Federations
Nations band together in federations of up to six. Every nation in a federation is allied to every other: they fight on each other's side in sieges, share a bank, and have their own chat in game and on Discord. Federations are the only way to make allies.
Start a federation
- 1Found it
A nation leader or assistant uses
/fed create <name>. It's free, and your nation becomes the federation's leading nation. The whole server is told. Federations can't be founded while a battle session is running. - 2Invite nations
/fed invite <nation>. An invite lasts 3 days; take it back with/fed uninvite <nation>. - 3They join
The invited nation's leader or an assistant accepts with
/fed join <federation>, or turns it down with/fed deny <federation>. The invite message has [Join] and [Deny] buttons, and/fed inviteslists your nation's invites. Joining pays the first federation tax straight away, so the nation bank needs at least that much. - 4Stand together
Every nation in the federation is now allied to every other, in sieges, in chat and on the map.
Who does what
| Role | Which nation | What it can do |
|---|---|---|
| Leading nation | The nation that founded it | Everything a managing member can, plus: choose managing members, hand over leadership, set the tax, rename and disband |
| Managing member | Any nations the leading nation chooses, as many as it likes | Invite nations, kick regular members, withdraw from the bank, set the board and Discord link |
| Member | Every other nation | Deposit into the bank, federation chat, leave |
- Who speaks for a nationIts leader and its assistants, with exactly the same powers. Everyone else in the nation simply belongs to the federation.
- SizeUp to 6 nations, counting the leading nation.
- One at a timeA nation can be in one federation. An invite from another federation waits for its 3 days; you can accept it after leaving yours, or deny or ignore it.
- Managing members
/fed manager add <nation>and/fed manager remove <nation>(leading nation). A nation that leaves or is kicked loses the role. - Kicking
/fed kick <nation>. The leading nation can kick anyone; managing members can kick regular members, but not each other or the leading nation. - Leaving
/fed leave. The leading nation has to hand over leadership first with/fed transfer <nation>, which happens straight away. - If the leading nation goesIf it's deleted, the longest-standing managing member takes over, or the longest-standing member if there are no managing members. If its leader and assistants haven't played for 14 days, leadership passes at the next new day to the longest-standing managing member whose leader or assistants have played in that time, or else to the longest-standing such member.
- The last nationA federation whose last nation is gone ends, and anything in its bank goes to that last nation.
- No alliances outside
/n allydoesn't work any more and points you here./n allylistshows your federation partners.
The federation bank
Every federation has a bank. Gold moves between it and the members' nation banks, never through anyone's inventory. Its balance is public on the stats website.
- DepositAny member nation:
/fed deposit <amount>moves gold from your nation bank into the federation bank. - WithdrawThe leading nation and managing members:
/fed withdraw <amount>moves gold into your own nation bank. Each managing member can take out up to its share of the bank per day: the balance at the start of the day divided by the number of nations (a quarter in a 4-nation federation). The leading nation has no limit. - Bank log
/fed bankshows the balance, how much more your nation can withdraw today, and the last 50 deposits, withdrawals, taxes and upkeep payments, 10 to a page (/fed bank 2for the next). Every member can see it, and deposits and withdrawals are announced in federation chat. - Federation taxEvery member nation pays it from its nation bank into the federation bank at each new day, and once when it joins. It starts at 3 gold. The leading nation can set anything from 3 to 64 with
/fed set tax <amount>; a change applies from the new day after it's made, so everyone gets a day's notice. - UpkeepAt each new day the federation pays 3 gold for every member nation out of its bank. That gold leaves the game, like town and nation upkeep.
- Missed taxA nation whose bank can't pay the tax is removed from the federation and has to be invited back. If the federation is in a siege, the nation stays until the siege is over.
- Disbanding
/fed disband(leading nation). The bank is shared out equally between the member nations, and anything that doesn't divide evenly goes to the leading nation. The former members can't besiege each other for 2 days, the same as after leaving. The whole server is told. - Renaming
/fed set name <name>(leading nation) costs 10 gold from the federation bank. The Discord channel is renamed with it.
Federations in sieges
A federation changes who fights beside you, not how sieges work. Sieges, battle sessions, scoring and honor are all the same as on the Sieges page.
Fighting together
- Your partners fight for youIn any siege a member nation is part of, the soldiers of every partner nation are on that side. They can take and hold the banner, their kills and deaths count towards the score, they aren't bystanders, and they can use your side's siege spawn with /siegetp tp and fly in with Happy Ghast squads.
- Soldiers onlyOnly players with a war rank fight. A war rank still needs 3 days of honor in your own nation. Partners without one, and the residents of peaceful towns, are bystanders like everyone else.
- Siege spawnsOnly the attacking nation's leaders and generals and the defending mayor set their side's spawn. Partners use it but can't move it.
- No friendly fire at the frontInside a siege zone, federation partners can't hurt each other.
War rules
- Partners can't besiege each otherA siege against a town in a fellow member nation is refused.
- No leaving and attackingAfter a nation leaves, is kicked or is removed for missed tax, it and its former partners can't besiege each other for 2 days. Disbanding starts the same 2 days between all the former members.
- Allies never change mid-siegeWhile a member nation is attacking or being besieged, no nation can join or leave the federation, nobody can be kicked, and it can't disband. A nation that's attacking or defending in a siege can't join a federation until that siege is over.
- Battle sessionsWhile any battle session is running, no federation on the server changes members and no new federations are founded. Invites, deposits, withdrawals and other settings still work.
- No town hoppingWhile a federation is in a siege, residents can't leave their town to join a town in another member nation.
- OccupationsA nation holding an occupied town taken from another nation can't join that nation's federation, and that nation can't join the occupier's, until the occupation ends.
- Ending an occupationThe occupying nation's leader or an assistant can free a town it occupies with
/n release <town>. The town leaves the occupying nation and becomes independent, just as after a successful revolt; it doesn't go back to its old nation by itself. It can't be done while the town is under siege./n releaseon its own lists the towns your nation occupies. - Peaceful takeoversA nation can't take over a peaceful town that belongs to one of its federation partners.
- RevoltsRevolts work as usual. A revolt against a member nation counts as a siege the federation is in.
- AttacksEach nation can still run 2 attacks at once. A federation doesn't share or add to that.
- Siege newsWhen a battle session starts, the federation chat and its Discord channel get one message listing every siege the federation is in, and a short line when a member's siege starts or ends. Nation chat and nation Discord channels get the same for their own nation's sieges.
Enemies and trade
- Shared enemiesWhen a member declares a nation an enemy with
/n enemy add <nation>, every member becomes its enemy. Only the nation that declared it can take it back, and a shared enemy stays as long as any member still declares it. A nation that leaves keeps its own enemies and drops the shared ones. - Make peace firstA nation can't join a federation while it and a member nation are enemies, whichever side declared it. Partners can't declare each other enemies.
- Trade warEmbargoes, sanctions and tariffs work as normal, even between partners. See Trade war.
Outside siege zones
- Partners can fightPlayers in different nations of the same federation can fight each other wherever PvP is on. Your own town and your own nation are still protected.
- BountiesYou can put a bounty on a partner, and it pays out if they're killed outside a siege zone. See Bounties.
Chat, Discord and the map
- Federation chat
/fc(or/ac) switches your chat to every nation in your federation;/fc <message>sends just one message. Your nation title shows before your name, or your town title if you don't have one./showand the other item commands work in it too. - DiscordLink your account with
/discord linkand you get a private channel for your federation under Towns & Nations on the Meridian Discord, connected both ways with federation chat. Managing members can add the federation's own Discord invite with/fed set discord <invite>; anyone can see it with/fed discord. - Board
/fed set board <text>sets a message of up to 200 characters, shown on/fed infoand the stats website and announced in federation chat./fed set board noneclears it, and/fed set discord noneremoves the Discord link. - In chatHover over the [Nation|Town] tag in chat to see which federation a player's nation belongs to. Town and nation screens show it too.
- TravelPartners can use
/n spawnto each other's capitals, and/t spawnto partner towns that let the federation in (/t spawnaccess federation on). - On the mapTurn on the Federations layer on the live map to see every federation's towns in one colour; each federation gets its own colour automatically. Hovering over a town on the map shows its federation, and so does the town card you get by clicking it.
- On the webEvery federation has a page on the stats website: its nations, bank, board and siege record.
Commands
| Command | What it does | Who |
|---|---|---|
/fed create <name> | Found a federation (free) | Any nation not in one |
/fed invite <nation> | Invite a nation (lasts 3 days) | Leading and managing |
/fed uninvite <nation> | Take an invite back | Leading and managing |
/fed invites | Your nation's open invites, with Join and Deny buttons | Anyone in a nation |
/fed join [federation] | Accept an invite (the name can be left out if there's only one) | The invited nation |
/fed deny <federation> | Turn an invite down | The invited nation |
/fed leave | Leave the federation | Any member but the leading nation |
/fed kick <nation> | Remove a nation | Leading and managing |
/fed manager add|remove <nation> | Make or unmake a managing member | Leading |
/fed transfer <nation> | Hand over leadership | Leading |
/fed deposit <amount> | Nation bank → federation bank | Any member |
/fed withdraw <amount> | Federation bank → your nation bank | Leading and managing |
/fed bank [page] | The balance and the last 50 bank entries | Any member |
/fed set tax <amount> | Set the daily tax (3 to 64) | Leading |
/fed set board <text> | Set the board | Leading and managing |
/fed set discord <invite> | Set the federation's Discord invite | Leading and managing |
/fed discord [federation] | Show a federation's Discord invite | Anyone |
/fed set name <name> | Rename it (10 gold from the federation bank) | Leading |
/fed disband | Disband it and share out the bank | Leading |
/fed info [federation] | Members, roles, bank, tax and board (yours if you leave the name out) | Anyone |
/fed list | Every federation | Anyone |
/fed help | Every federation command | Anyone |
/fc [message] | Federation chat | Any member |
/n release <town> | End your nation's occupation of a town | Nation leader and assistants |
MERIDIAN