Nations bind towns into a political bloc, fight wars, and forge alliances. Everything is done by writing signed books and placing them on lecterns. The guide below covers forming a nation, integrating Independent Towns, and waging war, with a full book reference at the bottom.
A nation is a political collection of towns under a single leader. Nations can wage war, broker peace, form alliances, and pursue the path to becoming the Empire of Blothera.
Nations are made of towns. Join a town in a nation and you are a citizen of that nation. You belong to one town at a time, so never to more than one nation.
If you only want land and protection without political commitments, you might want an Independent Town instead.
A nation is a collection of towns under a single political leader.
Citizens of any town in a nation are automatically citizens of the nation. You cannot be a citizen of more than one nation.
Towns hold the citizens and land claims. Players join towns, not nations, and belong to one town at a time. A town's leader can let players from the nation's other towns build and help there.
The nation leader, or a citizen they allow, can found a new town in the nation, and moves into it.
War, peace, and alliances are how nations interact. All three are conducted through the Diplomacy Lectern.
The nation leader acts on the nation's behalf, and can give diplomacy and war to citizens they trust, in the Nation book's Permissions.
There are three custom lecterns, each handling a different scope of action. Each takes one book, signed with its name: town, nation or diplomacy.
Nation-wide actions: forming, renaming, government, and managing nation leadership.
Town specific actions: forming, info, joining, tax, expansion, and kicks. Used by both Independent Towns and nation towns.
Inter-nation relations: war, peace, alliances, integration, and scheduling battles.
Nations form around an existing town. Lead an Independent Town first; that town will become the capital of your new nation.
nation and put it in the Nation Lectern. Wearing the Crown, press Form Nation and type the nation's name. The Crown is used up.Your Independent Town becomes the capital. From there, additional towns can be founded under your banner.
Nations can grow by absorbing Independent Towns with Integrate Town, in the Diplomacy book. Integration is consensual: the target town reviews the offer and chooses whether to accept.
Integrate Town in your Diplomacy book. It lists the Independent Towns; pick the one you want.Join Requests, in their Town book.You must be the nation leader, or a citizen with the Diplomacy permission. The town must sit within your nation's reach, the same as a town founded there, and accepting costs what founding a new town would cost your nation, paid from the chest beside the accepting town's lectern. Vassalisation is not available for Independent Towns; integration is a one-way merge.
Right-click a lectern with its book in and it lists everything you can do there, and nothing you can't. Click a line to do it.
Each lectern takes one book, signed with its name. The book stays on the lectern for whoever comes next.
town · nation · diplomacy
EXAMPLE
town and put it in a Town Lectern.Expand Borders, read the cost, then Confirm.Every lectern keeps a History: everything done with it, who did it and when. Anyone at the lectern can read it.
Town: joins, kicks, expansions, tax · Nation: leaders, government, decrees · Diplomacy: treaties and wars, from both sides
Some actions make a sealed book. Any citizen of your nation can carry it to the other side's lectern and put it in.
e.g. Declare War · Request Alliance · Integrate Town · Move Capital
EXAMPLE
Declare War in your Diplomacy book, and pick the nation and the war goal.The system is dynamic and persistent. It handles unexpected situations automatically:
Every nation chooses how it picks its leader. Each starts as a Kingdom, and the leader can change that with Government in the Nation book, picking Kingdom, Aristocracy or Democracy from the list.
Led by a King, who rules until they hand the crown to another citizen with Change Leader.
Led by an Archduke, elected by the nation's Dukes: the leader of each of its towns.
Only Dukes vote, and only Dukes can be elected.
Led by a Chancellor, elected by every citizen of the nation.
Any citizen can be elected. Town leaders are Councillors.
Nation Info in the Nation book: there is a vote button beside every name you can vote for.A nation's towns raise armies. Hire soldiers at your town lectern, pay them a wage, and lead them yourself. You place the army and fight in it. The troops fight the battle themselves.
Military power is with the crown: only towns in a nation can hire troops.
Troops in your Town book. The leader, or a member trusted with troops, hires and commands them.War is how nations settle what diplomacy cannot. Diplomacy, and so war, is the nation leader's, and belongs to the citizens they share it with. Independent Towns cannot wage war.
Every war is fought for a war goal, chosen when it is declared: to make them your vassal, to plunder them, to collect a debt, to avenge a murder, and more. The goal decides how many battles there are, where they are fought, and what the winner takes.
Battles are either field battles, fought over open country, or sieges, fought over a town. Declarations, schedules and results are broadcast to the server.
Wars and battles are managed from the Diplomacy book, at the diplomacy lectern.
Declare War in your Diplomacy book.You cannot declare war on an ally, on a vassal (its overlord answers for it), or on a nation you are at truce with. A nation can fight several wars at once, but two nations fight one war at a time, allies included, and a nation is never on both sides. One aggressive war at a time, one battle at a time, and no moving the capital while at war.
Diplomacy Info in their Diplomacy book. Leave it too long and the battle is scheduled for you.Battle Compass in the Diplomacy book.Join War, picks your nation, then the war if you lead more than one, and delivers the sealed book to your diplomacy lectern.Request Alliance.Offer Peace, pick the nation, and deliver the sealed book to their diplomacy lectern.Requests, in the Diplomacy book.A goat horn is your nation's voice. Sound one and every citizen of your nation in earshot feels it. Every horn does something different, and some are rarer than others. What each one does is for you to find out.
Everyone hears a horn. Only your nation feels it, and only so often.
A vassal nation is bound to a suzerain. Vassals retain their towns, members, and internal autonomy, but their foreign policy answers to their overlord. Block claims of a vassal nation contribute fully towards the suzerain's empire status.
Vassalize.Release Vassal in your Diplomacy book, and pick the vassal.Vassals can rebel against their suzerain by declaring war on them with the war goal Independence. A rebellion is fought between the rebel and the suzerain alone: no vassals join either side.
Declare War in your Diplomacy book, pick your suzerain, and pick Independence.A nation can be torn apart from inside. Any town leader can start a revolt against their own nation, and if enough of its towns join, they break away as a rebel nation and go to war with the one they left.
Revolt in your Town book. Pick what you fight for: Overthrow to lead the nation, Reform to change its government, or Secede to leave as a nation of your own.Revolt in its own Town book. Every town pays a week of its tax.Hold more than half of all claimed land, your vassals' land counting as yours, and rule at least two vassal nations, and your nation is the Empire. Its leader is the Emperor of Blothera, and rules the realm by decree.
Decree in the Nation book, at a Nation Lectern on your own land.Nation Info.Looking for how towns work? See the Towns guide for founding, joining, tax, and expansion.
The full guide to nations and war is in the game: press Help in any Nation or Diplomacy book. Each lectern's help covers its own part.
Every book the plugin recognises. Searchable and filterable by lectern.
Books that perform an action immediately when placed.
also: War Compass / Compass
Gives the nation leader a compass pointing to the next scheduled battle arena.
also: Dissolve Town
Permanently dissolves the town and releases its claims.
also: Kick
Removes a player from the town.
also: Expand
Starts a 3-hour expansion session that grows the town's borders organically.
also: Found Nation / Make Nation / Create Nation
Establishes a new nation with the player as its leader; the host town becomes the nation's capital.
also: Found Town / Make Town / Create Town
Founds a new town with a small disk of claimed land around the lectern. Nationless players found an Independent Town; nation members found a town under their nation's banner.
also: Join Town
Requests membership in the town (the leader must accept).
Renounces citizenship of your nation.
also: Leave
Renounces citizenship of the town.
Renames your nation.
Renames the town.
also: Colour / Color
Sets the nation's banner, from your hands, your inventory or a chest beside the lectern. Its base colour becomes the nation's colour on the map; troops carry it, and it shows on the website.
Transfers town leadership to another player.
Transfers nation leadership to another player.
Changes how the nation chooses its leader. A Kingdom changes at once and its first vote opens; an Aristocracy or Democracy can only propose a change, decided at its next vote by two thirds of the votes cast.
also: Stop Join / Cancel Join
Cancels a pending join request.
Books that produce a sealed letter you carry to another lectern.
also: Integrate
Creates a sealed letter; placing it in the target Independent Town's Town Lectern proposes integration into your nation.
Creates a sealed letter; placing it in the target's Diplomacy Lectern dissolves the alliance.
also: War
Pick the target nation and a war goal; creates a sealed letter, and placing it in the target's Diplomacy Lectern declares war.
also: Alliance / Ally / Offer Ally
Creates a sealed letter; placing it in the target's Diplomacy Lectern proposes an alliance.
also: Peace / Offer Peace
Creates a sealed letter; placing it in the target's Diplomacy Lectern proposes peace.
Creates a sealed letter; placing it in the ally's Diplomacy Lectern asks to join their active war.
also: Move Capital / Change Capital
Creates a sealed letter; placing it in the target town's Town Lectern makes that town the new capital.
also: Free Vassal
Creates a sealed letter; placing it in the vassal's Diplomacy Lectern releases them from vassalage and restores their sovereignty.
Books that display information when read or placed.
also: Help Diplomacy / Help
Prints a guide to alliances, war, peace, and battle scheduling.
also: Info
Shows current relations, war status, scheduled battles, and (for defenders) the battle-time picker.
also: Requests
Lists pending diplomacy requests (alliance / peace / join-war) with clickable Accept and Deny buttons.
also: Who Am I / Whoami / Me
Shows your name, nation, and towns (with leadership status).
also: Requests
Lists pending join requests for the town with clickable Accept and Deny buttons.
also: Help Nation / Help
Prints a guide to founding, leading, and renaming a nation.
also: Info
Shows nation name, founding date, capital range, towns, and members.
Lists the town's members and what each may do. The leader clicks a member, then a line, to allow it or take it away; New members sets what a newcomer starts with.
Lists the town's companies and how many men it keeps. Hire troops, each kind on its own page, and give each company its orders: take command, back to the post, post them here, fill the ranks or disband.
also: Help Town / Help
Prints a guide to founding towns, membership, expansion, and tax.
also: Info
Shows town name, nation, founding date, tax deadline, dormancy status, block count, and members.