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On this page
  • Maintaining Upkeep
  • Failing Upkeep
  • Calculating Upkeep
  1. Gameplay Mechanics
  2. Towny

Upkeep

How upkeep is calculated.

PreviousLocksNextQuarters

Last updated 7 months ago

Introduction

Upkeep on United Lands is different from every other server! We have a hand crafted algorithm that considers many more factors than just size. This allows for a more dynamic town borders and a deeper gameplay experience.

Maintaining Upkeep

As is known, towns cost 8,000G to found and it requires an additional amount of money every real-life day (taken at 12:00 UTC). To ensure there is money in the town bank for upkeep to be taken out of, deposit money with /t deposit [Amount], you can later withdraw that money with /t withdraw [Amount] - these commands can be done in either a home or bank plot.

You can see your upkeep in the /t screen. The time until the next upkeep can be checked with /towny time.

Failing Upkeep

If a town fails to pay it's upkeep it is put in a ruined state. In this state it cannot function like a normal town, but still exists. Any resident can reclaim the town for 8,000G and return it to normal. If a town is not reclaimed after 72 hours it is deleted.

Ruined towns are able to be raided, and locks do not work inside them.

For every chunk of land claimed with /t claim 16G is added to your upkeep per day, it costs 48G to claim 1 chunk. For every 25 chunks your town owns the total upkeep is increased by 20%. To offset this, the total upkeep is decreased by 20% for every 2 residents in the town. This means towns with a good land to resident balance will be able to expand a lot quicker and cheaper than towns that don't.

Calculating Upkeep

Below is a simplified version of how upkeep is calculated. You can use this as a reference point to understand where we get our numbers from.

For every chunk of land claimed with /t claim, 6G is added to your upkeep per day, it costs 48G to claim one chunk. For every 25 chunks your town owns the total upkeep is increased by an additional 10%. For every 2 residents in the town overall upkeep is decreased by 40%. Therefore, it is best to keep a good land and resident ratio to be able to expand faster and cheaper than others.

# These variables are the same for both town and nation upkeep calculations. 
upkeepVariables:
  # The base upkeep price per plot in which all calculations are based off. 
  baseUpkeepPrice: 6
  # The amount of claims that the upkeep percentage increases at.
  riseAt: 25
  # The amount that the upkeep decreases it (residents). If set to 2, then every 2 residents the upkeep will decrease by 0.04 or as configured above
  fallAt: 2
  # The percentage that the upkeep increases by when a town reaches the plot amount in riseAt.
  riseStep: 0.10
  # The percentage that the upkeep decreases by everytime a town reaches the required amount of residents in fallAt.
  fallStep: 0.40

# Multipliers are added at the end of a town calculations and will decrease the final upkeep by the designated amount dependant on power status and/or territorial war toggles.
Multipliers:
  # Multipliers that effect town upkeep, all in percents. 
  town:
    # Towns with only a power status.
    major: 0.3
    minor: 0.6
    # Towns with a power status and territorial wars enabled.
    majorTerritorialWar: 0.1
    minorTerritorialWar: 0.4
    # Towns with only territorial wars enabled.
    territorialWar: 0.8
  # Multipliers that effect nation upkeep, all in percents. 
  nation:
    major: 0.3
    minor: 0.6

# Extremely simplified version of the upkeep calculations
upkeepCalculations:
  # Town calculation
  town:
  - (((upkeep per claim) * (town claim count - town bonus claims)) * (rise mod / fall mod) - (nation discount)) * (modifiers)
  # Nation calculation
  nation:
  - (1 / number of towns) * ((base nation upkeep) * (rise mod / fall mod)) * (nation claim count) * (modifiers)
🎮
Non-discounted upkeep is shown with a strikethrough, your real upkeep is highlighted in yellow.
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