Welcome to our Towny Server, where the spirit of community thrives and adventures await at every corner.
In our Towny realm, players embark on a journey of collaboration, strategy, and exploration within a dynamic and immersive world. Set in a bustling environment teeming with opportunities, our Towny Server invites you to establish and grow your own thriving towns and nations, forge alliances, and engage in epic battles for supremacy.
Experience the thrill of building and customizing your own unique town, where every street, building, and landmark bears the mark of your creativity and vision. Strategize with fellow players to expand your influence, develop your economy, and defend your territory against rival factions and threats lurking in the wilderness.
Declarations of War are obtained using Tokens through the command /town redeem {wartype}. Tokens are earned by non-neutral towns each Towny newday, provided their nation is not neutral either. Towns actively engaged in war do not receive war tokens.
To understand server configuration, use the /eventwar guide command.
Players initiate wars using Declaration of War books, purchased with Tokens via the /town redeem command. Riot DoW books are the cheapest by default, with costs escalating for larger-scale wars. Therefore, riots and town wars occur more frequently than civil wars, nation wars, and global conflicts. Only towns within a nation can redeem tokens for civil, nation, and global war books.
To declare war, hold the book and use the /declare war [wartype] [arg] command, as specified in the books.
In wars permitting surrender, players can opt to concede defeat. For Riot, Civil War, Independence War, Alliance War, and World War types, surrender is executed via the /surrender command.
Riots allow universal surrender, while Civil War permits only mayors to surrender their towns. World War requires a king's surrender for the entire nation.
During Riots with conquering enabled, the surrendering Mayor cedes control to the highest-scoring Rebel. Similarly, in Civil War, the surrendering King results in the highest-scoring Rebel Town becoming the new Capital.
In Town and Nation Wars, surrendering entities must propose terms, including White Peace, monetary compensation, town exchange, or a combination thereof. The opposing side reviews and accepts offers, leading to the exchange of assets.
Various conditions dictate the end of different war types, ensuring conflicts don't persist indefinitely. For instance, Riots conclude when all surviving rioters are jailed or when key figures surrender.
Similarly, Towns and Nations can be eliminated through loss of key assets, such as homeblocks, leaders running out of lives, or successful surrender negotiations.
Alliance Wars end when participating nations withdraw or lose all towns. Civil and Independence Wars cease when the capital or all towns on either side are incapacitated, or when surrender is accepted. World Wars conclude when a single nation remains or when all nations ally.
A variety of commands facilitate engagement and understanding of war mechanics, including /eventwar and /towny war for information and management purposes, /town redeem and /nation alliancewar request for resource management, /declare for initiating wars, and /surrender for conceding defeat with specified terms.
Battle Sessions, designated time periods during which scoring and PvP kills contribute to the ongoing war.
For more details, consult the /eventwar guide book.
/eventwar battlesession - Displays information about the next battle session or the remaining time.
/eventwar battlesession bossbar - Toggles the battle session boss bar for a player.