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Getting Started

When you first join, you're scattered to a random, unclaimed spot on the overworld surface (never a cave, never inside anyone's territory) rather than a fixed spawn hub — so you'll want to get your bearings before anything else.

The three commands you need to know

Command What it does
/nation (aliases /nations, /n) Java players in a nation get a clickable menu hub. Everyone else gets the help list.
/skills Your personal progression panel — five skills that level up as you play.
/gold Check your wallet balance and convert physical gold into currency.

Everything else branches off /nation ... (nation management, claims, diplomacy, war), /skills (progression), and /gold (money).

Getting around

  • /rtp (alias /wild) — teleports you to a random, unclaimed, safe surface spot. Useful for finding a fresh place to settle. Has a short cooldown between uses.
  • /map — opens the live web map showing every nation's territory (ask an admin for the URL if it isn't linked anywhere in-game yet).

What to do first

  1. Decide: found your own nation, or join an existing one?
    • Founding: /nation create <name> — see Creating & Joining.
    • Joining: ask an existing nation's leader/officer for /nation invite <you>, then run /nation accept.
  2. New nations start neutral (peaceful) by default — you can't be attacked and can't attack until you explicitly opt in with /nation neutral off. If you just want to build, you can ignore war entirely. See Neutrality.
  3. Claim some land: stand in a chunk and run /nation claim (needs the Claim Land permission — officers have it by default). See Claims & Territory.
  4. Set your capital: /nation capital set <name> gives your nation a named home point everyone can teleport back to with /nation capital.

From there, /nation info always shows your nation's current state — description, government, ideology, capital, bank, claims, members, and whether you're neutral or warlike.