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  • What are Minor Powers?
  • Criteria
  • Examples
  • Rewards
  • Punishments
  1. Powers

Minor Powers

United Land's most influential nations.

PreviousMajor PowersNextArmour Stand Editor

Last updated 1 month ago

What are Minor Powers?

The powers system is a mechanic in place to encourage geopolitical play. Powers represent the server's elite nations and encapsulate the ideal community member. Not only is having a power rank a symbol of status, wealth, and influence, it also comes with many benefits to reward this type of playstyle.

Minor Powers are the intermediary force on the server, much more significant than the average nation but perhaps don't have enough raw power to go against many of the more established entities. Minor powers fill the gap between a basic nation and the server's elite, plugging a geopolitical void and rewarding more alternative playstyles. If your nation is more focused on financial and diplomatic goals then you are likely a Minor Power.

The distinguishing feature between Minors and Majors is that Minor powers can remain neutral.


Criteria

For your application, in addition to the below stated criteria, you must explain how your nation influences the region you are in (i.e. is relevant). This is a very open requirement but your nation must have some sort of economic, diplomatic, political, military, or cultural feature that is important to the lands outside your nation. You only need to fulfil one of the listed criteria, but having more can only strengthen your case.

The Admin team are responsible for the final decision, you are not guaranteed a position even if all criteria are met. You will, however, be given an exact reason as to why and how to remedy it.


  1. Dominant

  • Your nation must be the dominant force in your area, this does not mean the only nation.

  • You can achieve dominance in multiple ways, usually through force or diplomacy.

    • Beating all the nearby nations and towns in a war will be an acceptable display of force.

    • Diplomatic dominance can be achieved through negotiating alliances or other treaties with all local towns and nations.

If you are the only nation in the area, you may be given an alternative task to show dominance, in-line with your nation's lore.


  1. Active

  • You must house a reasonably active population (minimum of 1-2) across your nation.

  • This includes the nation leader and ideally most of the town mayors.

  • All towns must have publicly accessible town spawns.


  1. Serious

  • Your nation must be based on an existing/historical entity or believable fiction.

    • No joke names or themes can be present.

  • Realistic and defined system of government.

    • While we will accept more outlandish forms of government not likely to work in real life, they must be grounded to an extent.


  1. Stable

  • No sign that the nation will be disbanded or change drastically in the near future.

  • Your nation must be stable both ideologically and governmentally. Nations that change direction or lose towns often will not qualify.


  1. Beautiful

  • Consistent and topical build theme based on the local region or nation's chosen culture. Towns must expand at a reasonable rate with new constructions happening.

  • While subjective, your build style and skill must be considered at least 'good' by the Staff team.


  1. Logical

  • All territories claimed by your nation must make sense within your nation's lore and context, both internal and external border must be consistent. Unclean borders are not allowed.

  • Outposts are reserved for small coastal or island claims. Large and distant outpost claims must be governed by a town.

    • Generally, entirely inland outposts are disallowed, however certain exceptions can be made via ticket application.

    • Outposts must be connected to their owning town via infrastructure, this is usually by road or port.

  • You must be able to explain and justify the existence of claims and outposts and how they fit into the lore of your nation.


  1. Documented

  • This article will be examined by Staff and used as a reference when judging other parts of your nation, so ensure it is complete and of high quality.


Examples

Section 6

[Fictional Nation] A colonial-themed European nation would have rights to claim overseas territories for use as colonies, such as resource production and settlement. If settling the Caribbean, smaller islands such as St. Lucia may remain outposts but larger ones like Jamaica would need to be governed by a town.

[Real Nation] The merchant republic of Venice can justify occupying key trading areas across the Mediterranean (and perhaps beyond) to establish communities and safeguard the flow of goods. Smaller islands and key river estuaries can be outposts but larger, more influential areas such as the Suez Canal or Crete must be owned by towns.

Regional Influence

Please note this is not an exhaustive list, these are just some ideas that can give some direction.

  • Economic: A popular player warp that provides a large international or domestic trade hub.

  • Diplomatic: You engage with other nations and towns frequently and have ties with other players far beyond your immediate nation. Embassies, markets, collaborative construction projects, etc.

  • Political: Your nation is a strong example of political rigidity and ideology, the nation displays a powerful government that has clear constitutions and laws accompanied with an ideology that is clear and followed. You use your centralised government to create a tight and unified nation that can easily mobilise toward any objective.

  • Military: You have a strong militaristic culture and presence and won several wars and skirmishes with other nearby towns and nations. People avoid fighting your nation and the threat of your nation entering a war has a real impact on wider conflicts.

  • Cultural: Your nation represents a cultural union for the people you represent, people of the same culture flock to join your nation. This is represented in your architecture, projects, government, and more. You are the uncontested representative of your people.


Rewards

It is apparent that becoming a Minor Power requires a lot of work and dedication, those who meet the criteria can enjoy the following benefits:

  • 40% upkeep reduction across all towns in the nation.

  • A custom emoji of your nation's flag for the Minecraft and Discord server.

  • Bonus claim transfer ability.

Future Rewards

A list of planned rewards that every Minor nation will be eligible for.

  • Custom government types.

  • Small display at Spawn.

  • Ability to create relics.


Punishments

If, for whatever reason, your nation has a power status and no longer meets one or more criteria; Staff will investigate and potentially issue a warning. We will allow time for your nation to re-meet the expectations.

If you no longer meet one or more criteria for an extended period of time (context dependent) you will lose the status.

For your nation to qualify as a Minor Power, it must fulfil the below criteria. If you believe you are ready, please open the relevant ticket in the support section of our and complete the application form.

Claims will be rigorously monitored by staff, if you are unsure if a claim will make you ineligible for a Power status, please contact Staff through a compliance ticket to receive confirmation.

A reasonably sized article will be required for your nation and any major towns.

A total of 60% reduction if your town is open to .

A custom icon for your capital city (or city with equivalent importance) on the .

To redeem it, open a ticket on with the following: A 32x32 pixelart icon (akin to a coat of arms) for your nation and a few words for a hover-over tooltip.

To redeem it, open a ticket on with the following: A 128x93 png of your nation's flag (max size 256kb).

To redeem it, open a ticket on .

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Members of minor nations will have a tag in their /t screen.
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