# Town & Nation Levels

##

## General Info

{% hint style="warning" %}

* Very Active: 3.50&#x20;
* Active: 2.5&#x20;
* Regular: 1.50
* &#x20;Irregular: 0.50&#x20;
* Inactive: 0.0
  {% endhint %}

{% hint style="info" %}
Town Perks will always be overwritten by Nation perks.\
Nation Perks are in general better then the Town Perks.
{% endhint %}

{% hint style="danger" %}
**Required Bank balance is the amount of money a claim should have in it's balance at all times!**\
**If you go below this amount your town or nation level will drop.**\
\&#xNAN;*Example: If you upgrade your land to level 2 for 7500$ Make sure you have atleast 10000$ to have the 2500$ required Bank balance!*
{% endhint %}

## Towns

### Level 1: **Homestead** &#x20;

*We want there to be a clear divide between one man towns or friendship towns (towns only inhabited by a small circle of friends), and actual settlements that should be respected and recognised as such. For this reason, all lands start as ‘Homesteads’, a fitting term for one man towns and tiny hamlet like towns inhabited by a small group of friends.*

{% hint style="info" %} <mark style="color:green;">**Perks:**</mark>**&#x20;**&#x20;

* None

<mark style="color:blue;">**Requirements:**</mark>&#x20;

* None
  {% endhint %}

### Level 2: **Settlement**&#x20;

*A settlement represents the breakthrough point where a land is no longer a solo gig and is actually inhabited by other players. This is the only level that has a member count requirement, so that it cannot be achieved by 1-2 very active players, but requires 3 actual players. The benefits are very small, as the requirements are also small. The primary purpose of this level is to indicate a land is an actual prospective town and not a solo act.*

{% hint style="info" %} <mark style="color:green;">**Perks:**</mark>&#x20;

* +3 Extra bonus chunks for your land
* -5% upkeep cost

<mark style="color:blue;">**Requirements:**</mark>

* &#x20;Trusted Players: 3
* Claimed Chunks: 7
* Upgrade Cost: 7 500$
* Bank Balance: 2 500$
  {% endhint %}

### Level 3: Village

&#x20;*A village is the first real foray into having to manage and maintain a town’s activity index. The requirement is rather simple, an activity index of 9.0 is needed. This means 3-4 active players are able to maintain the needed index, but more than likely the town is going to need more members than that to keep it above the threshold. The cost to upgrade to this level starts to become substantial, encouraging land owners to wait until they are capable of keeping the land requirements in check reliably before taking the $30,000 plunge to upgrade. The additional chunks is to give a reason for leveling up when a land is a part of a nation, since upkeep discounts don’t apply at that point. A village is also the minimum level needed to create a nation, a major milestone and political move which should be backed by actual potential, proven by the land owner’s ability to make it this far.*

{% hint style="info" %} <mark style="color:green;">**Perks:**</mark>&#x20;

* +8 Extra bonus chunks for your land
* -10% upkeep cost
* Ability to create a Nation

<mark style="color:blue;">**Requirements:**</mark>

* &#x20;Activity Index:  9
* Claimed Chunks: 15
* Upgrade Cost: 30 000$
* Bank Balance: 10 000$
  {% endhint %}

### Level 4: Town

*Becoming a town represents a major milestone where there is evidence of significant recruiting, growth, and financial acquisition. The upgrade cost is significant, land owners should exercise caution before upgrading to this level, otherwise they may lose the level along with the hefty upgrade cost if they cannot manage the requirements continuously.*&#x20;

{% hint style="info" %} <mark style="color:green;">**Perks:**</mark>&#x20;

* +15 Extra bonus chunks for your town
* -25% upkeep cost

<mark style="color:blue;">**Requirements:**</mark>

* &#x20;Activity Index:  12
* Claimed Chunks: 30
* Upgrade Cost: 75 000$
* Bank Balance: 20 000$
  {% endhint %}

### Level 5: City

*A city indicates the massive progression of a land. Requiring people to work together to obtain the required money for upkeep, and upgrade costs. it is mostly about numbers, the requirements get exponentially steeper as a town reaches higher levels.*

{% hint style="info" %} <mark style="color:green;">**Perks:**</mark>&#x20;

* +25 Extra bonus chunks for your town
* -40% upkeep cost

<mark style="color:blue;">**Requirements:**</mark>

* &#x20;Activity Index:  20
* Claimed Chunks: 75
* Upgrade Cost: 200 000$
* Bank Balance: 75 000$
  {% endhint %}

### Level 6: Metropolis

The biggest achievement when it comes to a land. This land level will require active people, money for upkeep, claims, and enough reserve in your treasury.

{% hint style="info" %} <mark style="color:green;">**Perks:**</mark>&#x20;

* +40 Extra bonus chunks for your town
* -60% upkeep cost

<mark style="color:blue;">**Requirements:**</mark>

* &#x20;Activity Index:  32
* Claimed Chunks: 100
* Upgrade Cost: 1000 000$
* Bank Balance: 100 000$
  {% endhint %}

## Nations

### Level 1: League

*A league in this case represents the beginning of a collaboration between different groups, the initial stages of collaboration. The reason the upkeep bonus starts at -20% is because of how upkeep works. Lands that are in a nation do not pay any upkeep, instead their raw chunk upkeep costs are handed over to the nation’s upkeep costs and the nation must pay it instead of the land. ( which means only the nation’s upkeep bonus applies now ) To prevent upkeep costs suddenly increasing when a town of the minimum required level decides to make a nation, the nation mirrors the minimum required level’s upkeep bonus. That being said, if a higher level town makes a nation, they are going to be hit hard by the increased upkeep costs of their own chunks since they likely had a bigger upkeep bonus than the nation’s starting 20%.*

{% hint style="info" %} <mark style="color:green;">**Perks:**</mark>&#x20;

* +3 Extra bonus chunks for all towns.
* -20% upkeep cost

<mark style="color:blue;">**Requirements:**</mark>

* &#x20;None
  {% endhint %}

### Level 2: Coalition

*A coalition is where the nation starts to provide significant bonus chunks capacity to member lands.*

{% hint style="info" %} <mark style="color:green;">**Perks:**</mark>&#x20;

* +6 Extra bonus chunks for all towns.
* -25% upkeep cost

<mark style="color:blue;">**Requirements:**</mark>

* &#x20;Activity Index:  18
* Required lands: 2
* Claimed Chunks: 75
* Upgrade Cost: 100 000$
* Bank Balance: 20 000$
  {% endhint %}

### **Level 3: Federation**

*At federation level, special effects begin to apply.*

{% hint style="info" %} <mark style="color:green;">**Perks:**</mark>&#x20;

* +15 Extra bonus chunks for all towns.
* -30% upkeep cost
* Speed Effect: 1

<mark style="color:blue;">**Requirements:**</mark>

* &#x20;Activity Index:  20
* Required Lands: 3
* Claimed Chunks: 100
* Upgrade Cost: 100 000$
* Bank Balance: 20 000$
  {% endhint %}

### Level 4: Nation

{% hint style="info" %} <mark style="color:green;">**Perks:**</mark>&#x20;

* +20 Extra bonus chunks for all towns.
* -35% upkeep cost
* Speed Effect: 1
* Doplhins Grace Effect: 1
* *Possible effects at once: 1*

<mark style="color:blue;">**Requirements:**</mark>

* &#x20;Activity Index:  26
* Required Lands: 4
* Claimed Chunks: 150
* Upgrade Cost: 400 000$
* Bank Balance: 75 000$
  {% endhint %}

### **Level 5:Empire**

{% hint style="info" %} <mark style="color:green;">**Perks:**</mark>&#x20;

* +30Extra bonus chunks for all towns.
* -50% upkeep cost
* Speed Effect: 1
* Doplhins Grace Effect: 1
* Haste Effect: 1
* Night Vision
* Luck Effect: 1
* *Possible effects at once: 2*

<mark style="color:blue;">**Requirements:**</mark>

* &#x20;Activity Index:  36
* Required Lands: 6
* Claimed Chunks: 220
* Upgrade Cost: 1000 000$
* Bank Balance: 150 000$
  {% endhint %}
