Nations can hold money. The treasury funds level-ups, perks, war declarations and
contracts — and it is drained every day by upkeep, so a nation has to keep
earning.
The economy requires the Ultimate Banking System mod and must be enabled by your server. If
it is off, nations work exactly as described on the Nations page: levels
come from score alone and there is no treasury at all.
Open the Treasury tab of the Nation screen, or use /etnation treasury.
| Source | How it works |
|---|---|
| Member deposits | Anyone can pay into the treasury with /etnation treasury deposit |
| Pickup tax | A slice of every member’s cash pickup is taxed automatically |
| Territory income | Paid periodically, scaling with claimed chunks and nation level |
The pickup tax is split two ways: 5% to your nation’s treasury, and 10% into the central
bank reserve — a server-wide money sink that removes currency from circulation. Both halves
are suspended while a Tax Holiday perk is active.
Territory income is your reliable baseline. It is paid on the same periodic tick that
recalculates your nation, and it is never suspended, even when you are in debt — that is
what makes recovery possible.
Once the economy is active, nation levels are purchased, not granted. You still need the
score to qualify, but you also pay:
/etnation levelup
The cost grows with each level. Levels you already had before the economy was enabled are kept.
Perks are timed, nation-wide buffs bought from the treasury. Six ship built in:
| Perk | Effect |
|---|---|
| War Footing | Combat support for wartime |
| Swift Hands | Faster work |
| Stone Skin | Defensive buff |
| Deep Claims | Territory benefit |
| Tax Holiday | Suspends both halves of the pickup tax |
| Veterans’ Discount | Halves the cost of declaring war |
/etnation perks
/etnation perks buy <id>
Perks expire on a timer shown live in the Perks tab. Servers can add their own — see
Nation content datapacks.
Declaring war costs money, halved by Veterans’ Discount. Winning
one takes a percentage of the loser’s treasury as spoils. Posting a
contract or bounty escrows its reward from the treasury.
Every day your nation is billed:
(50 per claimed chunk) + (100 × nation level) per day, by default.
Both figures are server-configurable. The bill scales with what you hold, so a sprawling
empire costs more to run than a compact one. As a rough guide the built-in numbers put upkeep
at roughly half your income at level 1, falling to about a third by level 20 — it exists to
stop treasuries sitting idle, not to cap growth.
Two mercies are built in:
Check what you owe and when it is next due in the Treasury tab or with /etnation treasury.
If a bill lands and you cannot pay, your treasury goes negative. That is debt, and it is
serious:
Achievements and missions you complete while in debt are still earned and recorded. Only
their bonuses wait.
Territory income keeps flowing while you are in debt, and members can still deposit. The moment
your balance is back at or above zero, bonuses are restored automatically and the Voice
announces the recovery. There is no penalty beyond the time spent suspended.
The practical advice: watch the next-bill countdown, and do not spend your buffer down to zero
right before a bill. A nation that buys a perk the hour before upkeep is a nation about to lose
all its bonuses.
While your nation is in an active war, treasury withdrawals are locked (configurable). You
can still deposit, earn and pay upkeep — you just cannot drain the treasury to deny an enemy
their spoils. Plan your war chest before you declare.
Disbanding a nation refunds its treasury to the founder’s bank account.