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.

Most systems are meant to be used through menus. Commands are useful shortcuts when you already know exactly what you want to do.

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.

1Use /ckguide to see your personal next step.
2Open /ckkingdom to create, join or manage a kingdom.
3Ask to be assigned to a capital or village before you start building.

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.

PartMeaningWhy it matters
KingdomThe full player group.Controls your team, prefix, diplomacy and wars.
CapitalThe main region of the kingdom.The first claim becomes the capital. It is the center of the kingdom.
VillageA settlement inside the kingdom.Usually managed by a mayor. Players can live there.
Resource regionA work region for materials.Useful for gathering and supply contracts, not for normal housing.
TreasuryThe 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.

MethodCommand or actionHow 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 paperRight-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.

RankMeaningUsually canUsually cannot
MonarchKingdom leader.Manage the kingdom, treasury, diplomacy, crown, claims and major decisions.Move a capital freely or remove a mayor without the proper process.
ChancellorHigh administrator.Help with members, economy, diplomacy and some war actions.Replace the monarch or overrule every local mayor.
Mayor / BaronLocal village leader.Manage own village, accept local residents, manage local ranks and set the war chunk.Manage other villages or make crown-level decisions.
CitizenTrusted normal member.Build and work in assigned settlement if local rights allow it.Plan wars, manage diplomacy or promote other players.
RecruitNew or unproven member.Be part of the kingdom and learn the system.Expect full settlement rights immediately.
RefugeeMember 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 typePurposeWho lives there?Special rules
CapitalMain 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.
VillageNormal settlement with a mayor.Mayor and assigned residents.Can start an independence vote if the mayor chooses to rebel.
ResourceWork and gathering area.No official residents.Useful for supplies and contracts. Access is handled kingdom-wide.
HideoutOutlaw 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 ruleDefault value
First kingdom region20 kingdom members required.
Additional kingdom regions10 extra members required per extra region.
Maximum kingdom size100 members.
Outlaw hideout claim5 outlaw members required.
Maximum outlaw band size20 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.

ActionNormal peace-time ruleException
Building and breakingOnly where you have local rights.Sieges and raids use special combat rules.
Chests, barrels, doors and gatesOnly with region rights.During sieges and raids, involved sides may get temporary access.
Killing animals, shearing or milkingBlocked in someone else's protected kingdom region.Only a live war or raid rule can change this.
Item framesYou cannot rotate or remove them in another protected region.No normal player exception.
Armor standsYou cannot edit them in another protected region.No normal player exception.
Bow damage into protected regionsBlocked 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

CommandUseDetails
/ckkingdom financesOpen 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 treasuryView treasury history.Shows important treasury actions.
/ckkingdom contributorsView 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 paidIf 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.

RankDefault tax
Recruit0
Citizen25
Mayor / Baron50
Chancellor75
Monarch0
Check /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

  1. Open the board with /ckkingdom contracts.
  2. Inspect a contract with /ckkingdom contract view <number>.
  3. Collect the requested items.
  4. Go to the correct region if the contract is local.
  5. Deliver with /ckkingdom contract deliver <number> [amount].
CommandUseDetails
/ckkingdom contractsOpen 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 listShow 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.

CommandUse
/ckkingdom stockpileView 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.

RuleDefault
Who can start it?The mayor of a village.
Where can it happen?Only in a village, never in the capital.
Cost100,000 from the mayor/player starting the process.
Voting time48 hours.
Success requirementAt least 20 votes in favor.

How it works

  1. The mayor starts independence and chooses the new kingdom name and color.
  2. Only residents of that village can vote.
  3. Each eligible resident can vote once.
  4. If the vote succeeds, the village becomes the capital of a new kingdom.
  5. Players who voted in favor move to the new kingdom as low-rank members.
  6. 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.

CommandUse
/ckkingdom independence start <name> <color>Start independence as mayor.
/ckkingdom independence statusView 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.

CommandUse
/ckalliance listView 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.

CommandUse
/cktreaty listView 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.
For players, diplomacy has three important public states: alliances, truces and wars. Supply cooperation uses allied supply contracts.

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

  1. A high rank opens /ckdiplomacy and declares war.
  2. The war becomes visible to both kingdoms.
  3. An eligible enemy region is selected as the siege target.
  4. The siege is scheduled inside a valid war window.
  5. During the siege, both sides fight over the war chunk.
  6. When the siege ends, the region either stays with the defender or transfers to the attacker.
  7. After peace, surrender or war end, a truce or cooldown prevents immediate repeat abuse.

When can a siege start?

RuleDefault
War windowsFriday 19:00-22:00, Saturday 14:00-17:00 and Saturday 19:00-22:00.
Minimum notice18 hours of preparation.
Siege spacing6 hours between sieges.
Recent conquest protection12 hours of protection after conquest.
Final hour lockoutAttackers 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.

CommandUse
/ckwar chunkView the war chunk of the region you are standing in.
/ckwar setchunkSet 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

RuleMeaning
Breaking blocksBoth involved sides can break blocks, but with Mining Fatigue II.
Placing blocksOnly ladders and scaffolding are allowed by default.
ContainersBoth involved sides can open containers during the siege.
Doors, barrels and gatesBoth involved sides can use access points during the siege.
Friendly fireDisabled between players on the same war side during war or siege context.
Neutral playersCannot 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 rankMeaningTypical rights
BossBand leader.Full management, transfer boss, disband, hideout decisions.
LieutenantOfficer.Invites, member management, contracts, mercenary offers and hideout core management.
BanditTrusted member.Normal hideout work and stash deposits.
RunnerNew 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.

CommandUse
/ckoutlaw claimhideoutClaim the hideout region you are standing in.
/ckoutlaw coreView the hideout core chunk.
/ckoutlaw setcoreMove the hideout core as Boss or Lieutenant.
/ckoutlaw abandonhideoutStart 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.

CommandUse
/ckoutlaw stash listView 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 ruleExplanation
WindowWednesday 19:00-22:00 Europe/Amsterdam.
Duration20 minutes.
BreakingBoth sides can break blocks with Mining Fatigue II.
PlacingOnly ladders and scaffolding.
Containers and doorsRaiders and defenders can use containers and doors during raid access.
Treasury plunder10 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.

CommandUse
/ckoutlaw merc offersView mercenary offers for your band.
/ckoutlaw merc accept <number>Accept an offer.
/ckoutlaw merc decline <number>Decline an offer.
/ckoutlaw merc statusView 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 layerWhat you seeWhy it helps
Kingdom territoriesOwned kingdom regions.You can see which kingdom owns which land.
Claimable regionsFree claimable regions.Useful for expansion planning.
War chunks / hideout coresObjectives for sieges and purges.You know where the fight is centered.
Active war or raid infoPublic conflict information.You can see where major action is happening.
The map is public. Do not expect private homes, staff data or secret locations to be shown as normal map layers.

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

CommandUse
/ckguideShow your personal next step.
/ckkingdomOpen the kingdom GUI.
/ckdiplomacyOpen the diplomacy and war GUI.
/ckoutlawOpen the outlaw GUI.

Kingdom basics

CommandUse
/ckkingdom create <name> [color]Create a kingdom.
/ckkingdom statusView your rank, settlement and next step.
/ckkingdom info [kingdom]View information about your kingdom or another kingdom.
/ckkingdom membersOpen the members menu.
/ckkingdom regionsOpen the regions menu.
/ckkingdom leaveLeave your kingdom.

Joining and member management

CommandUse
/ckkingdom request <kingdom>Send a join request.
/ckkingdom requestsOpen the request desk if your rank can accept players.
/ckkingdom invitesView 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

CommandUse
/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 successionOpen succession menu.

Claims, regions and economy

CommandUse
/ckkingdom claim [village|resource]Claim the region you are standing in.
/ckkingdom resourceaccess [role]View or change resource region access.
/ckkingdom financesOpen financial overview.
/ckkingdom deposit <amount>Deposit money into the treasury.
/ckkingdom withdraw <amount>Withdraw money if allowed.
/ckkingdom upkeepOpen upkeep overview.
/ckkingdom upkeep settlePay upkeep manually if your rank allows it.
/ckkingdom taxesOpen tax policy menu.
/ckkingdom contributorsView contributors.

Supply contracts

CommandUse
/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 stockpileView depot.
/ckkingdom stockpile take <material> <amount>Take items from depot.

Diplomacy and war

CommandUse
/ckdiplomacyOpen diplomacy and war GUI.
/ckwar chunkView the war chunk of your current region.
/ckwar setchunkSet the war chunk if allowed.
/ckalliance listView 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 listView 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

CommandUse
/ckoutlawOpen outlaw GUI.
/ckoutlaw statusView band status.
/ckoutlaw create <name>Create a band.
/ckoutlaw request <band>Send a join request.
/ckoutlaw invitesView invites.
/ckoutlaw join <band>Accept an invite.
/ckoutlaw invite <player>Invite a player.
/ckoutlaw membersOpen band members menu.
/ckoutlaw kick/promote/demote <player>Manage members.
/ckoutlaw transferboss <player>Transfer boss.
/ckoutlaw disbandDisband with confirmation.
/ckoutlaw deposit <amount>Deposit money into band balance.
/ckoutlaw claimhideoutClaim hideout.
/ckoutlaw coreView hideout core.
/ckoutlaw setcoreSet hideout core.
/ckoutlaw abandonhideoutAbandon hideout with double confirmation.
/ckoutlaw raidinfoOpen raid info or menu.
/ckoutlaw raidkingdomStart a kingdom raid.
/ckoutlaw purgehideoutStart a kingdom purge against an outlaw hideout.
/ckoutlaw contract list/create/deliver/cancelUse outlaw contracts.
/ckoutlaw stash list/deposit/withdrawUse outlaw stash.
/ckoutlaw merc offers/accept/decline/statusManage mercenary offers.

Troubleshooting

ProblemMost likely reasonWhat 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.