Four nation systems load their content from datapacks. All four hot-reload with /reload, and in
every case the file name is the id. See Datapack overview for pack
setup.
| Content | Folder |
|---|---|
| Achievements | data/elitetensura/nation_achievements/ |
| Perks | data/elitetensura/nation_perks/ |
| Missions | data/elitetensura/nation_missions/ |
| Spawner tiers | data/elitetensura/nation_spawner_tiers/ |
Achievements and missions both measure the same set of nation-wide values. This is the shared
vocabulary:
| Metric | Meaning |
|---|---|
population |
Members in the nation |
territory |
Claimed chunks |
total_ep |
Combined EP of all members, online and offline |
awakened_count |
Members who have awakened |
hero_count |
True Heroes |
demon_lord_count |
Demon Lords |
nation_level |
Current level |
records_obtained |
Records earned by members |
world_events |
World events participated in |
achievements_earned |
Nation achievements already earned |
missions_completed |
Missions completed, lifetime |
Permanent nation-wide milestones that grant bonuses to every member.
{
"display_name": "Great Migration",
"rarity": "epic",
"world_first": false,
"hidden": false,
"lore": "They came in numbers the old maps never accounted for.",
"conditions": [
{ "type": "population", "min": 20 },
{ "type": "territory", "min": 100 }
],
"bonuses": [
{ "type": "attribute", "attribute": "minecraft:generic.max_health",
"operation": "add_value", "value": 4.0 }
]
}
| Field | Meaning |
|---|---|
display_name |
Defaults to the id |
rarity |
common through divine — shares the record rarity scale |
world_first |
Only the first nation to earn it claims it, announced globally |
hidden |
Not shown until earned |
lore |
Flavour text |
condition / conditions |
One object, or an array. All must pass |
bonuses |
Applied to every member ranked Member or above |
Each condition is { "type": "<metric>", "min": <number> }. A single "condition" object is
accepted as shorthand for a one-entry list.
Bonuses take the same two shapes used elsewhere:
{ "type": "attribute", "attribute": "minecraft:generic.attack_damage",
"operation": "add_value", "value": 2.0 }
{ "type": "effect", "effect": "minecraft:haste", "amplifier": 0, "permanent": false }
Nation bonuses are suspended while the nation is in upkeep debt — see
Treasury & economy. The achievement stays earned; only the bonus waits.
Timed, purchasable nation-wide buffs.
{
"display_name": "War Footing",
"description": "Boosts the nation's fighting strength for one hour.",
"cost_cents": 850000,
"duration_seconds": 3600,
"bonuses": [
{ "type": "attribute", "attribute": "minecraft:generic.attack_damage",
"operation": "add_multiplied_total", "value": 0.1 }
]
}
| Field | Meaning |
|---|---|
cost_cents |
Price in cents — 850000 is $8,500 |
duration_seconds |
How long it lasts once bought |
bonuses |
Same shapes as achievements |
Note the unit: cost_cents, not dollars. The built-in perks cost 850,000 cents for one hour.
Perks require the economy, which requires the banking mod. Without it, perks
cannot be bought at all.
Cyclical objectives. See Missions for how the cycle behaves.
{
"display_name": "Expand the Borders",
"description": "Claim new territory for the nation.",
"metric": "territory",
"mode": "delta",
"min": 5,
"per_member": 0.5,
"min_level": 1,
"max_level": 8,
"weight": 10,
"rewards": { "reputation": 15, "cents": 50000 }
}
| Field | Meaning |
|---|---|
metric |
Which nation metric to measure |
mode |
delta (increase it by the threshold) or absolute (reach that value) |
min |
Base threshold |
per_member |
Added to the threshold per member, frozen at the cycle roll |
min_level / max_level |
Only offered to nations in this level band |
weight |
Draw weight relative to other eligible missions |
rewards |
reputation and cents |
Three things to get right:
delta is almost always what you want. An absolute mission is instantly complete for anymin + per_member × population, calculated when the cycle rolls.per_member so a large nation is asked for proportionally more.Cash rewards are silently skipped when the economy is off, so a mission with only a cents
reward becomes worthless on those servers. Always give some reputation too.
Gates player-placed spawners by nation level.
{
"allowed_mobs": "elitetensura:nation_spawn/tier1",
"level": 1,
"max_active_mobs": 4
}
| Field | Meaning |
|---|---|
allowed_mobs |
An entity type tag listing what this tier may spawn |
level |
Minimum nation level to use it |
max_active_mobs |
Cap on live mobs from one spawner |
Five tiers ship by default. Because allowed_mobs is a tag, extending a tier is usually a matter
of adding entries to that tag rather than editing this file.
Spawner gating requires its own server setting to be enabled, separately from the nation system.