
Kingdoms│A Better Factions (For SMPs)
Everything above is how it comes, change it as you need. It is an example of the existing plugin functions
Kingdoms Plugin
Platform & Dependencies
Claim System
Roles & Permissions
Commands
Currency / Economy
Upgrade & Perk Tables
War System
Invasions
Companions
GUI — Slot Map
Data, Persistence & Edge Cases
1. Platform & Dependencies |
• Server: Paper
• Version: Paper 1.21.11 (confirmed)
• Economy: Vault-hooked. Physical coin items convert to Vault currency on deposit.
• Storage: MySQL
• Network: Single server, not cross-server
• Soft dependencies: MythicMobs, Vault, Model Engine, Nexo
2. Claim System |
• Warzone: Mobs will always spawn within a 10-block radius of kingdom claims.
• Claims are chunk-based. Sizes: Camp 3x3, Town 5x5, Kingdom 9x9.
• Member permissions: build, break, container access.
• Resettling: A settlement can unclaim and claim elsewhere; cost scales with settlement level (Camp/Town/Kingdom).
• Placeholder behavior: A clear, unchallenged 13x13 area is required to settle. The placeholder claim reserves this full area (non-editable by players, to stop invasion-cheesing) and stays fixed across upgrades — only the usable footprint grows inside it (3x3 → 5x5 → 9x9).
• Overlap rule: A new camp cannot overlap existing settlements.
• Disbanding: Kings cannot voluntarily disband — only leave or get kicked for inactivity. Kingdom auto-disbands once all members are gone. Disbanding wipes all chests/containers in the territory (anti-loot-hoarding).
• Worlds: Single-world only; a settlement is just its 13x13 area.
• Visual borders: Royal blue = own kingdom, green = wilderness, red = enemy kingdom.
3. Roles & Permissions |
Roles: King, Lord, Peasant
Action | King | Lord | Peasant |
Invite / kick members | Yes | Yes | No |
Declare war | Yes | Yes | No |
Deposit kingdom bank | Yes | Yes | Yes |
Withdraw kingdom bank | No | No | No |
Spend on kingdom upgrades | Yes | Yes | No |
Access kingdom vault | Yes | Yes | No |
Resettle | Yes | No | No |
Max members: Camp 4 / Town 7 / Kingdom 10
4. Currency / Economy |
• Bank: Nexo items converted to Vault currency on deposit. Bronze (bronzecoin) = 1, Silver (silvercoin) = 64, Gold (goldcoin) = 4096.
• Player tax: Settlement-set tax on player bank deposits, capped at 5%, routed to kingdom bank.
• Kingdom interest: Calculated at moment of payout (not averaged).
• Kingdom tax: 0.25% per historical member (not just current) — rewards small/stable kingdoms, penalizes large/high-turnover ones. (3 current + 13 historical = 3.25% example given.)
• Upgrade cost curve: Scaling, +5% cost per level. Base costs: Upgrades 100g, Perks 500g (see Section 6).
• Sigils: Cosmetic only — name-tag display above head, kingdom name styling, leaderboard/list display. Delivered as individually named Nexo items (sigil1, sigil2, ...), catalog fully config-driven.

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5. Upgrade & Perk Tables |
Player Upgrades — base cost 100g, +5%/level (purchased from Player Bank)
Upgrade | Increase/Level | Max Level | Explanation |
Health | +1 health | 50 | Adds 1 health per level |
Speed | +1% speed | 50 | Adds +1% speed buff per level |
Strength | +1% strength | 50 | Adds +1% damage per level |
Regeneration | +0.5 regen | 50 | Regenerates 1 health every 5 minutes per level |
Mining | +0.25% mining speed | 50 | Increases mining speed per level |
Perk | Per Level | Max Level | Explanation |
Lifesteal | +2.5% | 5 | Simple lifesteal |
Ability Power | +2 | 5 | Armor power stats file |
No Fall Damage | +20% chance to negate fall damage | 5 | 100% negation at level 5 |
Vein Miner | +5% activation chance | 5 | Mines large amount of full connected ore vein; stacks with Double Ore Chance if both trigger |
Replanter | +20% replant chance | 5 | 100% replant chance at level 5 |

Upgrade | Per Level | Max Level | Explanation |
Double Ore Chance | +2% | 50 | Chance to receive double ore |
Double Coins | +2% | 50 | Chance to get double coins from killing mobs |
War Protection | +2% | 50 | Chance of a shield after losing a war (can be toggled off) |
Guard Stats | +2% | 50 | +2% all attributes to guards; useful against invasions |
Invasion Loot | +2% | 50 | Increases loot from invasions |
Perk | Per Level | Max Level | Explanation |
Kingdom Vault | +3 rows/level | 5 | Increases kingdom vault size by 3 rows per level |
Wave timer | +1min per level | 5 | Increase wave timer by 1min |
Extra guard | was +1/level (Camp 1 / Town 2 / Kingdom 5 cap) | 5 | +1 guar per level. |
Interest Rate | +0.5%/week | 5 | Interest on kingdom bank gold, paid out Sundays |
Player Upgrade Discount | -1%/level | 5 | Discount on player upgrades for kingdom members |



6. War System |
• Tier gating: Camps can only attack/declare war on Camps; Towns on Towns; Kingdoms on Kingdoms.
• PvP gating: Only between players of equal settlement tier; unsettled players cannot PvP (anti-spawn-camp).
• Declaration flow: A war can only be triggered after the opposing group kills one of your players in the wilderness. The offended settlement then has 1 hour to issue a cash demand — if unmet, they may declare war.
• Combat format: Both sides pick equal numbers of combatants — a duel-style fight, not open-ended.
• Prep: 10-minute ready window; starts early if both sides ready up (/k ready). Combatants teleport to a random unoccupied arena (5 arenas available).
• Win condition: Eliminate all enemy combatants (Overwatch-style format under consideration).
• Rewards/penalties: Declaring side wins 10% / loses 15% of enemy bank. Declared-on side wins 15% / loses 10% — incentivizes not provoking wars.
• Cooldown: Chance-based cooldown on loss, increasable via kingdom upgrade.
• Death in war: Keep-inventory; dead combatants spectate. Possible server-wide war spectating.
• Alliances: None — explicitly avoided to prevent alt-faction abuse.
7. Invasions |
• Frequency: Every 30 minutes, 10% chance of an invasion spawning at a group's border. Strength scales with players online; cannot trigger if no one is online.
• Warning: 10-minute on-screen warning (“invaders are spotted on the border”) before the invasion starts, so people can finish dungeons and gear up. If players log off after the warning fires, it still counts as a loss.
• Mob source: Fully custom, config-driven — admins define invasion types and assign MythicMobs entries to each wave directly (no built-in tier/level scaling). The plugin pulls available mob names from MythicMobs' own loaded mob list at startup.
• Reference rosters (from the original design, for flavor/inspiration when building configs): Undead, Stronghold, Human, Dungeon, Inferno, Swamp, Tower, Rampart — each themed faction with its own mob roster.
• Wave counts (baseline from original spec, configurable per server): Camps get 1 wave (10–30 + 3–5 mobs). Towns get 3 waves, escalating. Kingdoms get 5 waves, escalating up to rare/legendary-tier mob counts by wave 5.
• Invasion loot: Configurable rewards menu — gold + timed kingdom buffs for successful defense (e.g. +10% kingdom bank deposit bonus for 1 hour).
• Guards: Purchased/upgraded via the kingdom upgrade menu, permanent, config adjustable upkeep, full HP at invasion start, 15-min respawn (disabled mid-invasion).
• Spawn behavior: Each wave spawns from a random side within the settlement's placeholder buffer; enhanced tracking range. Other kingdoms may aid or sabotage defenders. Mobs are confined to the settlement area. Block break/place disabled during invasion except scaffolding/ladders (placeable server-wide during the event).
• Death Penalty: Lose 1min defend timer
• Loss condition: Failing to clear a wave within 15 minutes, or all defenders dying.
• Loss penalty: 5% of kingdom bank (confirmed — supersedes the original doc's 20% figure).

8. Companions |
• A combat/utility pet — stats and role (fighter, healer, buffer, or hybrid) vary by pet rarity; upgradeable.
• Purchased with in-game currency; chosen by King or Lord via GUI.
• Max 1 per player
• Changeable/Upgradable pets. /k pet that opens a gui with options to upgrade or change the pet. The pets will give different player buffs (mythic stats + increased veinminer chance).
• Pet stats: Configurable health, damage, speed
Pet buffs: Configurable buffs (vein miner, mythicstats)
• Switches to a random online player on owner death/logout; sits idle or despawns if no one's online.

9. GUI — Slot Map |
Opening Menu
Slot | Item |
12 | Kingdoms (sigil icon) |
15 | Settlement Upgrade |
17 | Player (player head) |
Kingdom Page: 12 Sigil Shop · 15 Kingdom Bank · 17 Kingdom Upgrades · 19 Kingdom Vault · 21 Back
Sigil Shop: 11–17, 20–26, 29–35, 38–44 sigil slots · 46 Back · 54 Forward
Kingdom Bank: 1–18 Deposit · 19 Back · 24 Bank stats (balance/interest/tax) · 27 Contribution leaderboard (weekly + all-time, current members only)
Kingdom Upgrades: 11 Guard Stats · 13 Double Ore · 14 Double Coins · 15 Invasion Loot · 17 War Protection · 38 Interest Rate · 40 Extra Guards · 41 Kingdom Vault · 42 Companion Attributes · 44 Player Upgrade Discount
Kingdom Vault: 1–27 open storage · 28–45 locked (unlocked via Kingdom Vault upgrade) · 46 Back · 50 Sigil (hover = access list) · 54 Next page
Player Page: 11 Stats (kills, mob kills, wars won/lost as combatant) · 13 Player Vault · 14 Player Companion15 Player Upgrades · 17 Player Bank
Player Vault: 1–27 open · rows 4–6 unlocked via rank-based permission nodes (one node per extra row), not purchased upgrades.
Player Upgrades: 11 Speed · 12 Strength · 14 Mining · 16 Regeneration · 17 Health · 38 Replanter · 39 Vein Miner · 41 Double Jump · 43 Tac Sprint · 45 Fall Damage Reduction
Player Bank: 1–18 Deposit · 19 Back · 24 Balance · 27 All-time gained/spent stats
Interaction rules:
• No shift-click — single purchase per click.
• No purchase confirmation (intentional — misclicks are on the player).
• Feedback: green particles + level-up sound on success; red particles + angry villager sound on failed (can't-afford) purchase.
• Live updates: Confirmed — GUI balance/level refreshes instantly after every purchase, no reopen needed.
10. Data, Persistence & Edge Cases |
• Mid-invasion restart: Counts as a kingdom win.
• Disband: Player keeps their own vault/bank contents; kingdom vault/bank is wiped.
• Inactivity disband: Containers wiped, land returns to unclaimed/open — items are gone, land is not.
• Settle race condition: Simultaneous /settle on the same spot → coinflip; loser keeps their money, must settle elsewhere.
• Bank concurrency: Only one member can have the kingdom bank deposit GUI open at a time.
• Kingdom trading: Kingdoms can trade items and currency directly, bank-to-bank for currency.
Everything above is how it comes, change it as you need. It is an example of the existing plugin functions
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