EarthStonks uses the Towny plugin as its foundation for land ownership, territory management, and geopolitical structure. Towns are how you claim land and access resource zones. Nations are how towns unite to pool power, share resources, and project military force.
To found your own town, you need $2,500 in-game cash and a good location. Choose carefully — your starting position determines which resource zones you can reach.
| Command | Description |
|---|---|
/t create [Town Name] |
Found a new town at your current location |
/t join [Town Name] |
Join an existing town (requires invite or open status) |
/t invite [username] |
Invite a player to your town (mayors only) |
One Town, One Outpost
New players are limited to one town and one outpost. Choose your location wisely — moving a town is expensive and outposts are how you reach distant resource zones. A second outpost can be unlocked through nation membership.
Once your town is founded, you claim chunks of land using /t claim. The first chunk costs $250, but each subsequent chunk costs 5% more than the last — compounding. There is no cap, and unclaiming a chunk gives no refund.
| Command | Description |
|---|---|
/t claim |
Claim the chunk you're standing in |
/t unclaim |
Unclaim the chunk you're standing in (no refund) |
/t unclaim all |
Unclaim all chunks except your home block |
The formula is: chunk N costs $250 × 1.05(N−1). Each chunk is 5% pricier than the one before it. Early chunks are cheap; later chunks get expensive fast.
| Chunk # | Cost of that chunk | Cumulative total spent |
|---|---|---|
| 1 | $250 | $250 |
| 5 | ~$304 | ~$1,381 |
| 10 | ~$388 | ~$3,145 |
| 25 | ~$806 | ~$11,932 |
| 50 | ~$2,730 | ~$52,337 |
| 100 | ~$29,818 | ~$652,502 |
No Refunds — Ever
Unclaiming a chunk returns nothing. Don't claim land you can't afford to hold long-term. The purchase cost compounds hard at high chunk counts, so every claim is a permanent investment.
Every town pays a daily resource upkeep based on chunks claimed. Costs are stacking — as your town grows, new resource costs are added on top. Run /upkeep to see your exact bill.
| Rule | Formula |
|---|---|
| Iron | 1 Iron per chunk — always, for every chunk |
| Gold (51+ chunks) | 0.5 Gold per chunk above 50 — e.g. 89 chunks = 20 Gold |
| Oil (101+ chunks) | 0.2 Oil per chunk above 100 — e.g. 150 chunks = 10 Oil |
| The Wall (201+ chunks) | All resource costs double |
| Command | Description |
|---|---|
/upkeep |
Check your daily upkeep cost |
/deposit |
Deposit resources into your town's stockpile |
/t deposit [amount] |
Deposit cash into your town bank |
/t withdraw [amount] |
Withdraw cash from your town bank |
An outpost is a secondary claimed area separate from your main town. They are essential for reaching resource zones that aren't near your town's home location. An outpost costs $5,000 to place.
By default, every town gets one outpost. A second outpost slot is unlocked through nation membership — once your nation reaches 10 total residents (nation level 1), all towns in that nation gain +1 bonus outpost slot, giving them 2 outposts total. Town level alone never grants extra outposts.
Use Outposts Strategically
Early on you only get one. Place it inside the resource zone you need most — your claimed chunks must cover the green zone tiles or you won't get any drops. Typically an Iron zone early game, then Gold or Oil as you grow.
| Command | Description |
|---|---|
/t toggle [setting] on/off |
Toggle town settings (PvP, explosions, public, etc.) |
/t set [setting] [value] |
Set town values like board message or tax rate |
Nations unite multiple towns under a single political entity. As a nation leader, you can coordinate wars, distribute resources through grants, and project power across the map. Nations are the primary actors in EarthStonks's geopolitical simulation.
Founding a nation costs $50,000. You must be a town mayor to create one.
| Command | Description |
|---|---|
/n create [Nation Name] |
Found a new nation (must be a town mayor) |
Nations pay $150 per member town per day from the national bank. The more towns you absorb, the higher the daily drain — keep your national bank funded or member towns will be cut loose.
Nations have their own bank separate from town banks. Leaders can move money between nation and member towns using grants and tributes.
| Command | Description |
|---|---|
/n deposit [$amount] |
Deposit money to the national bank |
/n withdraw [$amount] |
Withdraw from the national bank |
/n grant [Town Name] [$amount] |
Send money from national bank to a member town |
/t tribute [$amount] |
Send money from your town bank to your nation's bank |
| Command | Description |
|---|---|
/n set [setting] [value] |
Set national values and policies |
/upkeep daily.