Missions are recurring objectives handed to your nation on a fixed cycle. Completing them earns
reputation, treasury money and score — and clearing the whole set earns a nation-wide buff until
the next cycle.
Missions do not require the economy or the banking mod. Their cash rewards simply do nothing
if there is no treasury to pay into.
Open the Missions tab in the Nation screen, or use /etnation missions.
Every nation on the server rolls its missions at the same moment, on a 7-day cycle by
default. Your nation draws 3 missions per cycle.
At the moment of the roll, the game snapshots every tracked nation statistic. From then on:
This distinction matters. A delta mission cannot be completed by standing still, and it cannot
be cheesed by having already been large when the cycle started.
Thresholds are frozen at the roll. They are calculated from your population at that moment,
so recruiting ten people mid-cycle does not move the goalposts — in fact it makes the existing
targets easier.
Progress is checked automatically and missions auto-complete. There is no claim step.
Each mission pays:
That counter is permanent and feeds three things: your nation’s score (and therefore level),
a nation achievement condition, and a column in the Standings tab.
Completing every mission in a cycle grants a nation-wide buff to all members, lasting until
the next roll. Your server chooses which perk that is — some servers leave it off.
If your server updates its mission list, the change takes effect at the next roll. A cycle
already in progress keeps the missions it drew, so a datapack reload can never scramble work
your nation has already put in.
/etnation missions — current cycle, progress and time remainingServer admins can reroll or advance the cycle via /etadmin nation missions.