Nations, Lands, Ownership, and Wars Lands Overview 🏰 Lighthouse Lands System Overview The Lands plugin lets every player or group form their own Land , grow it into a Town , unite into Nations , and even engage in friendly Wars . It replaces our old claim system with a deeper, community-driven system of politics, protection, and progression. ⚒️ Claiming Land Players can claim land in the Overworld, Nether, and End . Use /lands create to start your first land. Cost: ₤32 (includes 1 chunk). Each extra chunk costs ₤1 , increasing slightly each time you claim. Claims should be adjacently connected to your existing land. You can use claim blocks or a selection tool to claim chunks easily. You’ll get basic tools when you first join to help with claiming. 💰 Economy & Upkeep Each land has its own bank ( /lands deposit / /lands balance ). Upkeep and taxes run once a week (Sundays at 11 PM ET) . Taxes: Up to ₤12 per area. Members who can’t pay are automatically untrusted. Inactive owners (offline too long) may lose ownership after several weeks. 🏡 Land Features You can: Set a spawn for teleporting home. Trust players to build and manage land with /lands trust . Create sub-areas to rent or sell to others. Keep inventory on death inside your land. Use /lands chat for private group chat. Land storage, teleport, and flight are all enabled. Visual borders show ownership using colored particles. 🧱 Land Growth (Levels) Lands grow stronger the more active and populated they become: Level Title Requirements Benefits 1 Settlement New land 10 claim chunks 2 Village 3 members, 30 chunks, ₤480 bank +1 claim 3 Town 6 members, 50 chunks, ₤1920 bank +2 claims 4 Province 12 members, 100 chunks, ₤9600 bank +4 claims 5 Land 24 members, 200 chunks, ₤23040 bank +8 claims 🌍 Nations Nations unite multiple lands under one banner. Create one with /nations create for ₤3200 (requires a level 3+ (i.e. Town or higher) capital). Nations pay ₤0.1 per chunk upkeep and can tax their member lands. Levels: Federation → Nation → Empire Higher levels unlock potion-like nation effects (Speed, Jump Boost, etc.) and more total claims. ⚔️ Wars Wars are enabled! (Opt-in) Lands and nations can declare war on others. Both sides must accept the war before it starts. The war starts 24 hours after it's accepted, to give the challenged time to prepare Each team earns points by: Player kills (+1) Capturing enemy flags (+5) First to reach the point goal wins (minimum 35 pts). Capture flags can unclaim enemy chunks if held for 10 minutes. Capture flags can only be placed while the defending player is online War shields protect new or recently attacked lands for several days. 🚶 Player Perks Players earn small progression bonuses the longer they play (e.g., extra claims over time). /lands wild teleports you to a random location (₤32, 10 min cooldown). /lands unstuck teleports you out of glitched spots (1 h cooldown). You keep your inventory if you die inside your own land. 🎵 Extras Lands play sounds for actions like claiming, teleporting, or leveling up. The /toplands leaderboard ranks the richest lands. Particle colors show who owns or trusts a claim: 🟢 Green – Your land 🟡 Yellow – Trusted in land 🔴 Red – Untrusted area 🌿 Green Tint – Wilderness 🧭 Getting Started /lands create — start your land. /lands claim — claim your first area. /lands trust — invite friends. /lands deposit — fund your land bank. Grow your land into a town, then join or found a nation!   Lands documentation: https://wiki.incredibleplugins.com/lands/players/basics/start   Wars ⚔️ War Requirements and Rules The Lands War System allows players, lands, and nations to challenge one another in structured PvP conflicts. The following outlines the requirements for declaring a war, being declared upon, and key rules surrounding the process. 1. Attacker Requirements To declare a war , the attacking land or nation must meet all of the following conditions: Requirement Description Minimum Trusted Players The attacking land must have at least one trusted member . Land Age The land must be at least 2 days old . Minimum Balance The land must have ₤1,600 or more in its land bank. Eligible Days War declarations can be made Monday through Friday . Eligible Hours Declarations are allowed at any hour of the day . Preparation Period After declaring war, there is a 1-day preparation period before combat begins. Mutual Consent The defender must accept the declaration before the war officially starts. Online Requirement Currently disabled; attackers can declare even if no defender is online. 2. Defender Requirements To be declared upon , the defending land or nation must meet the following conditions: Requirement Description Minimum Trusted Players The defending land must have at least one trusted member . Land Age The land must be at least 7 days old . Minimum Balance The land must have ₤800 or more in its land bank to be a valid war target. Nation Membership If part of a nation, the nation’s balance and settings may determine eligibility instead. 3. Declaration Process The attacker issues a declaration with /wars declare . The defender receives a notification and must accept the war to begin hostilities. If no response is given within 5 days , the declaration expires automatically. After acceptance, both sides have 24 hours of preparation time before combat starts. The server broadcasts the declaration and start of the war to all players. 4. War Shields Certain lands and nations are automatically protected from being attacked: Newly created lands/nations have a 7-day war shield . Surrendered lands/nations receive a 10-day shield . Voluntary surrender before combat grants a 1-day shield . All participants receive a 7-day shield after any war concludes. During an active war shield, the protected land or nation cannot be attacked or declared upon . 5. Victory Conditions Each team earns points through combat and objectives. +1 point per player kill +5 points for capturing a flag The team that reaches the required point total first wins. Minimum win threshold: 35 points . Upon surrender or defeat, the losing side pays a tribute to the victors (up to 50% of the loser’s land balance). 6. Additional Notes Wars are enabled for both lands and nations (not nation-only). Friendly fire among teammates is allowed but does not grant war points. Capturing enemy land through flag placement is enabled; holding the flag for 10 minutes captures the chunk. All major events (declaration, start, victory, surrender) are broadcast to the entire server.   War Strategy & Commands ⚔️ War Strategy & Commands The Lands War System allows player-run Lands and Nations to engage in fair, organized PvP battles for territory, prestige, or tribute. This guide explains the essential commands, combat mechanics, and strategic systems that come into play once a war has been declared. 1. Core War Commands Command Description /wars declare Declare war on another Land or Nation. The defender must accept before the war begins. /wars accept Accept an incoming war declaration. The 24-hour preparation period then begins. /wars deny Reject or ignore an unwanted declaration. /wars info Displays active wars, your team’s points, objectives, and timers. /wars top Shows the current leaderboard for wars and top combatants. /wars surrender Ends the war early, paying tribute to the other side. /wars tribute Displays the tribute amount that would be paid if your side surrendered. /wars capture Opens your war menu, including the recipe for capture flags. 2. Capture Flags Crafting a Flag A capture flag must be crafted using the following recipe: Slot Layout Items Row 1 Air, Red Stained Glass Pane, Air Row 2 Air, Beacon, Air Row 3 Iron Block, Iron Block, Iron Block Using a Flag Flags can be placed only by members with the MANAGE_WAR role flag . Each team may have up to 3 capture flags active at once. Once placed, invaders must hold the flag for 10 minutes to capture the area. A captured chunk becomes unclaimed by the enemy . (Your config currently does not auto-claim it for the attacker.) Flags can only be placed every 10 minutes per team. 3. Scoring & Victory Action Points Awarded Player Kill +1 point Capture Flag Held +5 points Destroy Enemy Flag +3 points Explode Enemy Flag +5 points Victory Condition: The team with the fewest members sets the point multiplier. Required points = Smallest team size × 5 Minimum total points to win = 35 4. Surrender & Tribute Surrender is always available ( force: true ). If the defenders surrender: they pay up to 50% of their land balance to the attackers. If the attackers surrender: they pay a ₤1,600 tribute to the defenders. Tribute is taken from the land’s bank account , or from the owner if no bank exists. After surrender, both sides receive a temporary war shield (10 days by default). 5. War Shields & Protection Shield Type Duration Applies When New Land/Nation 7 days Automatically granted on creation. Voluntary Surrender (Pre-War) 1 day When surrendering before combat begins. Post-War 7 days After any war ends, for both sides. Surrender During War 10 days When surrendering mid-battle. While a shield is active, that Land or Nation cannot be attacked or declared upon . 6. Combat Behavior Friendly fire among teammates is allowed but does not count toward war points. Combat tags: players who attack are tagged for 15 seconds and cannot teleport or fly until the timer ends. Flight is automatically disabled during combat. Keep inventory: disabled during wars (configured separately from land keep-inventory rules). Invader permissions: During war, attackers can perform limited actions in enemy territory: Pick up items Attack players Enter lands Harvest crops Place or break utility blocks (Ladders, Vines, Scaffolding) 7. Strategic Tips Prepare your land bank. Ensure you can pay upkeep and any potential tribute. Build defensively. Fortify your main areas, and avoid keeping valuables near borders. Coordinate your team. Trusted members can help defend flags and rebuild after attacks. Time your declarations. Wars can only be declared Monday–Friday, so plan assaults accordingly. Use your shield wisely. A few peaceful days can make the difference between rebuilding or ruin. Join a nation. Nations can pool resources, defenses, and manpower to deter enemy attacks. 8. War Lifecycle Overview Stage Duration Description Declaration Instant Attacker declares war. Defender receives notification. Acceptance Window 5 days Defender must accept; otherwise, the declaration expires. Preparation 1 day Both sides prepare before combat begins. Active War Up to 36 hours Battle period where points are earned. Resolution — War ends when one side reaches the point goal, surrenders, or time expires. Post-War Shield 7–10 days Both sides protected from further declarations. 9. End-of-War Outcomes Outcome Result Victory Winning land receives tribute (50% of loser’s balance). Defeat Losing land pays tribute and enters shielded cooldown. Surrender Loser immediately pays tribute and ends war early. Draw (Timeout) No tribute exchanged; both sides receive shields. 10. Summary War in Lands is designed to be strategic, fair, and balanced , encouraging teamwork and diplomacy as much as combat. Players should plan their declarations carefully, coordinate with allies, and maintain their economy to ensure their land’s survival and success. War Quick-Reference Guide ⚔️ War Quick-Reference How to Start a War Your land must be 2+ days old , have ₤1600+ , and 1+ trusted member . Type /wars declare (Mon–Fri only). Defender must accept before it begins. 1-day prep period, then battle starts. Winning & Scoring +1 point per kill +5 points per captured flag First to 35+ points wins. Capture Flags Craft in /wars capture menu. Hold flag for 10 minutes to capture enemy chunk. You can place up to 3 flags at a time. Surrender & Tribute /wars surrender ends the war early. Loser pays up to 50% of balance (₤1600 if attackers surrender). Both sides get a shield afterward (7–10 days). Other Rules Flight & teleport disabled in combat. Friendly fire allowed, no points gained. Wars last up to 36 hours . Pro Tip: Keep funds ready, defend your flags, and use your war shield time to rebuild or plan your next move!