Minor Powers
United Land's most influential nations.
This page is for an unreleased feature and may not reflect the final product. Join our Discord for updates.
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 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 Discord and complete the application form. Please note that the Admin team are responsible for the final decision, you are not guaranteed the position even if all criteria are met, however you will be provided a reason why.
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 depending on your nation's lore.
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.
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.
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.
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.
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.
Larger claims must be governed by a town, outpost claims are reserved for small areas. Outposts cannot be entirely inland unless they have connecting infrastructure to an existing claim.
You must be able to explain and justify the existence of claims and outposts and how they fit into the lore of your nation.
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 ticket to receive confirmation.
Documented
A reasonably sized player-wiki article will be required for your nation and any major towns.
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.
Rewards
It is apparent that becoming a Major 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.
An additional 10% can be gained if your nation is open to territorial wars.
Custom government type (Coming Soon).
Custom map icon for every town in the nation - redeemable through Discord (Coming Soon).
These icons must follow a consistent design to indicate they belong to the same nation, but can also include unique elements to distinguish the individual town.
Bonus claim transfer ability - redeemable through Discord (Coming Soon).
A small display at Spawn (Coming Soon).
Ability to create relics (Coming Soon)
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.
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