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

  1. Create an account here on the website and pick a starting kingdom.
  2. Join the Discord to receive your kingdom role, rank and capital spawn.
  3. Gather & build — raise your first house, farm and walls inside a protected town claim.
  4. Earn coin through jobs, shops and trade.
  5. 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.

StepWhat happens
1 · Join & choose kingdomPick a realm or get recruited. Receive starter rules, capital spawn and a role.
2 · Build a townGather resources; build houses, farms, walls, roads, markets and cultural buildings.
3 · Earn economyJobs, shops, trade routes, treasury and taxes create money and political weight.
4 · DiplomacySign treaties, trade deals, non-aggression pacts or secret alliances.
5 · ConflictBorder disputes, resource claims, raids and provocations can lead to a war declaration.
6 · War windowWar happens in scheduled windows with clear objectives — not 24/7 griefing.
7 · ConsequencesThe winner may demand tribute, vassalage, a border claim or a treaty — within limits.
8 · Recovery & storyThe 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.

KingdomCultureIdentity
TurukiaTurkicSteppe horsemen, caravans, justice-minded töre.
MongoludMongolNomadic cavalry, raids and dominance.
FranciaFrenchForest villages, farming and diplomacy.
AngliaEnglish-GermanicCastles, stone keeps, defensive building.
NordNordic / VikingCoastal raids, mead halls, winter survival.
SpartaGreekElite infantry, arena, discipline.
AthensGreekTrade, harbours, politics and debate.
SakuraiiaJapaneseDojos, shrines, gardens, discipline.

See the full descriptions on the Kingdoms page.

Kingdom Ranks

RankRole
King / QueenHead of the kingdom. Declares war, signs treaties, makes staff requests.
CouncilAdvises the ruler, manages diplomacy and major decisions.
General / MarshalLeads wars, defense, training and siege plans.
Lord / MayorRuns a town or region within the kingdom.
DiplomatNegotiates with other kingdoms; makes treaties and trade deals.
MerchantManages shops, trade routes and the economy.
BuilderBuilds infrastructure, walls, roads, farms and cultural sites.
CitizenA 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 typeRule
Capital claimA kingdom's capital. Can never permanently fall through normal war.
Town claimA normal player city. Protected from random grief and raids outside war windows.
Border claimA frontier area. Can be wagered in war or treaty.
OutpostA military/economic post outside the home region. May be attacked more often.
Resource zoneSpecial area for wood, stone, ore, horses or farms — prime ground for conflict.
Neutral zoneSpawn, 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.
ElementBeta rule
Grace periodFirst 5 days: PvP/war off. Build towns, economy and Discord structure.
War declarationAnnounce at least 24h ahead in Discord with reason, goal and the kingdoms involved.
War windowWar only in fixed hours — e.g. 2 hours per evening or weekend slots.
Cooldown after warThe winner can't immediately re-attack the same kingdom. Start value: 48–72h.
Defeat protectionThe loser gets temporary protection to repair and negotiate.
No total wipeCapitals survive. Full destruction only via special staff-approved story events.
Anti-6v1Max 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.

ObjectivePointsWhy
Capture war banner40Main objective — forces teams to fight over a clear point.
Hold outpost 15 min25Makes outposts matter without destroying capitals.
Supply convoy completed15Gives builders and economy players a battlefield role.
Gate / fort breach10Rewards siege play without total griefing.
Kill score (cap)Max 20Kills 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.

OutcomeMeaningLimit
Tribute / haraçLoser pays temporary coin or resources to the winner.~10–20% for up to 7 days.
Vassal statusLoser keeps their kingdom but must follow the master in war/diplomacy.Capped duration + rebellion option.
Border land transferA border claim or outpost passes to the winner.No capital or core city in normal war.
Non-aggression treatyLoser promises no war against the winner for a time.Good when neither side wants to escalate.
Prisoner / hostage RPA leader becomes a roleplay hostage for a story event.Only with consent and a time limit.
Rebuild treatyLoser 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.

CategoryChannels
Start Here#rules, #how-to-join, #server-info, #kingdom-info, #choose-kingdom
News#announcements, #updates, #event-calendar, #war-log
Community#general, #media, #marketplace, #questions
KingdomsPrivate category per kingdom: chat, voice, strategy, council
Diplomacy#treaties, #war-declarations, #alliance-requests, #embassies
Support#tickets, #reports, #appeals, #bug-reports

Staff & Roles

RoleResponsibility
OwnerFinal decisions, hosting, budget, direction.
Admin / Config ManagerPlugins, permissions, protection, backups, performance.
Game MasterLore, events, wars, vassal agreements, balance.
ModeratorChat, reports, grief cases, tickets, punishments.
BuilderSpawn, capitals, roads, dungeons, event areas.
DeveloperCustom 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

PhaseWorkRough duration
Phase 0 · DecideName, map, host, version, plugin base, kingdom list, Discord structure.1–2 days
Phase 1 · SetupInstall server, upload map, build spawn, configure plugins & permissions.2–5 days
Phase 2 · AlphaStaff/friends only. Test claims, economy, war rules, rollback, lag.3–7 days
Phase 3 · Closed BetaSmall group. First 5 days grace period, gather feedback.1–2 weeks
Phase 4 · Public BetaOpen to public with clear rules, tickets, staff roster, events.After a stable test
Phase 5 · Season 1Full 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.

CategoryExamplePurpose
Server corePaper / PurpurPerformance and plugin support.
Kingdom / TownyTowny Advanced + war/siege addonTowns, nations, claims, taxes, war base.
PermissionsLuckPermsRanks, staff and kingdom roles.
EconomyVault + economy pluginLinks money to shops, jobs and Towny.
Jobs / ShopsJobs, QuickShop / ShopkeepersPlayer economy and markets.
Moderation logsCoreProtectRollback and proof for grief/theft.
MapBlueMap / DynmapLive world map for claims and roleplay.
Anti-cheatGrimAC or paid anti-cheatKeeps PvP fair.
PerformanceSpark, ChunkyMeasure lag, pre-generate chunks.
DiscordDiscordSRVChat 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.