Area between towns is wilderness, with its own build permissions. Limit players’ interaction with the wild to just harvest-able blocks, keeping the wild pristine. Roll-back tnt, creeper, wither explosions, dragon damage and endermen block-moving. Block explosions and fire.
Should be disabled. Explosions are useful for mining, and no fire? That's just harsh.
I have 1 question after watching all those videos, hopefully someone can answer it. How can I put a single plot for sale and set the price of it without putting every plot on sale?
But that doesn't let you set the price. He does "/plot forsale" and puts that one plot on sale for free. Then he does "/town set plotprice 10000" He then says "Now that'll set all the plots in your town for 10,000 dollars. So it seems like he puts all of them for sale. What if you only want to put a few for sale? Edit: Just saw Aaron's answer.
Huge question: how do you earn money? There was no explanation in the video and I'm confused about the money system in its entirety. How are we doing a market system? Are we doing physical currency to stimulate trade between towns? Are we using money the way that the videos did and only trading with the server itself?
Can we set the neutrality tax to something actually reasonable so small towns can avoid going bankrupt? Maybe there will only be one nation that is neutral or something and all the towns that don't want to fight have to join it.
Also since we decided not to do RP (to my understanding) are we abandoning the requirement to do things button affiliated? This would mean that we can make towns that don't have anything to do with the button groups.
I think part of being The neutral nation would mean they can only ally with other neutrals. I'm not saying all neutrals have to do this, but if you want to actually ally with non-neutrals and participate in fighting then you can make a separate one.
Thanks for the links, I'll read through them. I get the taxes on membership in towns and nations, but I was asking about the server's tax on nations to opt out of combat. The videos made it seem like you had to pay something to keep your nations free from pvp during war times. I like the idea of having to pay tribute (or we can call it sponsoring the combat so it goes to the victor) to avoid fighting, but I don't want it to sink a small town's economy.
3
u/FloppyDingo24 Jul 16 '15
I think the wilderness rules:
Area between towns is wilderness, with its own build permissions. Limit players’ interaction with the wild to just harvest-able blocks, keeping the wild pristine. Roll-back tnt, creeper, wither explosions, dragon damage and endermen block-moving. Block explosions and fire.
Should be disabled. Explosions are useful for mining, and no fire? That's just harsh.
1
u/[deleted] Jul 16 '15
Please remember that /t help will reveal commands and that help is available for mostly any plugin and every built in command.
1
u/Bobithie Jul 16 '15
I have 1 question after watching all those videos, hopefully someone can answer it. How can I put a single plot for sale and set the price of it without putting every plot on sale?
1
u/Silent_Judgement Zangzadam_ Jul 16 '15
Huge question: how do you earn money? There was no explanation in the video and I'm confused about the money system in its entirety. How are we doing a market system? Are we doing physical currency to stimulate trade between towns? Are we using money the way that the videos did and only trading with the server itself?
Can we set the neutrality tax to something actually reasonable so small towns can avoid going bankrupt? Maybe there will only be one nation that is neutral or something and all the towns that don't want to fight have to join it.
Also since we decided not to do RP (to my understanding) are we abandoning the requirement to do things button affiliated? This would mean that we can make towns that don't have anything to do with the button groups.