Player Guide
ChickenKingdomPlayer Wiki
This wiki explains how to actually play the server: how to join a kingdom, how land works, what your rank means, how money and upkeep work, how wars are fought, and how outlaws raid or work as mercenaries.
Quick Start
If you are new, do not try to learn every system at once. Follow these steps and you will end up in the normal gameplay flow.
/ckguide to see your personal next step./ckkingdom to create, join or manage a kingdom.Main menus
/ckguideShort personal guidance./ckkingdomKingdom menu./ckdiplomacyDiplomacy and war menu./ckoutlawOutlaw menu.Why can I not build or use things?
Being accepted into a kingdom does not automatically mean you can use every region. First you become a kingdom member. After that, leadership or a mayor should assign you to a capital or village. Without a settlement assignment you are usually a refugee or recruit and you may not have normal building, container or interaction rights yet.
Kingdoms
A kingdom is the main political group on the server. It owns land, has members, ranks, money, diplomacy, wars and local settlements. Your kingdom is your team. Your assigned region is where you actually live and use permissions.
| Part | Meaning | Why it matters |
|---|---|---|
| Kingdom | The full player group. | Controls your team, prefix, diplomacy and wars. |
| Capital | The main region of the kingdom. | The first claim becomes the capital. It is the center of the kingdom. |
| Village | A settlement inside the kingdom. | Usually managed by a mayor. Players can live there. |
| Resource region | A work region for materials. | Useful for gathering and supply contracts, not for normal housing. |
| Treasury | The kingdom money reserve. | Pays upkeep, war costs, surrender payments and supply contracts. |
Normal player goal
As a normal player, your first goal is simple: join a kingdom, get assigned to a
village or capital, understand your rank, and help your kingdom with money, supplies,
defense or expansion. Use /ckkingdom status whenever you are unsure.
Leadership goal
Leaders should keep the kingdom readable and stable: members should be assigned to the right settlements, the treasury should be able to pay upkeep, region types should make sense, and war or diplomacy actions should only be handled by trusted ranks.
Joining A Kingdom
There are three normal ways to join: send a request, accept an invite, or use a special join item given by a kingdom leader.
| Method | Command or action | How it works |
|---|---|---|
| Join request | /ckkingdom request <kingdom> | You ask the kingdom leadership to accept you. |
| Invite | /ckkingdom invites then /ckkingdom accept <kingdom> | Use this when a kingdom already invited you. |
| Join paper | Right-click the paper item. | Automatically sends a join request to the kingdom written on the paper. |
Join papers
A monarch can create a Minecraft paper item for recruitment. The item shows the kingdom name and acts as a clean player-friendly shortcut. When you right-click it, it sends the normal join request and the paper is consumed.
The paper does not bypass normal rules. If you are already in a kingdom, the normal join logic still blocks switching through an old request or recruitment item.
Village access maps
A monarch or mayor can create an empty map item for village access. This is used after you are already part of the kingdom and need to be placed in a specific village. It is especially useful for mayors because they can recruit members into their own village without forcing the monarch to handle every assignment manually.
Ranks And Rights
Ranks decide what you can manage. Your assigned region decides where those rights apply. A high rank does not automatically mean you can change every village.
| Rank | Meaning | Usually can | Usually cannot |
|---|---|---|---|
| Monarch | Kingdom leader. | Manage the kingdom, treasury, diplomacy, crown, claims and major decisions. | Move a capital freely or remove a mayor without the proper process. |
| Chancellor | High administrator. | Help with members, economy, diplomacy and some war actions. | Replace the monarch or overrule every local mayor. |
| Mayor / Baron | Local village leader. | Manage own village, accept local residents, manage local ranks and set the war chunk. | Manage other villages or make crown-level decisions. |
| Citizen | Trusted normal member. | Build and work in assigned settlement if local rights allow it. | Plan wars, manage diplomacy or promote other players. |
| Recruit | New or unproven member. | Be part of the kingdom and learn the system. | Expect full settlement rights immediately. |
| Refugee | Member without a home region. | Wait for reassignment to a capital or village. | Use land as if they already live there. |
How to check your own status
Use /ckkingdom status. It shows your kingdom, rank, assigned settlement,
next useful step and basic kingdom information.
Mayors matter
A mayor is not just a title. A mayor runs a village. Mayors can help place players, manage village members, handle the local war chunk and make the kingdom easier to run when it becomes large.
Regions
Regions are the actual land system. You do not claim random single chunks. You claim predefined regions that are visible on Dynmap and controlled by ChickenKingdom.
| Region type | Purpose | Who lives there? | Special rules |
|---|---|---|---|
| Capital | Main kingdom settlement. | Monarch and assigned residents. | The first region is the capital. In war it is only targetable when it is the last logical target. |
| Village | Normal settlement with a mayor. | Mayor and assigned residents. | Can start an independence vote if the mayor chooses to rebel. |
| Resource | Work and gathering area. | No official residents. | Useful for supplies and contracts. Access is handled kingdom-wide. |
| Hideout | Outlaw base. | Outlaw band. | Has a hideout core used during purges. |
Claiming land
Stand inside a claimable region and use /ckkingdom claim. If your kingdom
already has a capital, you normally choose whether the new region becomes a village or
a resource region.
/ckkingdom claim village
/ckkingdom claim resource
| Claim rule | Default value |
|---|---|
| First kingdom region | 20 kingdom members required. |
| Additional kingdom regions | 10 extra members required per extra region. |
| Maximum kingdom size | 100 members. |
| Outlaw hideout claim | 5 outlaw members required. |
| Maximum outlaw band size | 20 members. |
Changing a village into a resource region
This is a serious change because residents lose their official home. If the village has a mayor, the mayor must approve the conversion. If there is no mayor, the monarch gets extra warnings before converting it. Residents who lose their home become refugees.
Changing a resource region into a village
This is easier because it creates a new place to live instead of removing one. After the conversion, leadership can assign a mayor and move residents into the new village.
Capital rules
The capital is the core of the kingdom. It is not meant to be moved like a normal village. In war, a capital should only fall when the attacker has already pushed through the other logical targets.
Protection And Interactions
Region protection prevents griefing and unclear loopholes. The short rule is: in your own assigned settlement you can normally play; in someone else's protected land you usually cannot.
| Action | Normal peace-time rule | Exception |
|---|---|---|
| Building and breaking | Only where you have local rights. | Sieges and raids use special combat rules. |
| Chests, barrels, doors and gates | Only with region rights. | During sieges and raids, involved sides may get temporary access. |
| Killing animals, shearing or milking | Blocked in someone else's protected kingdom region. | Only a live war or raid rule can change this. |
| Item frames | You cannot rotate or remove them in another protected region. | No normal player exception. |
| Armor stands | You cannot edit them in another protected region. | No normal player exception. |
| Bow damage into protected regions | Blocked to prevent abuse. | War and raid combat follows war or raid rules. |
What to do if you are blocked
Use /ckkingdom status. If you are a recruit, refugee or not assigned to a
settlement, ask a mayor or monarch to place you properly before trying to build.
Money, Taxes And Upkeep
Kingdom money is stored in the treasury. Claims, upkeep, surrender payments, supply contracts and some diplomacy or war actions use the treasury.
Treasury
| Command | Use | Details |
|---|---|---|
/ckkingdom finances | Open the financial overview. | Shows treasury, weekly upkeep, tax estimate, claim slots and financial health. |
/ckkingdom deposit <amount> | Deposit money. | Moves money from your wallet into the kingdom treasury. |
/ckkingdom withdraw <amount> | Withdraw money. | Only works if your rank and treasury rules allow it. |
/ckkingdom treasury | View treasury history. | Shows important treasury actions. |
/ckkingdom contributors | View contributions. | Shows who has helped with money and supplies. |
Weekly upkeep
Upkeep is processed once per week by default on Saturday at 14:00 Europe/Amsterdam. The plugin may check timing more often, but losing land because of unpaid upkeep should only happen during the weekly upkeep cycle.
| If upkeep can be paid | If upkeep cannot be paid |
|---|---|
| The money is taken from the treasury and the kingdom stays stable. | At most one region becomes claimable during that weekly cycle. |
| Taxes are processed in the same cycle. | Resource regions fall first, then villages, and the capital only as the last possible region. |
Taxes
Taxes are collected at the same time as upkeep. Offline players are included. If a player does not have enough money, the missed tax is recorded so leadership can see who is not paying. The player is not automatically kicked.
| Rank | Default tax |
|---|---|
| Recruit | 0 |
| Citizen | 25 |
| Mayor / Baron | 50 |
| Chancellor | 75 |
| Monarch | 0 |
/ckkingdom upkeep and /ckkingdom finances before
claiming more land. A large kingdom without enough treasury money is risky.
Supply Contracts
Supply contracts are kingdom jobs. Leadership asks for items, players deliver them, and the kingdom pays a reward. Delivered items go into a protected regional stockpile.
Contract flow for normal players
- Open the board with
/ckkingdom contracts. - Inspect a contract with
/ckkingdom contract view <number>. - Collect the requested items.
- Go to the correct region if the contract is local.
- Deliver with
/ckkingdom contract deliver <number> [amount].
| Command | Use | Details |
|---|---|---|
/ckkingdom contracts | Open your supply board. | Shows contracts you are allowed to see. |
/ckkingdom contracts <kingdom> | Open an allied board. | Only useful when allied supply contracts exist. |
/ckkingdom contract list | Show open contracts in chat. | Useful if you want a quick text overview. |
/ckkingdom contract view <number> | View contract details. | Shows material, reward, target, depot and progress. |
/ckkingdom contract deliver <number> [amount] | Deliver items. | Removes items from your inventory and pays the contract reward. |
/ckkingdom contract create <material> <amount> <reward> [kingdom|allies] | Create a local contract. | Stand in the region where items should be stored. |
/ckkingdom contract create realm <material> <amount> <reward> [kingdom|allies] | Create a realm contract. | Stand in the capital. Used for kingdom-wide jobs. |
/ckkingdom contract cancel <number> | Cancel a contract. | Only available if your rank allows it. |
Depot and stockpile
A depot is protected region storage. Contract deliveries do not go into a random player chest. They go into the region stockpile, where authorized ranks can view or withdraw them later.
| Command | Use |
|---|---|
/ckkingdom stockpile | View the stockpile of the region you are standing in. |
/ckkingdom stockpile take <material> <amount> | Take items from the depot if your rank allows it. |
Allied supply contracts
Allied supply contracts make alliances useful without adding vague treaty types. If a kingdom trusts an allied kingdom, it can allow allies to help complete supply jobs. This can support wars, rebuilding, large projects or emergency resource needs.
Independence
A village can break away from a kingdom if its mayor starts an independence process. This is a major political action, not a normal claim.
| Rule | Default |
|---|---|
| Who can start it? | The mayor of a village. |
| Where can it happen? | Only in a village, never in the capital. |
| Cost | 100,000 from the mayor/player starting the process. |
| Voting time | 48 hours. |
| Success requirement | At least 20 votes in favor. |
How it works
- The mayor starts independence and chooses the new kingdom name and color.
- Only residents of that village can vote.
- Each eligible resident can vote once.
- If the vote succeeds, the village becomes the capital of a new kingdom.
- Players who voted in favor move to the new kingdom as low-rank members.
- Players who voted against, or did not vote, remain with the old kingdom as refugees.
If the vote fails
If independence fails, players who supported it are treated as rebels and can be removed from the old kingdom. This makes independence a serious decision instead of a risk-free button.
| Command | Use |
|---|---|
/ckkingdom independence start <name> <color> | Start independence as mayor. |
/ckkingdom independence status | View active independence vote. |
/ckkingdom independence vote <for|against> | Vote for or against independence. |
Diplomacy
Diplomacy is where kingdoms manage allies, truces and wars. Normal players can use it to understand relationships. High ranks use it to send requests, accept proposals or manage conflict.
Diplomacy menu
Use /ckdiplomacy. The menu is the safest way to manage diplomacy because
it shows only actions that make sense for your rank and current situation.
Alliances
An alliance is a named group of friendly kingdoms. The name matters because players can clearly see which alliance a kingdom belongs to. A kingdom in an alliance should not be able to declare war on another kingdom in the same alliance.
| Command | Use |
|---|---|
/ckalliance list | View active and pending alliances. |
/ckalliance request <kingdom> [name] | Send an alliance request with a visible alliance name. |
/ckalliance accept <kingdom> | Accept an alliance request. |
/ckalliance rename <name> | Rename your alliance group. |
/ckalliance remove <kingdom> | Leave, stop or cancel an alliance. |
War support calls
If an allied kingdom is attacked, allies can choose whether they join the war support call. This prevents every ally from being dragged into every conflict automatically, while still making organized help possible.
Truces
A truce is temporary peace. It is not an alliance. It mostly means kingdoms cannot immediately attack each other again. A mutual peace deal should be different from surrender: peace is a shared agreement, surrender is one side giving up and may involve payment.
| Command | Use |
|---|---|
/cktreaty list | View truces and proposals. |
/cktreaty propose truce <kingdom> | Offer temporary peace. |
/cktreaty accept truce <kingdom> | Accept a truce proposal. |
/cktreaty decline truce <kingdom> | Decline a truce proposal. |
/cktreaty cancel truce <kingdom> | Cancel a proposal or break an active truce if allowed. |
War And Sieges
A war is between kingdoms. A siege is the actual attack on one enemy region. You win land by controlling the region objective, not by randomly fighting anywhere on the map.
War lifecycle
- A high rank opens
/ckdiplomacyand declares war. - The war becomes visible to both kingdoms.
- An eligible enemy region is selected as the siege target.
- The siege is scheduled inside a valid war window.
- During the siege, both sides fight over the war chunk.
- When the siege ends, the region either stays with the defender or transfers to the attacker.
- After peace, surrender or war end, a truce or cooldown prevents immediate repeat abuse.
When can a siege start?
| Rule | Default |
|---|---|
| War windows | Friday 19:00-22:00, Saturday 14:00-17:00 and Saturday 19:00-22:00. |
| Minimum notice | 18 hours of preparation. |
| Siege spacing | 6 hours between sieges. |
| Recent conquest protection | 12 hours of protection after conquest. |
| Final hour lockout | Attackers cannot occupy the target region in the final hour before the siege starts. |
Frontlines and valid targets
A kingdom cannot freely snipe deep internal regions. The system should guide attacks toward logical frontline or border regions first. A capital only becomes targetable when it is the last logical region or when no other target makes sense.
War chunk
Every defendable kingdom region has a war chunk. This is the objective chunk that both sides fight over during a siege. The chunk must be fully inside the region. Mayors or allowed high ranks can move it before a siege, but it should not be movable during an active or pending siege.
| Command | Use |
|---|---|
/ckwar chunk | View the war chunk of the region you are standing in. |
/ckwar setchunk | Set the war chunk if your rank allows it. |
How a siege is won
The war chunk is the main objective. Defenders gain progress by holding their own objective. Attackers gain progress faster when they control it because they must take the risk of entering enemy land. Kills can affect the fight, but the system should not reward killing once and running away. The objective is the center of the siege.
Siege rules inside the contested region
| Rule | Meaning |
|---|---|
| Breaking blocks | Both involved sides can break blocks, but with Mining Fatigue II. |
| Placing blocks | Only ladders and scaffolding are allowed by default. |
| Containers | Both involved sides can open containers during the siege. |
| Doors, barrels and gates | Both involved sides can use access points during the siege. |
| Friendly fire | Disabled between players on the same war side during war or siege context. |
| Neutral players | Cannot freely exploit the siege as if they were involved. |
If a region falls
If the attacker wins, the region transfers cleanly. Residents of the lost region become refugees if their home region disappears. If the conquered region was a capital, it only becomes the attacker's capital if the attacker does not already have one. Otherwise it becomes a normal village. The defeated kingdom may become dispossessed and needs to rebuild by claiming a new capital later.
Surrender and peace
Peace is mutual. Surrender is one-sided. A surrender may move money from the surrendering kingdom to the winner. Use the diplomacy GUI instead of guessing loose commands.
Outlaws
Outlaws are bands outside kingdom law. They have their own hideout, stash, contracts, raids and mercenary work. They are not kingdoms and do not use the same land or rank rules.
| Outlaw rank | Meaning | Typical rights |
|---|---|---|
| Boss | Band leader. | Full management, transfer boss, disband, hideout decisions. |
| Lieutenant | Officer. | Invites, member management, contracts, mercenary offers and hideout core management. |
| Bandit | Trusted member. | Normal hideout work and stash deposits. |
| Runner | New member. | Basic access and learning the band systems. |
Hideouts
An outlaw band can claim a hideout when it has at least 5 members. By default, a band can have 1 hideout.
| Command | Use |
|---|---|
/ckoutlaw claimhideout | Claim the hideout region you are standing in. |
/ckoutlaw core | View the hideout core chunk. |
/ckoutlaw setcore | Move the hideout core as Boss or Lieutenant. |
/ckoutlaw abandonhideout | Start double confirmation to abandon the hideout. |
Hideout core
The hideout core works like a kingdom war chunk. It must be fully inside the hideout region and is used as the objective during a kingdom purge. It cannot be changed during active raids or purges.
Outlaw stash
The stash is protected band storage. Lower ranks may not be able to withdraw. This prevents new members from emptying the entire band storage.
| Command | Use |
|---|---|
/ckoutlaw stash list | View stash contents. |
/ckoutlaw stash deposit <material> <amount> | Deposit items. |
/ckoutlaw stash withdraw <material> <amount> | Withdraw items if your rank allows it. |
Raids, Purges And Mercenaries
Outlaw kingdom raids
An outlaw raid does not conquer a region. It is a short kingdom-wide robbery event. Outlaws can loot containers during the raid and can steal treasury money by getting enough unique defender kills.
| Raid rule | Explanation |
|---|---|
| Window | Wednesday 19:00-22:00 Europe/Amsterdam. |
| Duration | 20 minutes. |
| Breaking | Both sides can break blocks with Mining Fatigue II. |
| Placing | Only ladders and scaffolding. |
| Containers and doors | Raiders and defenders can use containers and doors during raid access. |
| Treasury plunder | 10 unique defender kills = 2%, 20 = 5%, 30 = 10%. |
Kingdom purge against an outlaw hideout
A kingdom can purge an outlaw hideout. This is more objective-based than a raid: the kingdom must control the hideout core chunk. If the purge succeeds, the band can lose the hideout, the region becomes neutral or claimable, open band contracts and stash data can be removed, and confiscated band money can move to the attacking kingdom treasury.
Mercenaries
Kingdoms can hire outlaw bands as mercenaries for sieges. This uses an upfront payment and possibly a success bonus. A band should only earn the success bonus if it actually helps in the contested region.
| Command | Use |
|---|---|
/ckoutlaw merc offers | View mercenary offers for your band. |
/ckoutlaw merc accept <number> | Accept an offer. |
/ckoutlaw merc decline <number> | Decline an offer. |
/ckoutlaw merc status | View active mercenary agreements. |
/ckoutlaw merc offer <band> <upfront> <successBonus> | Kingdom leadership can hire a band. |
Dynmap
Dynmap shows public server information. Use it to see territories, claimable regions, war objectives and active conflicts.
| Map layer | What you see | Why it helps |
|---|---|---|
| Kingdom territories | Owned kingdom regions. | You can see which kingdom owns which land. |
| Claimable regions | Free claimable regions. | Useful for expansion planning. |
| War chunks / hideout cores | Objectives for sieges and purges. | You know where the fight is centered. |
| Active war or raid info | Public conflict information. | You can see where major action is happening. |
Player Commands
You do not need to memorize everything. Use the menus first. This command list is meant as a quick reference when you already know what system you need.
General
| Command | Use |
|---|---|
/ckguide | Show your personal next step. |
/ckkingdom | Open the kingdom GUI. |
/ckdiplomacy | Open the diplomacy and war GUI. |
/ckoutlaw | Open the outlaw GUI. |
Kingdom basics
| Command | Use |
|---|---|
/ckkingdom create <name> [color] | Create a kingdom. |
/ckkingdom status | View your rank, settlement and next step. |
/ckkingdom info [kingdom] | View information about your kingdom or another kingdom. |
/ckkingdom members | Open the members menu. |
/ckkingdom regions | Open the regions menu. |
/ckkingdom leave | Leave your kingdom. |
Joining and member management
| Command | Use |
|---|---|
/ckkingdom request <kingdom> | Send a join request. |
/ckkingdom requests | Open the request desk if your rank can accept players. |
/ckkingdom invites | View your invites. |
/ckkingdom accept <kingdom> | Accept a kingdom invite. |
/ckkingdom decline <kingdom> | Decline a kingdom invite. |
/ckkingdom invite <player> | Invite a player if your rank allows it. |
/ckkingdom kick <player> | Remove a member if your rank allows it. |
/ckkingdom role <player> <recruit|citizen|chancellor> | Change a rank within allowed limits. |
/ckkingdom assignregion <player> [clear] | Assign a player to the region you stand in, or clear assignment. |
/ckkingdom setbaron <player|clear> | Set or clear the mayor of the village you stand in. |
Kingdom items and identity
| Command | Use |
|---|---|
/ckkingdom writ join [amount] | Create join papers as monarch. |
/ckkingdom writ village [amount] | Create village access maps as monarch or mayor. |
/ckkingdom color [color] | View or change kingdom color. |
/ckkingdom tag <tag> | Change kingdom tag. |
/ckkingdom heraldry [type] | Open or change heraldry. |
/ckkingdom transfercrown <player> | Transfer the crown. |
/ckkingdom succession | Open succession menu. |
Claims, regions and economy
| Command | Use |
|---|---|
/ckkingdom claim [village|resource] | Claim the region you are standing in. |
/ckkingdom resourceaccess [role] | View or change resource region access. |
/ckkingdom finances | Open financial overview. |
/ckkingdom deposit <amount> | Deposit money into the treasury. |
/ckkingdom withdraw <amount> | Withdraw money if allowed. |
/ckkingdom upkeep | Open upkeep overview. |
/ckkingdom upkeep settle | Pay upkeep manually if your rank allows it. |
/ckkingdom taxes | Open tax policy menu. |
/ckkingdom contributors | View contributors. |
Supply contracts
| Command | Use |
|---|---|
/ckkingdom contracts [kingdom] | Open supply board. |
/ckkingdom contract list [kingdom] | List contracts. |
/ckkingdom contract board [kingdom] | Select active board. |
/ckkingdom contract view <number> | View contract details. |
/ckkingdom contract create <material> <amount> <reward> [kingdom|allies] | Create a local contract. |
/ckkingdom contract create realm <material> <amount> <reward> [kingdom|allies] | Create a capital or realm contract. |
/ckkingdom contract deliver <number> [amount] | Deliver items. |
/ckkingdom contract cancel <number> | Cancel a contract. |
/ckkingdom stockpile | View depot. |
/ckkingdom stockpile take <material> <amount> | Take items from depot. |
Diplomacy and war
| Command | Use |
|---|---|
/ckdiplomacy | Open diplomacy and war GUI. |
/ckwar chunk | View the war chunk of your current region. |
/ckwar setchunk | Set the war chunk if allowed. |
/ckalliance list | View alliance status. |
/ckalliance request <kingdom> [name] | Send an alliance request. |
/ckalliance accept <kingdom> | Accept an alliance. |
/ckalliance rename <name> | Rename alliance group. |
/ckalliance remove <kingdom> | Stop an alliance. |
/cktreaty list | View truces. |
/cktreaty propose truce <kingdom> | Propose a truce. |
/cktreaty accept truce <kingdom> | Accept a truce. |
/cktreaty decline truce <kingdom> | Decline a truce. |
/cktreaty cancel truce <kingdom> | Cancel truce or proposal. |
Outlaws
| Command | Use |
|---|---|
/ckoutlaw | Open outlaw GUI. |
/ckoutlaw status | View band status. |
/ckoutlaw create <name> | Create a band. |
/ckoutlaw request <band> | Send a join request. |
/ckoutlaw invites | View invites. |
/ckoutlaw join <band> | Accept an invite. |
/ckoutlaw invite <player> | Invite a player. |
/ckoutlaw members | Open band members menu. |
/ckoutlaw kick/promote/demote <player> | Manage members. |
/ckoutlaw transferboss <player> | Transfer boss. |
/ckoutlaw disband | Disband with confirmation. |
/ckoutlaw deposit <amount> | Deposit money into band balance. |
/ckoutlaw claimhideout | Claim hideout. |
/ckoutlaw core | View hideout core. |
/ckoutlaw setcore | Set hideout core. |
/ckoutlaw abandonhideout | Abandon hideout with double confirmation. |
/ckoutlaw raidinfo | Open raid info or menu. |
/ckoutlaw raidkingdom | Start a kingdom raid. |
/ckoutlaw purgehideout | Start a kingdom purge against an outlaw hideout. |
/ckoutlaw contract list/create/deliver/cancel | Use outlaw contracts. |
/ckoutlaw stash list/deposit/withdraw | Use outlaw stash. |
/ckoutlaw merc offers/accept/decline/status | Manage mercenary offers. |
Troubleshooting
| Problem | Most likely reason | What to do |
|---|---|---|
| I cannot build. | You are a recruit, refugee, unassigned, or in the wrong region. | Use /ckkingdom status and ask a mayor or monarch for placement. |
| I do not see a village in my prefix. | You are not assigned to a capital or village. | Ask for assignment or use a village access map. |
| My kingdom cannot claim. | Not enough members, not enough treasury reserve, or wrong region. | Check /ckkingdom finances, /ckkingdom regions and claim rules. |
| I cannot attack the capital. | The capital is protected while other logical targets still exist. | Attack frontline, resource or village regions first. |
| War progress does not move. | You are not in the objective chunk or the chunk is contested. | Use /ckwar chunk and check Dynmap. |
| I cannot set the hideout core. | The chunk is not fully inside the hideout or a raid/purge is active. | Stand inside a full hideout chunk and try again later. |
| Outlaw raid gives no treasury money. | Not enough unique defender kills were reached. | 10 unique defender kills is the first plunder tier. |
| My region disappeared after upkeep. | The treasury could not pay weekly upkeep. | Use /ckkingdom finances and build a stronger treasury reserve. |