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¶
- 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.
- Founding:
- 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. - Claim some land: stand in a chunk and run
/nation claim(needs the Claim Land permission — officers have it by default). See Claims & Territory. - 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.