-nations -> might

The default equation has resource points and the member count as its main factors. It's recommended to keep this number as a sum (avoid using multiplications if possible) to keep this number as low as possible.
When taxes are being collected (during the daily-checks-interval), the top 10 kingdoms and nations will be rewarded with money and resource points. You can change the top and reward amounts in config.yml -> top-kingdoms or top-nations -> rewards

Nexus

A nexus block is a structure that is the most important thing in your kingdom. These are some kind of "virtual" structures, meaning they don't have an item, they won't drop an item when broken, can be placed as many times as you want using /k nexus command and they will be removed automatically once a land is unclaimed or invaded.
Almost everything in your kingdom can be accessed and modified from your nexus such as ranks, upgrades, turret and structure shops, member list and etc...
If another non-ally kingdom mines your nexus, it'll take a certain amount of resource points from your kingdom, so it's important to cover your nexus properly. Nexus settings can be changed from config.yml -> nexus. There are also some options in invasions.yml that can change the invasion behaviour after a nexus land is invaded.

Relationships

Relationships are a way for kingdoms/nations to define certain rules for a group of kingdoms/nations. Players can't have these relationships with each, but when we talk about that, we're talking about their kingdoms' relationship:

  • Self: You won't see this in-game. It's for config and API purposes. It's basically indicating that the target kingdom is yours.
  • Neutral: You have no special relationship with this kingdom, or the target land/player doesn't belong to a kingdom.
  • Nation: You're in the same nation with this kingdom without an individual relationship (e.g. you didn't /k ally them.).
  • Ally: You're allies with this kingdom.
  • Truce: You're truce with this kingdom (which has lower access level than allies.)
  • Enemy: You're enemies with this kingdom (by default, this is purely cosmetic.)

If you're in the same nation as another kingdom, you can still have an individual relationship with them. You can change this behavior by changing prioritize-kingdom-relations and allow-relations-between-nation-kingdoms in relations.yml

Relationship Attributes

Each relation has certain attributes that can change how kingdoms/nations can interact with each other. Kingdoms can also have custom relation attributes. You can manage your kingdom's relation attribute by going to your nexus settings.
One important thing to know is that the relationship attributes work as an "agreement" system. Depending on the attribute, both kingdoms need to have it or if one of them doesn't have it, it won't work. For example, if you have ceasefire attribute off for allies, but your allies have it on, your allies can still PvP you too as well. This it to prevent unavoidable situations where one side suddenly changes an attribute and the other side will be unable to fight. Or for example, if one of the kingdoms don't have manage structures attribute, then none of them can manage structures of each other.

Ranks

Kingdom rank settings can be changed in ranks.yml file. These ranks are customizable by default. Each rank have its own unique node and priority, but other options such as the name, color, symbol, material and max claims can be the same. Nations are the same and use the same settings from ranks.yml All these options except the material can be accessed as a placeholder for both kingdoms and nations.
Other than your own kingdom, rank permissions are also used after checking a relation attribute between two kingdoms. If the relation attribute is positive, it'll check the player's permission for some cases. For example, when placing blocks in another kingdom's lands, first it'll check if the kingdom relation allows such a thing between these two specific kingdoms, then if passed, it'll check if the player can place blocks with the rank they have.

  • Node: The rank node is used to refer to an unique rank while managing a specific rank in-game or from the code.
    This name must be unique per kingdom, without spaces or special characters (even though it's possible)
  • Priority: The highest rank (called king by default) has a priority of 0 and the lowest rank (called member by default) has a priority the same as the size of the ranks minus one. Although it's possible to do this from the API, rank priorities cannot be less than 0 or higher than the member rank priority.
  • Material: This is only used to show the rank in the GUI.

Elections

The plugin runs on democracy system by default, meaning that the king of the kingdom is chosen by the kingdom members via elections. Every week, all members of the kingdom have permission to participate in the kingdom's election event using /k elections statement command. Then all kingdom members will be able to vote for that person using /k elections vote command.

Elections last 24 hours. During this time no one can join or be kicked out of the kingdom. Once elections are over, a new king will be chosen only if more than 50% of the kingdom members voted in total.

All options related to elections can be changed in config.yml.


Nations

A nation (rarely referred to as a civilization) is a group of kingdoms that share the same relation attributes. They're made as a replacement for kingdom relations, however having a relation with another kingdom outside of the nation is still possible. Nations are quite similar to kingdoms except they don't have any upgrades. The kingdom that created the nation, is called the capital. The king of the capital is the king of the nation.
Nation taxes are collected after player taxes are collected for each kingdom. If a nation cannot pay the taxes after it collected the taxes from each kingdom, it'll be disbanded.
Nations use the same options as kingdoms option for almost 70% of the settings in configs.

Benefits of joining a nation:

  • Increased max lands.
  • When a kingdom that is in a nation gets invaded, the capital kingdom champion will spawn.
  • Get notified when a kingdom that is a member of your nation gets invaded.
  • Nation shield can be used for all the kingdoms.
  • National Chat /k chat nation
  • National Ranks
  • Nation Zones

Disadvantages

  • If your nation doesn't have a shield, players can invade any of the member kingdoms even if they have an active shield individually.
  • Nation pacifism state is forced for kingdoms.
  • When the capital champion is weaker than your kingdom.

Nation Zones

Nation zones are the lands around the capital kingdom's land. The default radius is 1, meaning 3x3 chunks around each land that belongs to the capital kingdom. These zones are basically like Powercell structure, but they cannot be invaded, claimed or used for building by another kingdom that is not in the nation same nation as the capital kingdom. In order to access these lands, you have the invade all the claimed nation lands around the land (3x3). Nation zones are not shown in the map. If the capital claims a land next to a claimed land from another kingdom that is not in the nation, the claimed land will not be affected by nation zones if it's inside of the 3x3 zone range.


Taxes

Taxes are collected every 24hrs (real life time) by default from kingdom/nation bank. This can be changed in config.yml -> daily-checks-interval You can use resource points as kingdoms/nation tax, but not for player taxes since players can't own resource points. New kingdoms, members and nations and also the kingdom and nation leaders and those who have the TAX_EXCEMPT permission for their rank are excluded from paying taxes for the first few days by default. This can be changed in config.yml -> tax -> kingdom/nation -> age Kingdoms and nations can also set their own tax equation from their nexus settings.
You can also perform a manual daily check using /k admin dailycheck command.
This is a tree showing how the overall tax collection process works. Note that the age restrictions are not shown in this tree.

Kingdoms Taxes

IRS

We're required by the IRS (at a gun point to my dog's head) to inform you that this is not an accurate portrayal of how taxes work in real life. Please visit this "extremely helpful" article at www.usa.gov for more information if you'd not like to end up in /k jail. God bless America.

Terminology

Players

Term  Description
Group A Kingdom or a Nation
Civilization Rarely used to refer to nations
Kingdom Item A Turret or a Structure
Protected Block Any block that is protected using protection signs. This is usually a chest, but technically, it can be any block if the server allows it.
Chunk A 16x16 portion of the world that consists of all y values. Not all chunks are lands.
Land Any chunk that contains kingdom data. Not all lands are claims
Claim Any land that is claimed by a kingdom.
Relationship A relationship between two kingdoms and nations. If used for players, it usually means the relationship between their kingdoms.
Relationship Attribute Permissions of allies, truces, etc.
Hidden Kingdom/Nation A kingdom which has enabled the "hidden" option inside their nexus settings which prevents them from being shown in /k map and Map Viewers addon.
Permanent Kingdom/Nation A kingdom/nation that's permanent, will not get disbanded due to insufficient balance to pay server/nation taxes. These groups generally can't get disbanded in any way, unless by admins. The decision whether a group should be permanent is decided by admins too which is controlled from /k admin permanent command.
Admin Mode Basically the /op of kingdoms plugin.
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