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B.03 — Towns & nations

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

  1. 1
    Found 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.

  2. 2
    Invite nations

    /fed invite <nation>. An invite lasts 3 days; take it back with /fed uninvite <nation>.

  3. 3
    They 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 invites lists your nation's invites. Joining pays the first federation tax straight away, so the nation bank needs at least that much.

  4. 4
    Stand together

    Every nation in the federation is now allied to every other, in sieges, in chat and on the map.

Who does what

RoleWhich nationWhat it can do
Leading nationThe nation that founded itEverything a managing member can, plus: choose managing members, hand over leadership, set the tax, rename and disband
Managing memberAny nations the leading nation chooses, as many as it likesInvite nations, kick regular members, withdraw from the bank, set the board and Discord link
MemberEvery other nationDeposit 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 ally doesn't work any more and points you here. /n allylist shows 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 bank shows 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 2 for 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 release on 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. /show and the other item commands work in it too.
  • DiscordLink your account with /discord link and 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 info and the stats website and announced in federation chat. /fed set board none clears it, and /fed set discord none removes 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 spawn to each other's capitals, and /t spawn to 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

CommandWhat it doesWho
/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 backLeading and managing
/fed invitesYour nation's open invites, with Join and Deny buttonsAnyone 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 downThe invited nation
/fed leaveLeave the federationAny member but the leading nation
/fed kick <nation>Remove a nationLeading and managing
/fed manager add|remove <nation>Make or unmake a managing memberLeading
/fed transfer <nation>Hand over leadershipLeading
/fed deposit <amount>Nation bank → federation bankAny member
/fed withdraw <amount>Federation bank → your nation bankLeading and managing
/fed bank [page]The balance and the last 50 bank entriesAny member
/fed set tax <amount>Set the daily tax (3 to 64)Leading
/fed set board <text>Set the boardLeading and managing
/fed set discord <invite>Set the federation's Discord inviteLeading and managing
/fed discord [federation]Show a federation's Discord inviteAnyone
/fed set name <name>Rename it (10 gold from the federation bank)Leading
/fed disbandDisband it and share out the bankLeading
/fed info [federation]Members, roles, bank, tax and board (yours if you leave the name out)Anyone
/fed listEvery federationAnyone
/fed helpEvery federation commandAnyone
/fc [message]Federation chatAny member
/n release <town>End your nation's occupation of a townNation leader and assistants
Federation names are 3 to 24 letters, numbers or underscores, must be unique, and go through the chat filter. /fed is short for /federation. Leaving, kicking, transferring, renaming and disbanding ask you to confirm first.