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Created January 14, 2020 23:48
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config.yml
version:
# This is the current version of Towny. Please do not edit.
version: 0.95.2.7
# This is for showing the changelog on updates. Please do not edit.
last_run_version: 0.95.2.7
# The language file you wish to use
language: english.yml
############################################################
# +------------------------------------------------------+ #
# | Permission nodes | #
# +------------------------------------------------------+ #
############################################################
# Possible permission nodes
#
# for a full list of permission nodes visit:
# https://github.com/TownyAdvanced/Towny/wiki/Towny-Permission-Nodes
permissions: ''
############################################################
# +------------------------------------------------------+ #
# | Town Claim/new defaults | #
# +------------------------------------------------------+ #
############################################################
town:
# Default public status of the town (used for /town spawn)
default_public: 'true'
# Default Open status of the town (are new towns open and joinable by anyone at creation?)
default_open: 'false'
# Default tax settings for new towns.
default_taxes:
# Default amount of tax of a new town. This must be lower than the economy.daily_taxes.max_tax_percent setting.
tax: '0.0'
# Default amount of shop tax of a new town.
shop_tax: '0.0'
# Default amount of embassy tax of a new town.
embassy_tax: '0.0'
# Default amount for town's plottax costs.
plot_tax: '0.0'
# Default status of new town's taxpercentage. True means that the default_tax is treated as a percentage instead of a fixed amount.
taxpercentage: 'false'
# A required minimum tax amount for the default_tax, will not change any towns which already have a tax set.
# Do not forget to set the default_tax to more than 0 or new towns will still begin with a tax of zero.
minimumtax: '0.0'
# Limits the maximum amount of bonus blocks a town can buy.
# This setting does nothing when town.max_purchased_blocks_uses_town_levels is set to true.
max_purchased_blocks: '0'
# When set to true, the town_level section of the config determines the maximum number of bonus blocks a town can purchase.
max_purchased_blocks_uses_town_levels: 'true'
# maximum number of plots any single resident can own
max_plots_per_resident: '100'
# maximum number used in /town claim/unclaim # commands.
# set to 0 to disable limiting of claim radius value check.
# keep in mind that the default value of 4 is a radius,
# and it will allow claiming 9x9 (80 plots) at once.
max_claim_radius_value: '4'
# Maximum number of towns allowed on the server.
town_limit: '3000'
# Minimum number of plots any towns plot must be from the next town's own plots.
# This will prevent town encasement to a certain degree.
min_plot_distance_from_town_plot: '5'
# Minimum number of plots any towns home plot must be from the next town.
# This will prevent someone founding a town right on your doorstep
min_distance_from_town_homeblock: '5'
# Minimum number of plots an outpost must be from any other town's plots.
# Useful when min_plot_distance_from_town_plot is set to near-zero to allow towns to have claims
# near to each other, but want to keep outposts away from towns.
min_distance_for_outpost_from_plot: '5'
# Maximum distance between homeblocks.
# This will force players to build close together.
max_distance_between_homeblocks: '0'
# The maximum townblocks available to a town is (numResidents * ratio).
# Setting this value to 0 will instead use the level based jump values determined in the town level config.
town_block_ratio: '0'
# The size of the square grid cell. Changing this value is suggested only when you first install Towny.
# Doing so after entering data will shift things unwantedly. Using smaller value will allow higher precision,
# at the cost of more work setting up. Also, extremely small values will render the caching done useless.
# Each cell is (town_block_size * town_block_size * 128) in size, with 128 being from bedrock to clouds.
town_block_size: '16'
############################################################
# +------------------------------------------------------+ #
# | Default new world settings | #
# +------------------------------------------------------+ #
############################################################
# These flags are only used at the initial setup of a new world.
# Once Towny is running each world can be altered from within game
# using '/townyworld toggle'
new_world_settings:
# Default for new worlds to have towny enabled.
using_towny: 'true'
pvp:
# Set if PVP is enabled in this world
world_pvp: 'true'
# force_pvp_on is a global flag and overrides any towns flag setting
force_pvp_on: 'false'
# If set to false the world will not be included in war events.
war_allowed: 'true'
mobs:
# world_monsters_on is a global flag setting per world.
world_monsters_on: 'true'
# force_town_monsters_on is a global flag and overrides any towns flag setting
force_town_monsters_on: 'false'
explosions:
# Allow explosions in this world
world_explosions_enabled: 'true'
# force_explosions_on is a global flag and overrides any towns flag setting
force_explosions_on: 'false'
fire:
# Allow fire to be lit and spread in this world.
world_firespread_enabled: 'true'
# force_fire_on is a global flag and overrides any towns flag setting
force_fire_on: 'false'
# Prevent Endermen from picking up and placing blocks.
enderman_protect: 'true'
# Disable players trampling crops
disable_player_crop_trampling: 'true'
# Disable creatures trampling crops
disable_creature_crop_trampling: 'true'
# World management settings to deal with un/claiming plots
plot_management:
block_delete:
enabled: 'false'
# These items will be deleted upon a plot being unclaimed
unclaim_delete: BED_BLOCK,TORCH,REDSTONE_WIRE,SIGN_POST,WOODEN_DOOR,WALL_SIGN,STONE_PLATE,IRON_DOOR_BLOCK,WOOD_PLATE,REDSTONE_TORCH_OFF,REDSTONE_TORCH_ON,DIODE_BLOCK_OFF,DIODE_BLOCK_ON
mayor_plotblock_delete:
enabled: 'false'
# These items will be deleted upon a mayor using /plot clear
# To disable deleting replace the current entries with NONE.
mayor_plot_delete: WALL_SIGN,SIGN_POST
revert_on_unclaim:
# *** WARNING***
# If this is enabled any town plots which become unclaimed will
# slowly be reverted to a snapshot taken before the plot was claimed.
#
# Regeneration will only work if the plot was
# claimed under version 0.76.2, or
# later with this feature enabled
# Unlike the rest of this config section, the speed setting is not
# set per-world. What you set for speed will be used in all worlds.
#
# If you allow players to break/build in the wild the snapshot will
# include any changes made before the plot was claimed.
enabled: 'false'
speed: 1s
# These block types will NOT be regenerated
block_ignore: GOLD_ORE,LAPIS_ORE,LAPIS_BLOCK,GOLD_BLOCK,IRON_BLOCK,MOSSY_COBBLESTONE,TORCH,MOB_SPAWNER,DIAMOND_ORE,DIAMOND_BLOCK,SIGN_POST,WALL_SIGN,GLOWSTONE
wild_revert_on_mob_explosion:
# Enabling this will slowly regenerate holes created in the
# wilderness by monsters exploding.
enabled: 'false'
entities: Creeper,EnderCrystal,EnderDragon,Fireball,SmallFireball,LargeFireball,TNTPrimed,ExplosiveMinecart
delay: 20s
############################################################
# +------------------------------------------------------+ #
# | Global town settings | #
# +------------------------------------------------------+ #
############################################################
global_town_settings:
# can residents/Allies harm other residents when in an area with pvp enabled? Other than an Arena plot.
friendly_fire: 'true'
# Players within their town or allied towns will regenerate half a heart after every health_regen_speed seconds.
health_regen:
speed: 3s
enable: 'true'
# Allow towns to claim outposts (a townblock not connected to town).
allow_outposts: 'true'
# When set to true outposts can be limited by the townOutpostLimit value of the Town Levels and
# the nationBonusOutpostLimit value in the Nation Levels. In this way nations can be made to be
# the only way of receiving outposts, or as an incentive to receive more outposts. Towns which are
# larger can have more outposts.
# When activated, this setting will not cause towns who already have higher than their limit
# to lose outposts. They will not be able to start new outposts until they have unclaimed outposts
# to become under their limit. Likewise, towns that join a nation and receive bonus outposts will
# be over their limit if they leave the nation.
limit_outposts_using_town_and_nation_levels: 'false'
# When limit_outposts_using_town_and_nation_levels is also true, towns which are over their outpost
# limit will not be able to use their /town outpost teleports for the outpost #'s higher than their limit,
# until they have dropped below their limit.
# eg: If their limit is 3 then they cannot use /t outpost 4
over_outpost_limits_stops_teleports: 'false'
# Allow the use of /town spawn
# Valid values are: true, false, war, peace
# When war or peace is set, it is only possible to teleport to the town,
# when there is a war or peace.
allow_town_spawn: 'true'
# Allow regular residents to use /town spawn [town] (TP to other towns if they are public).
# Valid values are: true, false, war, peace
# When war or peace is set, it is only possible to teleport to the town,
# when there is a war or peace.
allow_town_spawn_travel: 'true'
# Allow regular residents to use /town spawn [town] to other towns in your nation.
# Valid values are: true, false, war, peace
# When war or peace is set, it is only possible to teleport to the town,
# when there is a war or peace.
allow_town_spawn_travel_nation: 'true'
# Allow regular residents to use /town spawn [town] to other towns in a nation allied with your nation.
# Valid values are: true, false, war, peace
# When war or peace is set, it is only possible to teleport to the town,
# when there is a war or peace.
allow_town_spawn_travel_ally: 'true'
# When set to true both nation and ally spawn travel will also require the target town to have their status set to public.
is_nation_ally_spawning_requiring_public_status: 'false'
# If non zero it delays any spawn request by x seconds.
teleport_warmup_time: '0'
# Number of seconds that must pass before a player can use /t spawn or /res spawn.
spawn_cooldown_time: '30'
# Number of seconds that must pass before pvp can be toggled by a town.
# Applies to residents of the town using /res toggle pvp, as well as
# plots having their PVP toggled using /plot toggle pvp.
pvp_cooldown_time: '30'
# Respawn the player at his town spawn point when he/she dies
town_respawn: 'false'
# Town respawn only happens when the player dies in the same world as the town's spawn point.
town_respawn_same_world_only: 'false'
# Prevent players from using /town spawn while within unclaimed areas and/or enemy/neutral towns.
# Allowed options: unclaimed,enemy,neutral
prevent_town_spawn_in: enemy
# Enables the [~Home] message.
# If false it will make it harder for enemies to find the home block during a war
show_town_notifications: 'true'
# The required number of residents in a town to join a nation
# If the number is 0, towns will not require a certain amount of residents to join a nation
required_number_residents_join_nation: '0'
# The required number of residents in a town to create a nation
# If the number is 0, towns will not require a certain amount of residents to create a nation
required_number_residents_create_nation: '0'
# If set to true, if a nation is disbanded due to a lack of residents, the capital will be refunded the cost of nation creation.
refund_disband_low_residents: 'true'
# The maximum number of townblocks a town can be away from a nation capital,
# Automatically precludes towns from one world joining a nation in another world.
# If the number is 0, towns will not a proximity to a nation.
nation_requires_proximity: '0.0'
# List of blocks which can be modified on farm plots, as long as player is also allowed in the plot's '/plot perm' line.
# Not included by default but some servers add GRASS_BLOCK,FARMLAND,DIRT to their list.
farm_plot_allow_blocks: LONG_GRASS,DOUBLE_PLANT,YELLOW_FLOWER,RED_ROSE,PUMPKIN_STEM,MELON_STEM,BEETROOT_BLOCK,CARROT,POTATO,CROPS,MELON_BLOCK,PUMPKIN,BEETROOT_BLOCK,CHORUS_PLANT,CHORUS_FLOWER
# List of animals which can be killed on farm plots by town residents.
farm_animals: PIG,COW,CHICKEN,SHEEP,MOOSHROOM
# The maximum number of residents that can be joined to a town. Setting to 0 disables this feature.
max_residents_per_town: '0'
# If Towny should show players the townboard when they login
display_board_onlogin: 'true'
# If set to true, Towny will prevent a town from toggling PVP while an outsider is within the town's boundaries.
# When active this feature can cause a bit of lag when the /t toggle pvp command is used, depending on how many players are online.
outsiders_prevent_pvp_toggle: 'false'
# If set to true, when a world has forcepvp set to true, homeblocks of towns will not be affected and have PVP set to off.
homeblocks_prevent_forcepvp: 'false'
# The amount of residents a town needs to claim an outpost,
# Setting this value to 0, means a town can claim outposts no matter how many residents
minimum_amount_of_residents_in_town_for_outpost: '0'
# If People should keep their inventories on death in a town
# Is not guaranteed to work with other keep inventory plugins!
keep_inventory_on_death_in_town: 'false'
# If People should keep their experience on death in a town
# Is not guaranteed to work with other keep experience plugins!
keep_experience_on_death_in_town: 'false'
# Maximum amount that a town can set their plot, embassy, shop, etc plots' prices to.
# Setting this higher can be dangerous if you use Towny in a mysql database. Large numbers can become shortened to scientific notation.
maximum_plot_price_cost: '1000000.0'
# If set to true, the /town screen will display the xyz coordinate for a town's spawn rather than the homeblock's Towny coords.
display_xyz_instead_of_towny_coords: 'false'
# If set to true the /town list command will list randomly, rather than by whichever comparator is used, hiding resident counts.
display_town_list_randomly: 'false'
############################################################
# +------------------------------------------------------+ #
# | Global nation settings | #
# +------------------------------------------------------+ #
############################################################
global_nation_settings:
# Nation Zones are a special type of wilderness surrounding Capitals of Nations or Nation Capitals and their Towns.
# When it is enabled players who are members of the nation can use the wilderness surrounding the town like normal.
# Players who are not part of that nation will find themselves unable to break/build/switch/itemuse in this part of the wilderness.
# The amount of townblocks used for the zone is determined by the size of the nation and configured in the nation levels.
# Because these zones are still wilderness anyone can claim these townblocks.
# It is recommended that whatever size you choose, these numbers should be less than the min_plot_distance_from_town_plot otherwise
# someone might not be able to build/destroy in the wilderness outside their town.
nationzone:
# Nation zone feature is disabled by default. This is because it can cause a higher server load for servers with a large player count.
enable: 'false'
# When set to true, only the capital town of a nation will be surrounded by a nation zone type of wilderness.
only_capitals: 'true'
# Amount of buffer added to nation zone width surrounding capitals only. Creates a larger buffer around nation capitals.
capital_bonus_size: '0'
# When set to true, nation zones are disabled during the the Towny war types.
war_disables: 'true'
# When set to true, players will receive a notification when they enter into a nationzone.
# Set to false by default because, like the nationzone feature, it will generate more load on servers.
show_notifications: 'false'
# If Towny should show players the nationboard when they login.
display_board_onlogin: 'true'
# If enabled, only allow the nation spawn to be set in the capital city.
capital_spawn: 'true'
# Allow the use of /nation spawn
# Valid values are: true, false, war, peace
# When war or peace is set, it is only possible to teleport to the nation,
# when there is a war or peace.
allow_nation_spawn: 'true'
# Allow regular residents to use /nation spawn [nation] (TP to other nations if they are public).
# Valid values are: true, false, war, peace
# When war or peace is set, it is only possible to teleport to the nation,
# when there is a war or peace.
allow_nation_spawn_travel: 'true'
# Allow regular residents to use /nation spawn [nation] to other nations allied with your nation.
# Valid values are: true, false, war, peace
# When war or peace is set, it is only possible to teleport to the nations,
# when there is a war or peace.
allow_nation_spawn_travel_ally: 'true'
# If higher than 0, it will limit how many towns can be joined into a nation.
# Does not affect existing nations that are already over the limit.
max_towns_per_nation: '0'
default:
# If set to true, any newly made nation will have their spawn set to public.
public: 'false'
# If set to true, any newly made nation will have open status and any town may join without an invite.
open: 'false'
############################################################
# +------------------------------------------------------+ #
# | Plugin interfacing | #
# +------------------------------------------------------+ #
############################################################
plugin:
# Valid load and save types are: flatfile, mysql, h2.
database:
database_load: flatfile
database_save: flatfile
# SQL database connection details (IF set to use SQL).
sql:
hostname: x
port: 'x'
dbname: x
table_prefix: x
username: x
password: x
ssl: 'x'
# Flatfile backup settings.
daily_backups: 'true'
backups_are_deleted_after: 90d
# Valid entries are: zip, none.
flatfile_backup: zip
interfacing:
tekkit:
# Add any fake players for client/server mods (aka Tekkit) here
fake_residents: '[IndustrialCraft],[BuildCraft],[Redpower],[Forestry],[Turtle]'
# Enable using_essentials if you are using cooldowns in essentials for teleports.
using_essentials: 'false'
# This enables/disables all the economy functions of Towny.
# This will first attempt to use Vault or Reserve to bridge your economy plugin with Towny.
# If Reserve/Vault is not present it will attempt to find a supported economy plugin.
# If neither Vault/Reserve or supported economy are present it will not be possible to create towns or do any operations that require money.
using_economy: 'true'
day_timer:
# The number of hours in each "day".
# You can configure for 10 hour days. Default is 24 hours.
day_interval: 1d
# The time each "day", when taxes will be collected.
# MUST be less than day_interval. Default is 12h (midday).
new_day_time: 12h
# Lots of messages to tell you what's going on in the server with time taken for events.
debug_mode: 'false'
# Info tool for server admins to use to query in game blocks and entities.
info_tool: CLAY_BRICK
# Spams the player named in dev_name with all messages related to towny.
dev_mode:
enable: 'false'
dev_name: ElgarL
# Record all messages to the towny.log
logging: 'true'
# If true this will cause the log to be wiped at every startup.
reset_log_on_boot: 'true'
############################################################
# +------------------------------------------------------+ #
# | Filters colour and chat | #
# +------------------------------------------------------+ #
############################################################
filters_colour_chat:
# This is the name given to any NPC assigned mayor.
npc_prefix: NPC
# Regex fields used in validating inputs.
regex:
name_filter_regex: '[ /]'
name_check_regex: ^[a-zA-Z0-9._\[\]-]*$
string_check_regex: ^[a-zA-Z0-9\s._\[\]-]*$
name_remove_regex: '[^a-zA-Z0-9._\[\]-]'
modify_chat:
# Maximum length of Town and Nation names.
max_name_length: '20'
# Maximum length of titles and surnames.
max_title_length: '10'
# See the Placeholders wiki page for list of PAPI placeholders.
# https://github.com/TownyAdvanced/Towny/wiki/Placeholders
papi_chat_formatting:
# When using PlaceholderAPI, and a tag would show both nation and town, this will determine how they are formatted.
both: '&f[&6%n&f|&b%t&f] '
# When using PlaceholderAPI, and a tag would showing a town, this will determine how it is formatted.
town: '&f[&b%s&f] '
# When using PlaceholderAPI, and a tag would show a nation, this will determine how it is formatted.
nation: '&f[&6%s&f] '
# Colour code applied to player names using the %townyadvanced_towny_colour% placeholder.
ranks:
nomad: '&f'
resident: '&f'
mayor: '&b'
king: '&6'
############################################################
# +------------------------------------------------------+ #
# | block/item/mob protection | #
# +------------------------------------------------------+ #
############################################################
protection:
# Items that can be blocked within towns via town/plot flags
# 259 - flint and steel
# 325 - bucket
# 326 - water bucket
# 327 - lava bucket
# 351 - bone/bonemeal
# 359 - shears
# 368 - ender pearl
# 374 - glass bottle
# 385 - fire charge
item_use_ids: FLINT_AND_STEEL,BUCKET,WATER_BUCKET,LAVA_BUCKET,MINECART,STORAGE_MINECART,INK_SACK,SHEARS,ENDER_PEARL,GLASS_BOTTLE,FIREBALL,ARMOR_STAND,SKULL_ITEM,BOAT_BIRCH,BOAT_ACACIA,BOAT_DARK_OAK,BOAT_JUNGLE,BOAT,BOAT_SPRUCE,END_CRYSTAL,POWERED_MINECART,COMMAND_MINECART,EXPLOSIVE_MINECART,HOPPER_MINECART
# Items which can be blocked or enabled via town/plot flags
# 25 - noteblock
# 54 - chest ...etc
switch_ids: BARREL,DISPENSER,NOTE_BLOCK,CHEST,FURNACE,BURNING_FURNACE,WOODEN_DOOR,ACACIA_DOOR,DARK_OAK_DOOR,JUNGLE_DOOR,BIRCH_DOOR,SPRUCE_DOOR,LEVER,STONE_PLATE,IRON_DOOR_BLOCK,WOOD_PLATE,STONE_BUTTON,TRAP_DOOR,JUKEBOX,DIODE_BLOCK_OFF,DIODE_BLOCK_ON,FENCE_GATE,SPRUCE_FENCE_GATE,BIRCH_FENCE_GATE,JUNGLE_FENCE_GATE,DARK_OAK_FENCE_GATE,ACACIA_FENCE_GATE,TRAPPED_CHEST,GOLD_PLATE,IRON_PLATE,REDSTONE_COMPARATOR_OFF,REDSTONE_COMPARATOR_ON,BEACON,HOPPER,DROPPER,MINECART,STORAGE_MINECART,POWERED_MINECART,CARROT_STICK,EXPLOSIVE_MINECART,HOPPER_MINECART,WHITE_SHULKER_BOX,ORANGE_SHULKER_BOX,MAGENTA_SHULKER_BOX,LIGHT_BLUE_SHULKER_BOX,YELLOW_SHULKER_BOX,LIME_SHULKER_BOX,PINK_SHULKER_BOX,GRAY_SHULKER_BOX,SILVER_SHULKER_BOX,CYAN_SHULKER_BOX,PURPLE_SHULKER_BOX,BLUE_SHULKER_BOX,BROWN_SHULKER_BOX,GREEN_SHULKER_BOX,RED_SHULKER_BOX,BLACK_SHULKER_BOX
# permitted entities https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/LivingEntity.html
# Animals, Chicken, Cow, Creature, Creeper, Flying, Ghast, Giant, Monster, Pig,
# PigZombie, Sheep, Skeleton, Slime, Spider, Squid, WaterMob, Wolf, Zombie, Shulker
# Husk, Stray, SkeletonHorse, ZombieHorse, Vex, Vindicator, Evoker, Endermite, PolarBear
# Remove living entities within a town's boundaries, if the town has the mob removal flag set.
town_mob_removal_entities: Monster,Guardian,Flying,Slime,Shulker,SkeletonHorse,ZombieHorse
# Whether the town mob removal should remove THE_KILLER_BUNNY type rabbits.
town_mob_removal_killer_bunny: 'true'
# Prevent the spawning of villager babies in towns.
town_prevent_villager_breeding: 'false'
# Disable creatures triggering stone pressure plates
disable_creature_pressureplate_stone: 'true'
# Globally remove living entities in all worlds that have their flag set.
world_mob_removal_entities: Monster,Guardian,Flying,Slime
# Prevent the spawning of villager babies in the world.
world_prevent_villager_breeding: 'false'
# When set to true, mobs who've been named with a nametag will not be removed by the mob removal task.
mob_removal_skips_named_mobs: 'false'
# The maximum amount of time a mob could be inside a town's boundaries before being sent to the void.
# Lower values will check all entities more often at the risk of heavier burden and resource use.
# NEVER set below 1.
mob_removal_speed: 5s
# permitted entities https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/package-summary.html
# Animals, Chicken, Cow, Creature, Creeper, Flying, Ghast, Giant, Monster, Pig,
# PigZombie, Sheep, Skeleton, Slime, Spider, Squid, WaterMob, Wolf, Zombie
# Protect living entities within a town's boundaries from being killed by players.
mob_types: Animals,NPC,Snowman,ArmorStand,Villager
# permitted Potion Types https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/potion/PotionType.html
# ABSORPTION, BLINDNESS, CONFUSION, DAMAGE_RESISTANCE, FAST_DIGGING, FIRE_RESISTANCE, HARM, HEAL, HEALTH_BOOST, HUNGER,
# INCREASE_DAMAGE, INVISIBILITY, JUMP, NIGHT_VISION, POISON, REGENERATION, SATURATION, SLOW , SLOW_DIGGING,
# SPEED, WATER_BREATHING, WEAKNESS, WITHER.
# When preventing PVP prevent the use of these potions.
potion_types: BLINDNESS,CONFUSION,HARM,HUNGER,POISON,SLOW,SLOW_DIGGING,WEAKNESS,WITHER
############################################################
# +------------------------------------------------------+ #
# | Wilderness settings | #
# +------------------------------------------------------+ #
############################################################
# These Settings defaults only. They are copied to each worlds data files upon first detection
# To make changes for each world edit the settings in the relevant worlds data file 'plugins/Towny/data/worlds/'
unclaimed:
unclaimed_zone_build: 'true'
unclaimed_zone_destroy: 'true'
unclaimed_zone_item_use: 'true'
unclaimed_zone_ignore: SAPLING,GOLD_ORE,IRON_ORE,COAL_ORE,LOG,LEAVES,LAPIS_ORE,LONG_GRASS,YELLOW_FLOWER,RED_ROSE,BROWN_MUSHROOM,RED_MUSHROOM,TORCH,DIAMOND_ORE,LADDER,RAILS,REDSTONE_ORE,GLOWING_REDSTONE_ORE,CACTUS,CLAY,SUGAR_CANE_BLOCK,PUMPKIN,GLOWSTONE,LOG_2,VINE,NETHER_WARTS,COCOA
unclaimed_zone_switch: 'true'
############################################################
# +------------------------------------------------------+ #
# | Town Notifications | #
# +------------------------------------------------------+ #
############################################################
# This is the format for the notifications sent as players move between plots.
# Empty a particular format for it to be ignored.
# Example:
# [notification.format]
# ~ [notification.area_[wilderness/town]][notification.splitter][notification.[no_]owner][notification.splitter][notification.plot.format]
# ... [notification.plot.format]
# ... [notification.plot.homeblock][notification.plot.splitter][notification.plot.forsale][notification.plot.splitter][notification.plot.type]
# ~ Wak Town - Lord Jebus - [Home] [For Sale: 50 Beli] [Shop]
notification:
format: '&6 ~ %s'
splitter: '&7 - '
area_wilderness: '&2%s'
area_wilderness_pvp: '%s'
area_town: '&6%s'
area_town_pvp: '%s'
owner: '&a%s'
no_owner: '&a%s'
plot:
splitter: ' '
format: '%s'
homeblock: '&b[Home]'
outpostblock: '&b[Outpost]'
forsale: '&e[For Sale: %s]'
type: '&6[%s]'
# When set to true, town's names are the long form (townprefix)(name)(townpostfix) configured in the town_level section.
# When false, it is only the town name.
town_names_are_verbose: 'true'
group: '&f[%s]'
# If set to true MC's Title and Subtitle feature will be used when crossing into a town.
# Could be seen as intrusive/distracting, so false by default.
using_titles: 'false'
# Requires the above using_titles to be set to true.
# Title and Subtitle shown when entering a town or the wilderness. By default 1st line is blank, the 2nd line shows {townname} or {wilderness}.
# You may use colour codes &f, &c and so on.
titles:
# Entering Town Upper Title Line
town_title: ''
# Entering Town Lower Subtitle line.
town_subtitle: '&b{townname}'
# Entering Wilderness Upper Title Line
wilderness_title: ''
# Entering Wilderness Lower Subtitle line.
wilderness_subtitle: '&2{wilderness}'
# If the notification.owner option should show name or {title} name.
# Titles are the ones granted by nation kings.
owner_shows_nation_title: 'false'
############################################################
# +------------------------------------------------------+ #
# | Default Town/Plot flags | #
# +------------------------------------------------------+ #
############################################################
default_perm_flags:
# Default permission flags for residents plots within a town
#
# Can allies/friends/outsiders perform certain actions in the town
#
# build - place blocks and other items
# destroy - break blocks and other items
# itemuse - use items such as furnaces (as defined in item_use_ids)
# switch - trigger or activate switches (as defined in switch_ids)
resident:
friend:
build: 'true'
destroy: 'true'
item_use: 'true'
switch: 'true'
town:
build: 'false'
destroy: 'false'
item_use: 'false'
switch: 'false'
ally:
build: 'false'
destroy: 'false'
item_use: 'false'
switch: 'false'
outsider:
build: 'false'
destroy: 'false'
item_use: 'false'
switch: 'false'
# Default permission flags for towns
# These are copied into the town data file at creation
#
# Can allies/outsiders/residents perform certain actions in the town
#
# build - place blocks and other items
# destroy - break blocks and other items
# itemuse - use items such as flint and steel or buckets (as defined in item_use_ids)
# switch - trigger or activate switches (as defined in switch_ids)
town:
default:
pvp: 'false'
fire: 'false'
explosion: 'false'
mobs: 'false'
resident:
build: 'true'
destroy: 'true'
item_use: 'true'
switch: 'true'
nation:
build: 'false'
destroy: 'false'
item_use: 'false'
switch: 'false'
ally:
build: 'false'
destroy: 'false'
item_use: 'false'
switch: 'false'
outsider:
build: 'false'
destroy: 'false'
item_use: 'false'
switch: 'false'
############################################################
# +------------------------------------------------------+ #
# | Towny Invite System | #
# +------------------------------------------------------+ #
############################################################
invite_system:
# Command used to accept towny invites)
#e.g Player join town invite.
accept_command: accept
# Command used to deny towny invites
#e.g Player join town invite.
deny_command: deny
# Command used to confirm some towny actions/tasks)
#e.g Purging database or removing a large amount of townblocks
confirm_command: confirm
# Command used to cancel some towny actions/tasks
#e.g Purging database or removing a large amount of townblocks
cancel_command: cancel
# When set for more than 0m, the amount of time (in minutes) which must have passed between
# a player's first log in and when they can be invited to a town.
cooldowntime: 0m
# You can increase these limits but it is not recommended. Invites/requests are not saved between server reloads/stops.
maximum_invites_sent:
# How many invites a town can send out to players, to join the town.
town_toplayer: '35'
# How many invites a nation can send out to towns, to join the nation.
nation_totown: '35'
# How many requests a nation can send out to other nations, to ally with the nation.
# Only used when war.disallow_one_way_alliance is set to true.
nation_tonation: '35'
# You can increase these limits but it is not recommended. Invites/requests are not saved between server reloads/stops.
maximum_invites_received:
# How many invites can one player have from towns.
player: '10'
# How many invites can one town have from nations.
town: '10'
# How many requests can one nation have from other nations for an alliance.
nation: '10'
# When set above 0, the maximum distance a player can be from a town's spawn in order to receive an invite.
# Use this setting to require players to be near or inside a town before they can be invited.
maximum_distance_from_town_spawn: '0'
############################################################
# +------------------------------------------------------+ #
# | Resident settings | #
# +------------------------------------------------------+ #
############################################################
resident_settings:
# player is flagged as inactive after 1 hour (default)
inactive_after_time: 1h
# if enabled old residents will be deleted, losing their town, townblocks, friends
# after Two months (default) of not logging in
delete_old_residents:
enable: 'false'
deleted_after_time: 60d
delete_economy_account: 'false'
# When true only residents who have no town will be deleted.
delete_only_townless: 'false'
# The name of the town a resident will automatically join when he first registers.
default_town_name: ''
# If true, players can only use beds in plots they personally own.
deny_bed_use: 'false'
# If true, players who join the server for the first time will cause the msg_registration message in the language files to be shown server-wide.
is_showing_welcome_message: 'true'
############################################################
# +------------------------------------------------------+ #
# | Economy settings | #
# +------------------------------------------------------+ #
############################################################
economy:
# By default it is set to true.
# Rarely set to false. Set to false if you get concurrent modification errors on timers for daily tax collections.
use_async: 'true'
# Prefix to apply to all town economy accounts.
town_prefix: town-
# Prefix to apply to all nation economy accounts.
nation_prefix: nation-
# The cost of renaming a town.
town_rename_cost: '0'
# The cost of renaming a nation.
nation_rename_cost: '0'
spawn_travel:
# Cost to use /town spawn
price_town_spawn_travel: '0.0'
# Cost to use '/town spawn [town]' to another town in your nation.
price_town_nation_spawn_travel: '0.0'
# Cost to use '/town spawn [town]' to another town in a nation that is allied with your nation.
price_town_ally_spawn_travel: '0.0'
# Cost to use /town spawn [town]
# This is paid to the town you goto.
price_town_public_spawn_travel: '10.0'
# When set to true, any cost paid by a player to use any variant of '/town spawn' will be paid to the town bank.
# When false the amount will be paid to the server account whose name is set in the closed economy setting below..
town_spawn_cost_paid_to_town: 'true'
# The daily upkeep to remain neutral during a war. Neutrality will exclude you from a war event, as well as deterring enemies.
price_nation_neutrality: '100.0'
new_expand:
# How much it costs to start a nation.
price_new_nation: '1000.0'
# How much it costs to start a town.
price_new_town: '250.0'
# How much it costs to make an outpost. An outpost isn't limited to being on the edge of town.
price_outpost: '500.0'
# The price for a town to expand one townblock.
price_claim_townblock: '25.0'
# How much every additionally claimed townblock increases in cost. Set to 1 to deactivate this. 1.3 means +30% to every bonus claim block cost.
price_claim_townblock_increase: '1.0'
# The amount refunded to a town when they unclaim a townblock.
# Warning: do not set this higher than the cost to claim a townblock.
# It is advised that you do not set this to the same price as claiming either, otherwise towns will get around using outposts to claim far away.
price_claim_townblock_refund: '0.0'
# How much it costs a player to buy extra blocks.
price_purchased_bonus_townblock: '5000.0'
# How much every extra bonus block costs more. Set to 1 to deactivate this. 1.2 means +20% to every bonus claim block cost.
price_purchased_bonus_townblock_increase: '1.05'
death:
# Either fixed or percentage.
# For percentage 1.0 would be 100%. 0.01 would be 1%.
price_death_type: fixed
# A maximum amount paid out by a resident from their personal holdings for percentage deaths.
# Set to 0 to have no cap.
percentage_cap: '0.0'
# If True, only charge death prices for pvp kills. Not monsters/environmental deaths.
price_death_pvp_only: 'false'
price_death: '0.0'
price_death_town: '0.0'
price_death_nation: '0.0'
banks:
# Maximum amount of money allowed in town bank
# Use 0 for no limit
town_bank_cap: '0.0'
# Set to true to allow withdrawals from town banks
town_allow_withdrawals: 'true'
# Maximum amount of money allowed in nation bank
# Use 0 for no limit
nation_bank_cap: '0.0'
# Set to true to allow withdrawals from nation banks
nation_allow_withdrawals: 'true'
# When set to true, players can only use their town withdraw/deposit commands while inside of their own town.
# Likewise, nation banks can only be withdrawn/deposited to while in the capital city.
disallow_bank_actions_outside_town: 'false'
closed_economy:
# The name of the account that all money that normally disappears goes into.
server_account: towny-server
# Turn on/off whether all transactions that normally don't have a second party are to be done with a certain account.
# Eg: The money taken during Daily Taxes is just removed. With this on, the amount taken would be funneled into an account.
# This also applies when a player collects money, like when the player is refunded money when a delayed teleport fails.
enabled: 'false'
daily_taxes:
# Enables taxes to be collected daily by town/nation
# If a town can't pay it's tax then it is kicked from the nation.
# if a resident can't pay his plot tax he loses his plot.
# if a resident can't pay his town tax then he is kicked from the town.
# if a town or nation fails to pay it's upkeep it is deleted.
enabled: 'false'
# Maximum tax amount allowed when using flat taxes
max_tax_amount: '1000.0'
# maximum tax percentage allowed when taxing by percentages
max_tax_percent: '25'
# The server's daily charge on each nation. If a nation fails to pay this upkeep
# all of it's member town are kicked and the Nation is removed.
price_nation_upkeep: '100.0'
# Uses total number of towns in the nation to determine upkeep instead of nation level (Number of Residents)
# calculated by (number of towns in nation X price_nation_upkeep).
nation_pertown_upkeep: 'false'
# If set to true, the per-town-upkeep system will be modified by the Nation Levels' upkeep modifiers.
nation_pertown_upkeep_affected_by_nation_level_modifier: 'false'
# The server's daily charge on each town. If a town fails to pay this upkeep
# all of it's residents are kicked and the town is removed.
price_town_upkeep: '0.0'
# Uses total amount of owned plots to determine upkeep instead of the town level (Number of residents)
# calculated by (number of claimed plots X price_town_upkeep).
town_plotbased_upkeep: 'false'
# If set to true, the plot-based-upkeep system will be modified by the Town Levels' upkeep modifiers.
town_plotbased_upkeep_affected_by_town_level_modifier: 'false'
# If set to any amount over zero, if a town's plot-based upkeep totals less than this value, the town will pay the minimum instead.
town_plotbased_upkeep_minimum_amount: '0.0'
# The server's daily charge on a town which has claimed more townblocks than it is allowed.
price_town_overclaimed_upkeep_penalty: '0.0'
# Uses total number of plots that the town is overclaimed by, to determine the price_town_overclaimed_upkeep_penalty cost.
# If set to true the penalty is calculated (# of plots overclaimed X price_town_overclaimed_upkeep_penalty).
price_town_overclaimed_upkeep_penalty_plotbased: 'false'
# If enabled and you set a negative upkeep for the town
# any funds the town gains via upkeep at a new day
# will be shared out between the plot owners.
use_plot_payments: 'false'
plot_type_costs:
# Cost to use /plot set shop to change a normal plot to a shop plot.
set_commercial: '0.0'
# Cost to use /plot set arena to change a normal plot to a arena plot.
set_arena: '0.0'
# Cost to use /plot set embassy to change a normal plot to a embassy plot.
set_embassy: '0.0'
# Cost to use /plot set wilds to change a normal plot to a wilds plot.
set_wilds: '0.0'
# Cost to use /plot set inn to change a normal plot to a inn plot.
set_inn: '0.0'
# Cost to use /plot set jail to change a normal plot to a jail plot.
set_jail: '0.0'
# Cost to use /plot set farm to change a normal plot to a farm plot.
set_farm: '0.0'
# Cost to use /plot set bank to change a normal plot to a bank plot.
set_bank: '0.0'
############################################################
# +------------------------------------------------------+ #
# | Jail Plot settings | #
# +------------------------------------------------------+ #
############################################################
jail:
#If true attacking players who die on enemy-town land will be placed into the defending town's jail if it exists.
#Requires town_respawn to be true in order to work.
is_jailing_attacking_enemies: 'false'
#If true attacking players who are considered an outlaw, that are killed inside town land will be placed into the defending town's jail if it exists.
#Requires town_respawn to be true in order to work.
is_jailing_attacking_outlaws: 'false'
#If true jailed players can use Ender Pearls but are still barred from using other methods of teleporting.
jail_allows_ender_pearls: 'false'
#If false jailed players can use /town leave, and escape a jail.
jail_denies_town_leave: 'false'
bail:
#If true players can pay a bail amount to be unjailed.
is_allowing_bail: 'false'
#Amount that bail costs for normal residents/nomads.
bail_amount: '10'
#Amount that bail costs for Town mayors.
bail_amount_mayor: '10'
#Amount that bail costs for Nation kings.
bail_amount_king: '10'
# Commands which a jailed player cannot use.
blacklisted_commands: home,spawn,teleport,tp,tpa,tphere,tpahere,back,dback,ptp,jump,kill,warp,suicide
############################################################
# +------------------------------------------------------+ #
# | Bank Plot settings | #
# +------------------------------------------------------+ #
############################################################
# Bank plots may be used by other economy plugins using the Towny API.
bank:
# If true players will only be able to use /t deposit, /t withdraw, /n deposit & /n withdraw while inside bank plots belonging to the town or nation capital respectively.
# Home plots will also allow deposit and withdraw commands.
is_banking_limited_to_bank_plots: 'false'
############################################################
# +------------------------------------------------------+ #
# | War settings | #
# +------------------------------------------------------+ #
############################################################
war:
#This setting allows you disable the ability for a nation to pay to remain neutral during a war.
nation_can_be_neutral: 'true'
#By setting this to true, nations will receive a prompt for alliances and alliances will show on both nations.
disallow_one_way_alliance: 'false'
############################################################
# +------------------------------------------------------+ #
# | Economy Transfers During War settings | #
# +------------------------------------------------------+ #
############################################################
economy:
enemy:
# Amount charged to place a warflag (payed to server).
place_flag: '10'
# Amount payed from the flagbearer to the defender after defending the area.
defended_attack: '10'
# Defending town pays attaking flagbearer. If a negative (attacker pays defending town),
# and the attacker can't pay, the attack is canceled.
townblock_won: '10'
# Same as townblock_won but for the special case of winning the homeblock.
homeblock_won: '100'
############################################################
# +------------------------------------------------------+ #
# | War Event settings | #
# +------------------------------------------------------+ #
############################################################
# This is started with /townyadmnin toggle war
# In peace time War spoils are accumulated from towns and nations being
# deleted with any money left in the bank.
#
# These funds are increased during a war event upon a player death.
# An additional bonus to the war chest is set in base_spoils.
#
# During the event a town losing a townblock pays the wartime_town_block_loss_price to the attacking town.
# The war is won when the only nations left in the battle are allies, or only a single nation.
#
# The winning nations share half of the war spoils.
# The remaining half is paid to the town which took the most town blocks, and lost the least.
event:
warning_delay: '30'
#If false all towns not in nations can be attacked during a war event.
towns_are_neutral: 'true'
enemy:
# If true, enemy's can only attack the edge plots of a town in war.
only_attack_borders: 'true'
plots:
# If true, nation members and allies can regen health on plots during war.
healable: 'true'
# If true, fireworks will be launched at plots being attacked or healed in war every war tick.
firework_on_attacked: 'true'
# If true and the monarch/king dies the nation is removed from the war.
remove_on_monarch_death: 'false'
# If enabled players will be able to break/place any blocks in enemy plots during a war.
# This setting SHOULD NOT BE USED unless you want the most chaotic war possible.
# The editable_materials list in the Warzone Block Permission section should be used instead.
allow_block_griefing: 'false'
# A townblock takes damage every 5 seconds that an enemy is stood in it.
block_hp:
town_block_hp: '60'
home_block_hp: '120'
eco:
# This amount is new money injected into the economy with a war event.
base_spoils: '100.0'
# This amount is taken from the losing town for each plot lost.
wartime_town_block_loss_price: '100.0'
# This amount is taken from the player if they die during the event
price_death_wartime: '200.0'
# If set to true when a town drops an enemy townblock's HP to 0, the attacking town gains a bonus townblock,
# and the losing town gains a negative (-1) bonus townblock.
costs_townblocks: 'false'
# If set to true when a town drops an enemy townblock's HP to 0, the attacking town takes full control of the townblock.
# One available (bonus) claim is given to the victorious town, one available (bonus) claim is removed from the losing town.
# Will not have any effect if war.event.winner_takes_ownership_of_town is set to true.
winner_takes_ownership_of_townblocks: 'false'
# If set to true when a town knocks another town out of the war, the losing town will join the winning town's nation.
# The losing town will enter a conquered state and be unable to leave the nation until the conquered time has passed.
winner_takes_ownership_of_town: 'false'
# Number of Towny new days until a conquered town loses its conquered status.
conquer_time: '7'
points:
points_townblock: '1'
points_town: '10'
points_nation: '100'
points_kill: '1'
# The minimum height at which a player must stand to count as an attacker.
min_height: '60'
############################################################
# +------------------------------------------------------+ #
# | Flag War Settings | #
# | | #
# | [Separate from Event War] | #
# | -------------------------------- | #
# | DEPRECATED: Minimally Supported Through | #
# | 3rd Party Contributions Only | #
# +------------------------------------------------------+ #
############################################################
enemy:
# If false, players won't be able to place war flags, effectively disabling warzones.
allow_attacks: 'false'
# If true, enemy's can only attack the edge plots of a town with war flags.
only_attack_borders: 'true'
# This many people must be online in target town in order to place a war flag in their domain.
min_players_online_in_town: '2'
# This many people must be online in target nation in order to place a war flag in their domain.
min_players_online_in_nation: '3'
max_active_flags_per_player: '1'
flag:
# This setting modifies the time between a war flag's Material shift. Accepts `s`(seconds) and `m`(minutes).
# Currently, you would multiply this times 10 to get the total time a flag should be in play.
# (It can also be set to `h` and `d` - but ain't nobody got time fo' that.)
waiting_time: 1m
# This is the block a player must place to trigger the attack event.
base_block: fence
# This is the block a player must place to trigger the attack event.
light_block: torch
beacon:
# Must be smaller than half the size of town_block_size.
radius: '3'
# The range the beacon will be drawn in. It's flexibility is in case the flag is close to the height limit.
# If a flag is too close to the height limit (lower than the minimum), it will not be drawn.
height_above_flag:
min: '3'
max: '64'
draw: 'true'
wireframe_block: glowstone
# While true, prevent players from performing certain actions while their town
# has an active enemy war flag placed.
prevent_interaction_while_flagged: 'true'
# While true, prevent players from performing certain actions while a town in their nation
# has an active enemy war flag placed.
prevent_nation_interaction_while_flagged: 'true'
# This is how much time that must pass after a town in a nation has been flagged
# before certain actions can be performed, measured in milliseconds.
time_to_wait_after_flagged: '600000'
# If set to true, when a war flag finishes it's countdown successfully, the attacking town takes full control of the townblock.
# Setting this to 'False' will result only in monetary exchanges.
flag_takes_ownership_of_townblocks: 'true'
############################################################
# +------------------------------------------------------+ #
# | Warzone Block Permissions | #
# | | #
# | Used in Flag & Event Wars | #
# +------------------------------------------------------+ #
############################################################
warzone:
# List of materials that can be modified in a warzone.
# '*' = Allow all materials.
# Prepend a '-' in front of a material to remove it. Used in conjunction with when you use '*'.
# Eg: '*,-chest,-furnace'
editable_materials: tnt,fence,ladder,wood_door,iron_door,fire
item_use: 'true'
switch: 'true'
# Add '-fire' to editable materials for complete protection when setting is false. This prevents fire to be created and spread.
fire: 'true'
explosions: 'true'
explosions_break_blocks: 'true'
# Only under affect when explosions_break_blocks is true.
explosions_regen_blocks: 'false'
# A list of blocks that will not be exploded, mostly because they won't regenerate properly.
# These blocks will also protect the block below them, so that blocks like doors do not dupe themselves.
# Only under affect when explosions_break_blocks is true.
explosions_ignore_list: WOODEN_DOOR,ACACIA_DOOR,DARK_OAK_DOOR,JUNGLE_DOOR,BIRCH_DOOR,SPRUCE_DOOR,IRON_DOOR,CHEST,TRAPPED_CHEST,FURNACE,BURNING_FURNACE,DROPPER,DISPENSER,HOPPER,ENDER_CHEST,WHITE_SHULKER_BOX,ORANGE_SHULKER_BOX,MAGENTA_SHULKER_BOX,LIGHT_BLUE_SHULKER_BOX,YELLOW_SHULKER_BOX,LIME_SHULKER_BOX,PINK_SHULKER_BOX,GRAY_SHULKER_BOX,SILVER_SHULKER_BOX,CYAN_SHULKER_BOX,PURPLE_SHULKER_BOX,BLUE_SHULKER_BOX,BROWN_SHULKER_BOX,GREEN_SHULKER_BOX,RED_SHULKER_BOX,BLACK_SHULKER_BOX,NOTE_BLOCK,LEVER,STONE_PLATE,IRON_DOOR_BLOCK,WOOD_PLATE,JUKEBOX,DIODE_BLOCK_OFF,DIODE_BLOCK_ON,FENCE_GATE,GOLD_PLATE,IRON_PLATE,REDSTONE_COMPARATOR_OFF,REDSTONE_COMPARATOR_ON,BEACON
############################################################
# +------------------------------------------------------+ #
# | Town and Nation levels | #
# +------------------------------------------------------+ #
############################################################
levels:
# default Town levels.
town_level:
- numResidents: 0
namePostfix: ' Ruins'
mayorPrefix: 'Spirit '
townBlockBuyBonusLimit: 0
namePrefix: ''
mayorPostfix: ''
townBlockLimit: 1
upkeepModifier: 1.0
townOutpostLimit: 0
- numResidents: 1
namePostfix: ' (Settlement)'
mayorPrefix: 'Hermit '
townBlockBuyBonusLimit: 100
namePrefix: ''
mayorPostfix: ''
townBlockLimit: 36
upkeepModifier: 1.0
townOutpostLimit: 0
- numResidents: 2
namePostfix: ' (Hamlet)'
mayorPrefix: 'Chief '
townBlockBuyBonusLimit: 100
namePrefix: ''
mayorPostfix: ''
townBlockLimit: 64
upkeepModifier: 1.0
townOutpostLimit: 2
- numResidents: 4
namePostfix: ' (Village)'
mayorPrefix: 'Baron Von '
townBlockBuyBonusLimit: 100
namePrefix: ''
mayorPostfix: ''
townBlockLimit: 96
upkeepModifier: 1.0
townOutpostLimit: 2
- numResidents: 6
namePostfix: ' (Village)'
mayorPrefix: 'Baron Von '
townBlockBuyBonusLimit: 100
namePrefix: ''
mayorPostfix: ''
townBlockLimit: 128
upkeepModifier: 1.0
townOutpostLimit: 2
- numResidents: 10
namePostfix: ' (Town)'
mayorPrefix: 'Viscount '
townBlockBuyBonusLimit: 100
namePrefix: ''
mayorPostfix: ''
townBlockLimit: 160
upkeepModifier: 1.0
townOutpostLimit: 3
- numResidents: 14
namePostfix: ' (Large Town)'
mayorPrefix: 'Count Von '
townBlockBuyBonusLimit: 100
namePrefix: ''
mayorPostfix: ''
townBlockLimit: 224
upkeepModifier: 1.0
townOutpostLimit: 4
# default Nation levels.
nation_level:
- kingPostfix: ''
capitalPostfix: ''
upkeepModifier: 1.0
kingPrefix: 'Leader '
capitalPrefix: ''
numResidents: 0
nationBonusOutpostLimit: 0
namePostfix: ' (Nation)'
townBlockLimitBonus: 10
namePrefix: 'Land of '
nationZonesSize: 1
nationTownUpkeepModifier: 1.0
- kingPostfix: ''
capitalPostfix: ''
upkeepModifier: 1.0
kingPrefix: 'Count '
capitalPrefix: ''
numResidents: 10
nationBonusOutpostLimit: 1
namePostfix: ' (Nation)'
townBlockLimitBonus: 20
namePrefix: 'Federation of '
nationZonesSize: 1
nationTownUpkeepModifier: 1.0
- kingPostfix: ''
capitalPostfix: ''
upkeepModifier: 1.0
kingPrefix: 'Duke '
capitalPrefix: ''
numResidents: 20
nationBonusOutpostLimit: 2
namePostfix: ' (Nation)'
townBlockLimitBonus: 40
namePrefix: 'Dominion of '
nationZonesSize: 1
nationTownUpkeepModifier: 1.0
- kingPostfix: ''
capitalPostfix: ''
upkeepModifier: 1.0
kingPrefix: 'King '
capitalPrefix: ''
numResidents: 30
nationBonusOutpostLimit: 3
namePostfix: ' (Nation)'
townBlockLimitBonus: 60
namePrefix: 'Kingdom of '
nationZonesSize: 2
nationTownUpkeepModifier: 1.0
- kingPostfix: ''
capitalPostfix: ''
upkeepModifier: 1.0
kingPrefix: 'Emperor '
capitalPrefix: ''
numResidents: 40
nationBonusOutpostLimit: 4
namePostfix: ' Empire'
townBlockLimitBonus: 100
namePrefix: 'The '
nationZonesSize: 2
nationTownUpkeepModifier: 1.0
- kingPostfix: ''
capitalPostfix: ''
upkeepModifier: 1.0
kingPrefix: 'God Emperor '
capitalPrefix: ''
numResidents: 60
nationBonusOutpostLimit: 5
namePostfix: ' Realm'
townBlockLimitBonus: 140
namePrefix: 'The '
nationZonesSize: 3
nationTownUpkeepModifier: 1.0
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