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Influence Claims is a custom claims plugin that protects land based on use. By building, crafting, brewing, enchanting, or smelting inside a chunk, you can generate Influence for your city, which provides protection from outside forces in that chunk. Simply create a city and start playing to begin generating Influence!
- To create a city, use the command /CityCreate [City Name]. Your city name can be as long as you choose and may contain spaces, but keep in mind that you or other players may need to refer to your city by name when using certain commands.
- To invite players to your city, use /CityInvite [Username]
- To join a city, use the command /CityAccept to generate a clickable list of your city invites, or use /CityAccept [name] to accept an invite from a specific city.
- To begin generating Influence and protecting your land, simply start playing! More information on Influence will be provided under Influence.
The amount of Influence your city has in a chunk determines the level of protection that chunk will receive. Influence is gained by playing Minecraft as you normally would: building, crafting, brewing, enchanting, and smelting all provide Influence! There are two types of Influence: Temporary and Permanent.
- Temporary Influence is earned by placing blocks, crafting, brewing, enchanting, or smelting inside a chunk. Temporary Influence provides a buffer that protects your chunks, and puts Pressure on neighboring chunks but is depleted more quickly than Permanent Influence.
- Permanent Influence can only be earned by placing blocks inside a chunk. Whenever Permanent Influence is earned, an equal amount of Temporary Influence will also be earned. Permanent Influence is more difficult to lose, and will slowly be depleted only when the city runs out of Temporary Influence.
- More valuable blocks and items provide more Influence, so placing a diamond block will provide more Influence than placing a dirt block, and crafting diamond tools will provide more Influence than crafting wooden tools. The value of blocks and items is configurable.
- Chunks must meet the minimum claim threshold for partial protection and meet the maximum claim threshold for full protection. Partial protection randomly stops blocks from being broken or placed Total Claims / Maximum Claim percent of the time. Minimum and maximum claim thresholds are configurable.
- The amount of Influence present in a given chunk can be seen by standing in that chunk and using the command "/CityChunk".
War Fatigue is a modifier that increases the amount of Influence a city loses based on the number of times their citizens have died to enemies. By default, Fatigue increases by 10% for kills by hostiles and 5% for kills by neutrals. Kills inside arena plots or to non-player causes do not cause Fatigue. Fatigue recovers over time, at a rate of 10% per 6 hours.
- Every few hours, Pressure and Decay will be calculated and assessed to all chunks. The timing of this is configurable.
- The total pressure put out by a chunk is equal to 1% of its Temporary Influence plus 1% of its Permanent Influence. This amount of Temporary Influence is removed from the generating chunk. 8/9ths of this Temporary Influence and all of the Permanent Influence is divided equally between all neighboring chunks. The remaining 1/9th will harden into Permanent Influence in the chunk.
- All chunks will lose at least DecayConstant Influence each time Pressure is assessed. If a chunk does not gain any Influence after a configurable length of time, its decay will be boosted by a configurable amount per day.
- When a chunk runs out of Temporary Influence, Permanent Influence will be deducted instead.
- If a chunk falls below the total Influence threshold for protection, it will lose that protection.
- To receive a notification when a chunk you have claimed passes below one of the claim thresholds, use /ChunkMonitor while standing in that chunk.
To use a Pressure Beacon, build a normal pyramid below it and place a chest directly above it. Place items in the chest and they will be converted directly into pressure on nearby chunks every 15 minutes with a range determined by their pyramid level. A Pressure Beacon with a level 4 pyramid will have a 4 chunk radius, while a level 1 pyramid will have a 1 chunk radius. Pressure beacons will first target hostile chunks, then neutral chunks, then wilderness chunks, then your own chunks.
Crafting recipe and setup:

Cities are the core of Influence Claims, and allow groups of players to claim land based on Influence.
- To create a city, use the command /CityCreate [City Name]. Your city name can be as long as you choose and may contain spaces, but keep in mind that you or other players may need to refer to your city by name when using certain commands.
- To invite players to your city, use /CityInvite [Username]
- To join a city, use the command /CityAccept to generate a clickable list of your city invites, or use /CityAccept [name] to accept an invite from a specific city.
As the leader of the city, you have the ability to customize your city's appearance, titles, government, and more!
- /CitySet Color [color] - Changes city color to a color code as outlined here (https://htmlcolorcodes.com/minecraft-color-codes/). Use & instead of §. You can choose colors from &1-&9 and &a-&f.
- /CitySet Motto [motto] - Sets a brief description of your city that is often shown with your city information.
- /CitySet LeaderTitle [title] - Changes the title shown for the leader of the city.
- /CitySet CitizenTitle [title] - Changes the title shown for regular citizens of the city.
- /CitySet Name [name] - Changes the name of the city.
- /CitySet Leader [leader] - Appoints another player as leader of the city.
- /CitySet Stance [stance] [other city] - Sets your diplomatic stance towards another city. More info available below under City Diplomacy.
- /CitySet Government [government] - Changes your city's government type. More info available below under Governments.
- /CitySet Home - Sets your city's home to your current location.
- /CitySet Tag [tag] - Sets your city's tag, which is shown next to player names or in situations where the full name could be too long. Tags must be 10 characters or less with no spaces.
City leaders can set their Stance towards other cities using /CitySet Stance [stance] [other city]. City stances are always overridden if cities are members of the same nation. The three possible stances are Neutral (default), Friendly, and Hostile.
- When Neutral with a city, your city can pressure on the other city's claim until the minimum claim threshold is reached, at which point no further pressure will be generated.
- Neutral players may not attack each other in claimed territory, but can fight in the wilderness.
- When Friendly with a city, your city puts no pressure on that city.
- If your city and the other city are both Friendly with one another, your players may never attack each other.
- Members of Friendly cities may open and close doors and gates, press buttons, and flip levers in your city.
- When Hostile with a city, your city's pressure removes influence from the other city, and there is no limit on the amount of pressure that can be assessed.
- If either city is Hostile towards the other, players from each city can fight anywhere.
- When part of the same Nation as another city, your city's pressure adds to the other city's influence as if the claims were from the same city.
- If your city and another city are part of the same Nation, your players may never attack each other.
- Members of cities within the same Nation may open and close doors and gates, press buttons, and flip levers in your city.
Cities may have different types of governments that determine how their leader is chosen and major city decisions are made.
- The three available government types are Monarchy (default), Oligarchy, and Democracy.
- In a Monarchy, the leader has unchecked power to make changes to the city or nation. The leader of a monarchy can only be removed in an Overthrow. More info available below in the Overthrow.
- In an Oligarchy or Democracy, major decisions most be voted on by the electorate, and regular elections will be held to choose a leader from the electorate. In an Oligarchy, the electorate consists of only those citizens with Roles that allow them to vote. In a Democracy, all city members can vote.
The leader of a city can create or assign roles to allow other players to help them rule. Roles can give players permission to invite players to a city, kick players from a city, create plots, revoke plots, or vote in an Oligarchy.
- To create a new role, use /CityRole Create [Title]. By default, new roles will have all permissions disabled.
- To manage permissions for a role, use /CityRole Permissions [Title]. This will send you a list of permissions for the role that you can toggle by clicking.
- To add a player to a role, use /CityRole Add [Name] [Title].
- To remove a player from a role, use /CityRole Remove [Name] [Title]
- To delete a role, use /CityRole Delete [Title]
Plots can be used to provide additional protection for players within a city, or provide exceptions to city protection. Plots can only be created or revoked by city leaders or players with Roles that give them permission to do so.
- To create a plot, use /CityPlotCreate to enter plot creation mode. In plot creation mode, left click the desired corners of your plot to establish your plot boundaries. Plot boundaries must be located entirely within your city's claimed territory and may not intersect with other plots.
- Plots can be expanded by using /CityPlotExpand while standing in the plot. This works the same as plot creation mode, but is used to add land to an existing plot instead of creating a new one.
- You can add players to the whitelist for a plot you own by using /CityPlotWhitelist [Username], or remove players from the whitelist using /CityPlotRemove [Username].
- Use /CityPlotInfo to view the information of the plot that you are currently standing in.
- To transfer ownership of a plot to another player, use /CityPlotTransfer [Username] while standing in that plot.
- If you have permission to revoke plots from players, you can use /CityPlotRevoke while standing in their plot to forcibly take ownership of that plot.
- To delete a plot you own, use /CityPlotDelete while standing in that plot.
- Use /CityPlotManage switch to allow outsiders to switch levers, open doors, and press buttons inside a plot.
- Use /CityPlot Manage open to allow outsiders to open containers in the plot.
- You can change the plot type of a plot you own by using /CityPlotManage Type [Choice] or change the display name of your plot using /CityPlotManage Name [Name].
There are three types of plots: Player (default), Arena, and Open:
- Player plots are used to provide players with personal space protected from other city members. Only members of a player plot can place, break, or interact with blocks inside that plot.
- Arena plots are used to create combat arenas inside a city. All players will be allowed to fight inside an arena plot, and players that die inside an arena plot will be respawned with their gear and experience intact on the closest safe spawn location outside the arena plot.
- Open plots make it as if no claim exists within the plot. Can be used for spleef arenas or any other areas where you may want to exclude a claim.
In cities whose government types are Oligarchy or Democracy, elections are held to make major city decisions, and are regularly scheduled to determine the city's leader. When an election is ongoing, all eligible voters will be notified. In Oligarchies, only citizens with roles allowing them to vote may vote. In Democracies, all citizens may vote. To vote, use /CityVote to open an interactive chat message showing voting options and current results. All elections other than Leader elections and Overthrow elections will resolve on server restart when a majority has been achieved or their timer runs out. All ballots are secret, but election results are counted and displayed on the fly.
Issues that require an election are:
- All members of the electorate are eligible to run for city leader. To nominate a player (or yourself) for leader, use /CityVote Leader [Username].
- This election ALWAYS runs the full length of the timer and will not resolve early.
- The player with the most votes at the end of the election will be declared the winner.
- In the event of a tie, all tied candidates will be put into a runoff election. If the runoff election also ends in a tie, the current leader will retain their title if they are among the tied candidates. Otherwise, the new leader will be chosen from the tied candidates by random draw.
- This election requires a super-majority to change from the current government. The threshold is configurable, but would typically be 2/3rds of eligible voters. If this threshold is not met, the government type will not be changed.
- This election requires a simple majority to found a new nation and can only be called by the current city leader.
- The nation's government type will be the same as the city's and the nation's first leader will be the city's leader when the election resolves.
- The city must receive an invite to a nation prior to calling a vote to join. Only the city leader can call a vote to accept a nation invite or to leave a nation.
- Joining a Nation requires a simple majority, but leaving requires a super-majority.
- Special Elections are a way to attempt to remove a leader from their post before the end of their term. All eligible voters can call a vote to have a Special Election.
- Special Election calls require a super-majority to succeed. If the vote is successful, a Leader election will immediately begin. If the vote fails, another Special Election may not be called until the end of the leader's term.
- Overthrows are a way to attempt to remove a bad city leader from power. Overthrow votes can be called by any citizen, but may only be called when the city leader has low legitimacy.
- Leaders lose legitimacy when they are offline for an extended period of time, they kick players out of the city, they attempt to change the government type, they revoke plots, or a special election is called against them.
- Leaders gain legitimacy over time, or when they defeat a call for a special election, retain power after an overthrow, or win a Leader election.
- Overthrows are chaotic, and allow all citizens of a city to vote to change their government to whatever type they choose.
- Overthrows always last for the full timer, and no elections or special elections may begin while an overthrow vote is underway.
- The success threshold for overthrow votes is a percentage equal to the leader's legitimacy.
- If an overthrow succeeds, the chosen government type takes over, an interim leader is chosen randomly from the voters for that type, and an election immediately begins to determine the new leader.
