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Upkeep

How upkeep is calculated.

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.

Non-discounted upkeep is shown with a strikethrough, your real upkeep is highlighted in yellow.

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.

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)

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