Claims & Territory¶
Claims are per chunk (a 16×16 column). Stand in a chunk and:
| Command | What it does |
|---|---|
/nation claim |
Claim the chunk you're standing in. |
/nation unclaim |
Release it. |
/nation map |
Show a mini-map of nearby claims. |
Claiming and unclaiming need the Claim Land / Unclaim Land permissions - Trusted-level by default (see Roles & Permissions).
Personal plots¶
A nation-claimed chunk can be handed to one or more specific members as a personal plot - within it, only they (or the nation leader, always) can build, break, open containers, or use doors/levers. Every other member loses build rights there too, even ones who'd normally be allowed to build anywhere in the nation's territory. It's meant for two things: a bit of protection against accidental (or not-so-accidental) griefing between nation-mates, and a real personal space - a house that's actually yours, even inside shared territory.
Requires the Manage Plots permission (not granted to any role by default except the Leader - a nation must deliberately hand it out, same as any other permission):
| Command | What it does |
|---|---|
/nation plot claim <player> [player2] [...] |
Turn the chunk you're standing in into a personal plot for those member(s). |
/nation plot release |
Release the current chunk back to plain nation territory. |
/nation plot info |
Check who (if anyone) the current chunk is plotted to. |
/nation plot list |
List every personal plot in your nation. |
A few things worth knowing:
- Plots are per chunk - a bigger house needs the command run once per chunk it covers.
- Targets must already be members of your own nation - you can't hand a plot to an outsider.
- If a plotted member is kicked or leaves, their plot access is automatically released - it doesn't sit there locked forever.
- If a plotted chunk is lost in a war, the plot restriction is wiped along with the ownership change - the new owner doesn't inherit someone else's house rule.
- There's no limit on how many chunks a nation can turn into personal plots - that's entirely up to whoever holds the Manage Plots permission.
Rules and limits¶
- Claim capacity: 10 chunks base, +8 per member. Need more room than your member count earns you? See the claim capacity marketplace below.
- Colonies: a new claimed chunk that doesn't touch your existing territory starts a new "colony," capped at 3 separate colonies. Once you hit the cap, new claims must connect to territory you already hold.
- Minimum distance (default: 5 chunks): your border must stay at least this many chunks from another nation's - this buffer always applies.
- Overworld only: only overworld chunks can be claimed. The Nether can never be claimed and is wiped weekly, so don't rely on it for anything permanent; the End is disabled entirely (see World Rules).
Claim capacity marketplace¶
Not every nation actually uses all the claim capacity its member count earns it. Instead of that headroom just sitting idle, you can sell it - for gold, to any other nation, no diplomacy or negotiation required.
This trades capacity, not land. Selling capacity never gives away or moves any of your actual claimed chunks - it only adjusts how much more either nation can claim going forward.
| Command | What it does |
|---|---|
/nation claims sell <amount> <price> |
List some of your unused claim capacity for sale at a flat total price. |
/nation claims listings |
Browse every open listing on the server. |
/nation claims buy <id> |
Buy a listing outright - pays in full from your nation bank. |
/nation claims unlist <id> |
Cancel one of your own listings. |
A few things worth knowing:
- You can only sell capacity you're not currently using (
capacity - claimed chunks). It's set aside the moment you list it, so you can't double-list the same headroom or claim past what you're about to sell. - Payment goes bank to bank, same as sending foreign aid.
- There's no limit today on how much capacity a nation can accumulate by buying.
- Selling capacity permanently lowers your own cap until you buy some back (from anyone, any time)
- it isn't a loan.
No trading mid-war
Neither buying nor selling is available while your nation has an unresolved war - same reasoning as blocking a leadership transfer mid-war. This moves gold between nation banks, and a nation about to lose a war (and its reparations) shouldn't be able to use it to move funds out of reach first.
What claims protect (all default-on, admin-toggleable)¶
Inside your claims, outsiders can't:
- Break, place, or open containers (build protection).
- Trigger explosions, spread fire, or cause mob griefing that damages your blocks.
- Harm your animals, item frames, paintings, or vehicles.
- Push blocks in with pistons or flow fluids across your border.
- Build in the unclaimed wilderness right next to your wall - placing blocks is blocked within 1 chunk of any claim that isn't the placer's own, so a trespasser can't just tower or bridge over from just outside it.
- Splash a harmful potion (poison, wither, weakness, instant damage, etc.) at your animals or your members from outside - it just has no effect. Beneficial potions (healing, strength, and so on) aren't affected, so sharing a buff with a visiting ally still works fine.
- Hook you with a fishing rod and reel you out of your own claim.
- Place a boat inside your claim to leave as clutter.
PvP in your claim is one-directional: an intruder can't damage anyone standing in your territory, but a member of your nation can freely fight back against them - a deliberate anti-troll rule, not a loophole for the intruder. This is overridden three ways: during an active war battle, both sides may fight anywhere including inside claims (see Declaring War); if a fight was already underway before either player crossed the border, it keeps going - retreating into a claim mid-fight doesn't grant safety; and an accepted bounty contract lets the killer get the kill anywhere their target is hiding, claims included. Separately, nation members can never PvP each other, in claims or the wilderness alike - friendly fire is always off.
One more carve-out: while you're actively in combat (tagged in a fight), a water bucket (placing or scooping back up) and a cobweb (placing or breaking your own) both work inside a claim that isn't yours - basic self-defense/escape tools that have to actually function wherever the fight has taken you, rather than being blocked the moment you cross a border mid-chase.
You also can't /sethome inside a claim that isn't your own nation's, or within 4 chunks of one.
When you cross a border you'll see the nation's name (in its colour) and its leader as a title and/or action-bar message.