Player Handbook
The KingdomTopia Wiki
Everything you need to play — the world, the systems, and the rules that keep wars fair and the server alive.
Overview
KingdomTopia is a Minecraft Medieval Towny roleplay server where players join fantasy kingdoms, build cities, sign alliances, wage war and accept political consequences — without the server collapsing after a few defeats.
The core design promise is simple: a kingdom may lose, but it never disappears. The winner gains power and reward; the loser always keeps a route back into the game through tribute, vassalage, rebellion or diplomacy.
Design pillars: Kingdom roleplay first · Build with protection · War with consequences · Balance over realism · A long-running world.
Getting Started
- Create an account here on the website and pick a starting kingdom.
- Join the Discord to receive your kingdom role, rank and capital spawn.
- Gather & build — raise your first house, farm and walls inside a protected town claim.
- Earn coin through jobs, shops and trade.
- Get political — join your kingdom's council, negotiate, and prepare for the first war window.
Grace period: PvP and war are disabled for the first 5 days. Use this time to settle, build economy and organise on Discord before any blades are drawn.
Gameplay Loop
Builders, traders, diplomats and warriors all have something to do every day.
| Step | What happens |
| 1 · Join & choose kingdom | Pick a realm or get recruited. Receive starter rules, capital spawn and a role. |
| 2 · Build a town | Gather resources; build houses, farms, walls, roads, markets and cultural buildings. |
| 3 · Earn economy | Jobs, shops, trade routes, treasury and taxes create money and political weight. |
| 4 · Diplomacy | Sign treaties, trade deals, non-aggression pacts or secret alliances. |
| 5 · Conflict | Border disputes, resource claims, raids and provocations can lead to a war declaration. |
| 6 · War window | War happens in scheduled windows with clear objectives — not 24/7 griefing. |
| 7 · Consequences | The winner may demand tribute, vassalage, a border claim or a treaty — within limits. |
| 8 · Recovery & story | The loser gets protection, rebuilds, seeks diplomacy or plans a rebellion. |
Kingdoms & Map
The continent is divided into eight realms, each with its own culture, landscape and gameplay role. Territory isn't decoration — it shapes trade routes, conflicts, border zones and natural alliances.
| Kingdom | Culture | Identity |
| Turukia | Turkic | Steppe horsemen, caravans, justice-minded töre. |
| Mongolud | Mongol | Nomadic cavalry, raids and dominance. |
| Francia | French | Forest villages, farming and diplomacy. |
| Anglia | English-Germanic | Castles, stone keeps, defensive building. |
| Nord | Nordic / Viking | Coastal raids, mead halls, winter survival. |
| Sparta | Greek | Elite infantry, arena, discipline. |
| Athens | Greek | Trade, harbours, politics and debate. |
| Sakuraiia | Japanese | Dojos, shrines, gardens, discipline. |
See the full descriptions on the Kingdoms page.
Kingdom Ranks
| Rank | Role |
| King / Queen | Head of the kingdom. Declares war, signs treaties, makes staff requests. |
| Council | Advises the ruler, manages diplomacy and major decisions. |
| General / Marshal | Leads wars, defense, training and siege plans. |
| Lord / Mayor | Runs a town or region within the kingdom. |
| Diplomat | Negotiates with other kingdoms; makes treaties and trade deals. |
| Merchant | Manages shops, trade routes and the economy. |
| Builder | Builds infrastructure, walls, roads, farms and cultural sites. |
| Citizen | A standard player with base rights inside the kingdom. |
Claims & Territory
Towny claims protect cities from random griefing. Destruction only happens through war rules and staff events.
| Claim type | Rule |
| Capital claim | A kingdom's capital. Can never permanently fall through normal war. |
| Town claim | A normal player city. Protected from random grief and raids outside war windows. |
| Border claim | A frontier area. Can be wagered in war or treaty. |
| Outpost | A military/economic post outside the home region. May be attacked more often. |
| Resource zone | Special area for wood, stone, ore, horses or farms — prime ground for conflict. |
| Neutral zone | Spawn, roads, event areas, temples and trade hubs. No PvP/grief without an event. |
Economy & Trade
Economy feeds war and politics. Without it, war is just PvP. With it, farms, shops, trade routes, taxes and resource regions gain real value.
- Player money — earned through jobs, shops, trading and events.
- Kingdom treasury — a shared pot for claims, war, tribute and projects.
- Taxes — towns and kingdoms may tax, with caps to prevent abuse.
- Shops & markets — central markets at capitals and neutral hubs.
- Resource regions — certain areas yield more wood, stone, horses, crops or ore.
- Trade routes — caravans, roads and sea trade give reason for diplomacy and conflict.
Diplomacy
Kingdoms make deals without always fighting. In the MVP, diplomacy runs through a Discord treaty channel with staff approval; later it moves to an in-game treaty system.
- Treaties, trade deals and non-aggression pacts.
- Alliances — allowed, but normal war has an attacker cap (see Balance).
- Vassal agreements and secret alliances.
- All agreements are logged publicly in the Discord war-log.
War System
War is the most sensitive system. KingdomTopia uses controlled wars: a clear declaration, scheduled windows, win conditions, limits and recovery rules.
Golden rule: A kingdom may lose, but it must not vanish. The winner gets power and reward; the loser always keeps a way back in.
| Element | Beta rule |
| Grace period | First 5 days: PvP/war off. Build towns, economy and Discord structure. |
| War declaration | Announce at least 24h ahead in Discord with reason, goal and the kingdoms involved. |
| War window | War only in fixed hours — e.g. 2 hours per evening or weekend slots. |
| Cooldown after war | The winner can't immediately re-attack the same kingdom. Start value: 48–72h. |
| Defeat protection | The loser gets temporary protection to repair and negotiate. |
| No total wipe | Capitals survive. Full destruction only via special staff-approved story events. |
| Anti-6v1 | Max 2 attacking kingdoms vs 1 defender in normal war. More only as a balanced event. |
War Scoring
Wars are won on objectives, not just kills — so builders and traders matter too.
| Objective | Points | Why |
| Capture war banner | 40 | Main objective — forces teams to fight over a clear point. |
| Hold outpost 15 min | 25 | Makes outposts matter without destroying capitals. |
| Supply convoy completed | 15 | Gives builders and economy players a battlefield role. |
| Gate / fort breach | 10 | Rewards siege play without total griefing. |
| Kill score (cap) | Max 20 | Kills count, but PvP alone can't decide the war. |
Vassals & Tribute
When a kingdom wins, it may demand a consequence — but never absolute power. The defeated realm stays alive.
| Outcome | Meaning | Limit |
| Tribute / haraç | Loser pays temporary coin or resources to the winner. | ~10–20% for up to 7 days. |
| Vassal status | Loser keeps their kingdom but must follow the master in war/diplomacy. | Capped duration + rebellion option. |
| Border land transfer | A border claim or outpost passes to the winner. | No capital or core city in normal war. |
| Non-aggression treaty | Loser promises no war against the winner for a time. | Good when neither side wants to escalate. |
| Prisoner / hostage RP | A leader becomes a roleplay hostage for a story event. | Only with consent and a time limit. |
| Rebuild treaty | Loser may rebuild safely in exchange for peace. | Great for server health after a big war. |
Vassal rules (beta)
- A forced vassal lasts at most 7 days, then renegotiation or rebellion.
- A vassal keeps its own leader, capital, Discord category and culture.
- A master may not strip all of a vassal's claims or resources.
- Tribute must stay affordable — or the loser simply stops playing.
- A vassal may seek support for a rebellion event through diplomacy.
Why no total destruction? Wiping a realm is fun for one night but shrinks the server. KingdomTopia runs on power shifts, rebellions and new stories — "defeated but alive" beats "gone."
Anti-Snowball Balance
- The strongest kingdom can't farm the weakest forever — cooldowns and defender protection are mandatory.
- If a kingdom grows too large, upkeep, diplomatic pressure or events can rein it in.
- New towns and new players get protection so they aren't instantly swallowed.
- Alliances are allowed, but normal war has an attacker cap (max 2 vs 1).
- Staff may refuse or adjust a war that is clearly server-killing.
- A loser can't lose all members to forced migration — players choose to stay, switch or rebel.
Discord
Discord is the command center: rules, wars, tickets, announcements, applications and kingdom comms all live there.
| Category | Channels |
| Start Here | #rules, #how-to-join, #server-info, #kingdom-info, #choose-kingdom |
| News | #announcements, #updates, #event-calendar, #war-log |
| Community | #general, #media, #marketplace, #questions |
| Kingdoms | Private category per kingdom: chat, voice, strategy, council |
| Diplomacy | #treaties, #war-declarations, #alliance-requests, #embassies |
| Support | #tickets, #reports, #appeals, #bug-reports |
Staff & Roles
| Role | Responsibility |
| Owner | Final decisions, hosting, budget, direction. |
| Admin / Config Manager | Plugins, permissions, protection, backups, performance. |
| Game Master | Lore, events, wars, vassal agreements, balance. |
| Moderator | Chat, reports, grief cases, tickets, punishments. |
| Builder | Spawn, capitals, roads, dungeons, event areas. |
| Developer | Custom plugins, website, Discord automation. |
Fair-play policy: Staff may never secretly favour their own kingdom. All major war decisions are recorded in a staff log, and a neutral staff member judges disputes when an owner/staff is involved.
Launch Roadmap
| Phase | Work | Rough duration |
| Phase 0 · Decide | Name, map, host, version, plugin base, kingdom list, Discord structure. | 1–2 days |
| Phase 1 · Setup | Install server, upload map, build spawn, configure plugins & permissions. | 2–5 days |
| Phase 2 · Alpha | Staff/friends only. Test claims, economy, war rules, rollback, lag. | 3–7 days |
| Phase 3 · Closed Beta | Small group. First 5 days grace period, gather feedback. | 1–2 weeks |
| Phase 4 · Public Beta | Open to public with clear rules, tickets, staff roster, events. | After a stable test |
| Phase 5 · Season 1 | Full kingdom politics, wars, vassals, trade routes, map updates. | When the community is active |
Tech & Plugins
Start small, test fast, upgrade later. Good config, limited plugins, pre-generated chunks, anti-cheat and CoreProtect logs matter more than an expensive server.
| Category | Example | Purpose |
| Server core | Paper / Purpur | Performance and plugin support. |
| Kingdom / Towny | Towny Advanced + war/siege addon | Towns, nations, claims, taxes, war base. |
| Permissions | LuckPerms | Ranks, staff and kingdom roles. |
| Economy | Vault + economy plugin | Links money to shops, jobs and Towny. |
| Jobs / Shops | Jobs, QuickShop / Shopkeepers | Player economy and markets. |
| Moderation logs | CoreProtect | Rollback and proof for grief/theft. |
| Map | BlueMap / Dynmap | Live world map for claims and roleplay. |
| Anti-cheat | GrimAC or paid anti-cheat | Keeps PvP fair. |
| Performance | Spark, Chunky | Measure lag, pre-generate chunks. |
| Discord | DiscordSRV | Chat bridge, announcements, staff alerts. |
MVP limit: 15–25 well-configured plugins beat 50 half-configured ones. Every plugin needs a clear reason — claims, economy, security, performance or community.