ChickenKingdom player wiki

ChickenKingdomPlayer guide

A permanent world of player kingdoms, settlements and outlaw bands. Find out how to claim land, earn coins, unlock equipment and fight for your people.

Updated · Scheduled times use Europe/Amsterdam (CET/CEST).

  1. Use Minecraft Java Edition 1.21.11 and connect to play.chicken-kingdom.net.
  2. In Lobby, run /queue main to enter the survival server. The entrance NPC uses the same queue when available.
  3. Accept the server resource pack for the ChickenKingdom menus, equipment and icons. Main requires the pack.
  4. Open /kingdom. Choose Kingdom to find a home, or Outlaws to join a band. You can have one allegiance at a time.

Kingdoms begin without land. Staff define the regions; players claim whole regions, build settlements and choose their neighbours and rivals. Basic iron tools and ordinary building are available from the start.

The prices below describe the maintained server setup. Your in-game review shows any announced rate changes, saved project prices and the deadline that applies to your action.

Menus & commands

/kingdom, /kingdoms and /k open the Chicken Menu on Main. Most systems begin there; land claims use the commands in Land & homes.

OpenUse it for
Your KingdomMembers, settlements, rights, treasury, taxes, Levels, Prestige and the Crown Wardrobe.
Kingdom / LeaderboardFind a kingdom, view its public identity and compare scores.
DiplomacyRelations, war letters, raids, sieges, mercenary contracts, War Spoils and public news.
Skills / FaithEquipment and book unlocks; prayer, devotion and blessings.
CharacterYour card, titles, arrow trails, Duels, Horses and the in-game guide.
InboxInvitations, home offers and receipts for important events.
Outlaws / CargoBands, hideouts and paid siege work; the daily kingdom supply mission.

Shortcuts

CommandAction
/kingdom help [topic]Syntax for a particular kingdom task.
/kingdom info [name or tag]View your kingdom or a named kingdom.
/kingdom membersList members and ranks.
/kingdom landOpen Kingdom Info; this does not claim land.
/kingdom treasury / /kingdom taxesView kingdom money, the ledger and current or pending tax rates.
/kingdom deposit <coins>Review a transfer from your wallet to your kingdom treasury.
/kingdom spawn [settlement]Review travel to an available kingdom settlement spawn.
/kingdom worldspawnReturn to the server world spawn, subject to travel restrictions.
/kingdom upgrades / /kingdom prestigeList shared projects or open building recognition.
/kingdom flag / /kingdom crownManage your banner or open the Crown Wardrobe.
/skills / /faithOpen Skills or the Faith Journal.
/titles / /trailsOpen earned titles or arrow-trail cosmetics.
/siege status / /siege rulesRead the current siege objective or battle rules.
/kingdom confirm / /kingdom cancelComplete or cancel the command review currently shown in chat.

Public and kingdom chat

/kc selects Kingdom Chat; /pc selects Public Chat. Adding text sends one message to that channel, for example /kc Meet at the Capital.

Create or join a kingdom

Open /kingdom or /k and choose Kingdom. Without a kingdom, this opens the directory; members open Your Kingdom.

Join an existing kingdom

Select a kingdom in the directory to see its recruitment setting. Use /kingdom join <name or tag> for open recruitment. For a closed kingdom, a Monarch or Chancellor must invite you with /kingdom invite <online player>. Accept in Inbox or with /kingdom accept [name or tag]. Invitations expire after 72 hours.

Kingdoms hold up to 75 members. New members enter as Recruits with 72 hours of probation. A leader can promote you after probation; promotion is not automatic. The ranks are Recruit → Citizen → Baron → Chancellor → Monarch.

Found your own

Choose Create a Kingdom, enter a name and tag, select an Origin, then confirm the founding review. Founding costs 10,000 coins from your wallet. Names contain 3–32 characters; tags contain 2–6 letters or numbers and must differ from the name. The founder becomes Monarch, and the kingdom starts without land.

Use /kingdom create to open the founding menu, or /kingdom create <name> <tag> <origin> to prefill it. Complete creation with the menu’s final Create Kingdom button. Origin keys are by-the-sword, holy-mandate and trade-emporium. The choice is permanent; several kingdoms may share an Origin.

OriginBenefits
By the Sword30% lower kingdom-raid treasury cost and one extra region above the normal land limit.
Holy Mandate+25 Faith Points per daily prayer: 100 instead of 75, enough for one Faith level before other bonuses.
Trade EmporiumOne extra market stall in every settlement and 25% more settlement depot capacity.

People and leadership

Your Kingdom → People contains member ranks, home invitations, removal and succession. Monarchs and Chancellors manage membership; ordinary rank changes cannot promote someone to the acting leader's rank or above. Handing over the crown uses the separate succession action.

/kingdom leave opens a review. A Monarch with other members must appoint a successor first. Leaving or being removed starts a seven-day cooldown before joining a different kingdom or outlaw band. Returning to the same allegiance is allowed if its recruitment rules permit it. You can belong to one kingdom or one band at a time.

Claim land and choose a home

Claim whole regions shown on the world map. Staff define their boundaries; players choose how to use eligible unowned regions. Claims use commands; /kingdom land opens Kingdom Info for existing land and access settings.

Claim your first Capital

The Monarch makes the first claim. The current minimum is one accepted member, so the founder alone qualifies.

  1. Transfer 5,000 coins into the kingdom treasury with /kingdom deposit 5000, then /kingdom confirm.
  2. Stand inside an eligible unowned region and enter /kingdom claim capital <settlement name>.
  3. Confirm the displayed claim with /kingdom confirm within 120 seconds, while still inside that region. Use /kingdom cancel to discard the review.

Founding and claiming are separate payments: a new kingdom and its first Capital cost 15,000 coins in total. The Capital receives a default spawn. Settlement names contain 3–32 characters and must differ from the kingdom's name/tag, the map region's name and another settlement's name.

Add more land

A Monarch or Chancellor can claim more regions once the kingdom has a Capital. Each must border existing kingdom land and fit the Kingdom Level region limit.

ClaimUseTreasury costWeekly upkeepLand points
CapitalMain settlement; begins with a spawn point.5,000 coins75 coins500
VillageSettlement with assigned residents and an optional Mayor.4,000 coins50 coins250
Resource RegionShared gathering and building land with rank-based access.2,500 coins25 coins100
ExpansionAdds a bordering region to an existing Capital or Village.1,500 coins25 coins0

Upkeep above is before Kingdom Level and Prestige reductions. Use /kingdom claim village <name>, /kingdom claim resource or /kingdom claim expansion <settlement name>, then confirm the review.

A Capital or Village can have two Expansions. Each must border that settlement, uses one region of capacity and shares its access rights. Expansions do not add a depot or market allowance, and remain separate objectives during a siege.

Who can build and use storage?

These are ordinary peacetime rights; raids and sieges have their own combat rules.

Choose a home

Your home defaults to the Capital. Leadership can offer a Village assignment through People; accept or decline it in Inbox. Removing an assignment returns you to the Capital. Home controls Village access, your player-card residence and the Village share of your taxes.

The Monarch's home always follows the current Capital and cannot be assigned to a Village.

Travel to a settlement

/kingdom spawn [settlement] uses an unlocked, placed kingdom spawn. It costs 250 wallet coins, has a 15-minute cooldown per destination and starts after a 30-second stand-still warmup. Villages need their Spawn Point facility; the Capital has its basic spawn from the first claim.

/kingdom worldspawn returns to the world's spawn. Travel cannot start during PvP combat; movement, PvP damage, death or another teleport cancels a warmup. Authorized settlement leadership places an arrival point with /kingdom spawn set [settlement] while inside that settlement.

Run a settlement

Open Your Kingdom → Settlements → your Capital or Village. Choose Manage Settlement for its name, access, local roles and Mayor; Depot for shared storage; Facilities & Upgrades for services; or Work Orders for material requests.

A Village can have one Mayor. The Monarch or a Chancellor appoints them, making that member a Baron; one player cannot govern two Villages. Guest, Worker, Resident, Deputy and Mayor are local roles for a settlement. Settlement renames have a 14-day cooldown.

Depot and work orders

Every Capital and Village starts with a depot. Its screen shows available capacity and transfer actions. Stored resources are shared with members who have the relevant settlement rights.

A Baron or higher authorized leader can post a Work Order for 1–65,536 items. Citizens and above contribute matching items from their inventory. Contributions enter the settlement depot, and the requester is notified when the order is filled. These requests do not pay an automatic coin reward.

Choose facilities separately

Facilities have their own upgrade paths. Each step needs its preceding level, materials and treasury payment; it does not require another facility or a higher Kingdom Level. The settlement's appointed Baron, Chancellor or Monarch starts and completes its upgrades.

FacilityLevels and resultCoins for each step
DepotBase: 1,024 items. Levels 1–4: 4,096 / 8,192 / 16,384 / 32,768 items before bonuses.1,500 / 4,000 / 8,000 / 15,000
MarketLevels 1–3: 1 / 3 / 5 stalls before Origin or assigned Prestige bonuses.2,500 / 7,500 / 15,000
Spawn PointUnlocks settlement spawn travel; the Capital already starts with its basic spawn.5,000
Faith AltarAllows a Prayer Altar to be placed in that settlement. See Faith.7,500
StrongboxUnlocks the settlement Strongbox facility; storage is reached at its registered barrel. See Strongboxes.7,500
FortificationsFortress: +25% siege capture time. Castle: +50%, replacing the Fortress bonus.7,500 / 15,000
Raid Ward72 hours of ordinary-raid protection, with a 14-day activation cooldown. Does not block sieges.2,500 per activation

Coin prices are for each individual step, in addition to its materials. Open the facility review for the full shopping list. Resource Regions have no facility upgrades or production levels.

Market stalls

Settlement leadership places and manages unlocked stalls through the settlement services controls. Each stall has five offers; unlocking more stalls increases the number of shops, not offers per shop.

Goods and proceeds belong to the settlement. Sale money stays in its shop till until an authorized member collects it. A new shop is named Market Stall.

Treasury, upkeep and taxes

Open Your Kingdom → Treasury & Taxes, /kingdom treasury or /kingdom taxes. Your wallet, the kingdom treasury and settlement shop tills hold separate balances.

/kingdom deposit <coins> transfers wallet coins to the treasury after /kingdom confirm. Treasury shows available and reserved funds, upkeep debt and transaction history.

Personal coins and shared funds

Use /balance for your own coins. Player-to-player payments use /pay <player> <amount>. A treasury deposit moves your money into kingdom funds; it is not a personal savings account.

ActivityWho receives the coins?
Complete an outlaw supply orderThe delivering player's wallet, paid from the funded band order.
Win a wagered duel or collect an eligible bountyThe winning player's wallet. A duel stake can also be lost.
Complete cargo or earn a weekly kingdom ranking rewardThe kingdom treasury.
Fulfil a mercenary contractBand money; individual fighters do not receive an automatic wallet payment.
Sell goods through a settlement market stallThe settlement's shop till, until authorized collection.

Settlement Work Orders request shared materials and give no automatic coin reward. Agree on any personal payment separately.

Land upkeep

Each claimed region adds a weekly charge shown in the land table. Kingdom Levels and Prestige can reduce it. If the treasury cannot pay, the unpaid amount becomes debt; land is not automatically unclaimed.

Incoming treasury credits repay debt first. For example, a 500-coin deposit with 200 coins of debt clears the debt and adds 300 spendable coins.

Member taxes

Taxes collect automatically every Saturday at 14:00 Europe/Amsterdam. These are the starting rates; your kingdom's Taxes page shows its current policy.

RankDefault weekly tax
Recruit0 coins
Citizen25 coins
Baron50 coins
Chancellor75 coins
Monarch0 coins

A paid tax from a Village resident sends 25% to that Village. The record shows Paid, Missed or Exempt. Missed taxes remain visible to leadership but do not automatically remove a member.

Only the Monarch can change tax rates. The change is announced in Inbox. The upcoming collection keeps its existing rates; the following collection uses the new rates. For example, a change announced on Monday leaves that Saturday unchanged and begins the next Saturday. The review shows the exact start date.

Kingdom levels and Prestige

Your Kingdom → Levels opens the current kingdom upgrade. /kingdom upgrades lists numbered projects in chat; use /kingdom upgrades view <number> for one project’s details. Levels run from 1 to 8. Facilities are separate upgrades inside each Capital or Village.

Complete an upgrade

  1. The Monarch or a Chancellor starts the next Kingdom Level project. A settlement's appointed Baron can also manage that settlement's facility projects.
  2. Citizens and higher ranks who have finished probation contribute the materials shown in the project. Bring the matching ordinary materials; decorated or custom items do not substitute for them.
  3. Once its materials and any growth requirement are met, leadership completes the project. The treasury pays the coin cost and the benefit takes effect.

Contributed upgrade materials cannot be withdrawn, refunded or cancelled. Different upgrade projects can run in parallel without a shared project limit. Each level follows the previous one; the same upgrade cannot be started twice.

LevelRegion limitUpkeep reductionGrowth points requiredUpgrade coins
140%—Starting level
250%05,000
370%010,000
492.5%1,00020,000
5125%1,00035,000
6157.5%2,00055,000
71910%2,00080,000
82412.5%3,500120,000

Each price also requires its listed materials. For example, Level 2 needs 2,000 Stone, 750 Oak Logs, 150 Iron Ingots, 250 Copper Ingots and 250 Bread, plus 5,000 treasury coins. The project screen shows every later recipe and remaining contribution.

Growth points are your owned land points plus Prestige: Recognized adds 35, Established 70, Distinguished 105, and Grand or higher 140. These points are an eligibility threshold, not currency spent on completion. The public Leaderboard total is a different score.

By the Sword adds one region to the table's limits. A Village defended by a level 3 or higher kingdom receives the occupation protection described in Sieges & capture.

Earn Prestige for your builds

Open Your Kingdom → Prestige or /kingdom prestige. The Monarch or a Chancellor saves a portfolio with the Capital and optional supporting settlements, then requests a grade for staff review. Members can view the portfolio and review history.

Reviews assess architectural theme, settlement layout, exterior work, completed interiors, landscape integration and consistency. The page shows the requested grade, review requirements and decision. New review requests have a seven-day cooldown; eligible decisions can be appealed within 72 hours.

GradeDepot bonusUpkeep reductionExtra stall
Recognized———
Established+10%——
Distinguished+20%——
Grand+30%5%—
Renowned+45%10%1 assigned stall
Legendary+60%20%1 assigned stall

The current grade replaces earlier grade bonuses; they do not stack. The extra stall at Renowned or Legendary is assigned to a settlement rather than granted to every settlement. Prestige also contributes to growth and the Leaderboard.

The kingdom Leaderboard

Open Your Kingdom → Leaderboard or /kingdom leaderboard. Rankings refresh hourly. Select a kingdom for its score breakdown.

The score combines Kingdom Level, land, the three most developed settlements, Prestige, conflict results and cargo/civic activity. Each Kingdom Level adds 20 points; each completed facility level in the three counted settlements adds another 20. Land adds 500 for a Capital, 250 per Village, 100 per Resource Region and zero per Expansion.

Prestige contributes 35 / 70 / 110 / 150 / 175 / 200 points from Recognized through Legendary. Conflict and activity points use the latest weekly result, so a battle or delivery does not immediately change that part of the hourly board. An occupied kingdom or one undergoing conquest integration has its score suspended.

The weekly top three receive 1,000 / 600 / 300 coins in their kingdom treasuries at the Monday 12:00 Europe/Amsterdam weekly update. These are kingdom funds, not individual wallet rewards.

Your flag and Royal Crown

Open Your Kingdom → Crown & Flag, /kingdom flag or /kingdom crown.

Set or copy a flag

Hold your crafted banner in your main hand. A Monarch or Chancellor can equip its colours and pattern as the kingdom flag. A kingdom without a chosen design uses a white banner.

Members can buy an exact flag copy from this screen for 10 wallet coins. The selected design identifies the kingdom in supported menus and map views.

Wear the Royal Crown

The first Capital unlocks the Crown Wardrobe. Only the current Monarch can wear it, and the helmet slot must be empty when equipping.

The crown is unbreakable and grants Protection IV, +3 Armour and +2 Armour Toughness. Its Protection IV does not require the usual Skills unlock.

Keep it in your helmet slot or personal inventory. Store Crown, dropping it with Q, or dying returns it to the Wardrobe. It cannot become ground loot, be traded or be stored in a chest.

Skills & enchanted books

Open /kingdom → Skills or /skills. Unlocks belong to your character and remain yours when you change kingdoms. Choose Tools, Weapons, Armour or Books. An unlock appears in Available once you have learned its prerequisites; Learned holds your unlocked recipes.

Unlocking and crafting are separate costs

  1. Select a skill to see its required materials, saved contributions and coin cost.
  2. Bring plain materials. Named, enchanted and custom items do not count. Add Materials saves a partial contribution; only the amount still needed is taken. Saved contributions are not refundable.
  3. Choose Unlock when saved materials plus your inventory cover the requirement and your wallet covers the coins. You can pay everything at once without contributing first.
  4. Open the learned recipe and craft the item. Every craft consumes its recipe ingredients in addition to the one-time unlock cost.

Basic iron utility tools, iron mining and building recipes are available from the start. Diamond Mining is its own unlock. Weapons and armour pieces unlock individually.

CategoryWhat you unlock
ToolsDiamond Mining; Diamond Pickaxe, Axe, Shovel and Hoe.
WeaponsIron and Diamond Swords and Spears; Bow, Crossbow, Shield, Golden Apple and Spectral Arrow.
ArmourEach iron armour piece, followed by its diamond version.
BooksIndividual enchantment levels, including Protection, Sharpness, Power, Efficiency, Unbreaking, Mending and the other supported families.

Diamond combat equipment requires your own unlock to use, including diamond armour, swords, axes and spears. Enchantments also require your learned level even on traded or looted gear. You can carry and store locked items, but another player's unlock does not let you use them.

Enchanted books

Learn the book in Skills, craft it at an ordinary crafting table, then apply it with an anvil. Enchanting tables are disabled. Higher-level recipes consume the specified earlier CK book; combining lower books in an anvil cannot produce an uncrafted higher tier.

X Y X
Y B Y
X Y X

Each recipe uses four X ingredients, four Y ingredients and one centre book. Use the exact ingredients and book shown in Learned.

ExampleOne-time unlockIngredients for each book
Sharpness I10 Books, 40 Lapis Lazuli, 5 Emeralds; no coins.1 Book, 4 Flint, 4 Lapis Lazuli.
Protection IVProtection III learned; 40 Books, 160 Lapis Lazuli, 20 Emeralds and 750 coins.1 CK Protection III book, 4 Iron Blocks, 4 Diamonds.
Mending IUnbreaking III learned; 160 Books, 640 Lapis Lazuli, 40 Emerald Blocks and 12,000 coins.1 CK Unbreaking III book, 4 Diamond Blocks, 4 Emerald Blocks.

Restrictions that affect progression

Netherite, Ancient Debris, Tridents, Maces and functional redstone machinery are disabled. Simple buttons, levers, pressure plates, tripwire hooks and ordinary rails remain usable. Disabled machinery includes redstone wiring, repeaters, comparators, pistons, observers, dispensers, droppers, hoppers, crafters and powered rail types.

Thorns, Trident and Mace enchantments, and enchantments without a Skills recipe—including Infinity, Fortune and Looting—cannot be used. Fishing cannot supply enchanted books or enchanted equipment: those catches become ordinary Cod.

Golden apples keep their normal effects, with a 5-minute shared cooldown for ordinary and enchanted golden apples. Reconnecting does not reset it. The Golden Apple unlock adds the ordinary recipe; enchanted golden apples have no added recipe.

Shortcuts: /skills learned, /skills status, /skills unlock <skill> and /skills contribute <skill>. Use tab completion for skill names.

The Chicken Faith

Open /kingdom → Faith or /faith for your Faith Journal: current devotion, level, bonus hearts, prayer streak and scripture. Prayer and blessings happen beside a registered Prayer Altar. Public altars are available to players without a kingdom.

Right-click an altar to open its actions. To pray without a menu, stand within 3 blocks, close your menus and crouch still for 3 seconds. Movement interrupts the prayer. After taking damage, stand up before trying again. /faith pray also works beside an altar.

Daily devotion and bonus hearts

Action or rewardCurrent rule
Daily prayer+75 devotion once per Amsterdam calendar day; Holy Mandate members receive +25 extra.
Daily bread gift+25 devotion. Hold exactly 16 plain Bread in your main hand and use the altar action or /faith offer.
Prayer streakEvery seventh prayer in your current streak adds +25 devotion.
Faith level100 devotion per level, capped at level 10 / 1,000 devotion.
Bonus health+1 maximum heart per current level, up to +10 hearts.

A normal prayer and bread gift together earn 100 devotion: one level and one extra maximum heart. Bread is optional and does not count as the day's prayer. Increasing maximum health does not instantly heal you.

Missing a day or killing a player

The first missed prayer day in each Monday–Sunday week is forgiven automatically. Each further missed day removes 100 devotion and two streak prayers, down to zero. Offline days count. Losing a level removes its bonus heart; earning devotion restores it. All daily and weekly boundaries use Europe/Amsterdam.

An unjustified player kill removes 100 devotion and the entire prayer streak. Killing an outlaw, a confirmed duel kill, or a kill inside an active registered raid or siege is exempt. A war declaration by itself does not make every kill exempt.

Altar blessings

Your highest earned Faith level permanently unlocks these blessings, even if current devotion later falls:

Earned levelBlessingEffect
3Pilgrim's PaceSpeed I
6Dawn SightNight Vision I
9FeatherfallSlow Falling I

Use Altar Blessing or /faith bless beside an altar to receive the available unlocked effects. They last 10 minutes, with 30 minutes between claims, and cost no devotion. A successful daily prayer also grants a ready blessing. Existing potion effects take priority. Offline time counts toward duration and cooldown.

A settlement altar

Unlock the settlement's Faith Altar facility before obtaining its kit through the facility screen. The kit costs 1 Lectern, 2 Books, 1 Candle and 8 Gold Nuggets and must be placed inside the settlement it belongs to. An ordinary lectern is not a registered altar.

Diplomacy and war letters

Open /kingdom → Diplomacy, then choose a kingdom. Its card shows your relationship and the actions available to your rank. The Monarch handles alliances, war declarations, peace and surrender. Chancellors can launch eligible raids and hire mercenaries.

An alliance needs the other Monarch's acceptance. End an alliance before declaring war against that kingdom. Allies can help in daily raids; they are not automatically included in siege rosters.

Declare war

  1. As Monarch, open the target's card and choose Prepare War Letter. Keep an empty inventory slot for the book.
  2. Leave page one unchanged. Write your reason on page two, using 10–1,000 characters.
  3. Sign the book with the exact title War Declaration. The Monarch who requested it must sign and deliver it.
  4. Hold it in your main hand and choose Review & Deliver Letter. Complete the review. Delivery starts a 24-hour notice period; preparing the book does not.

After the notice period, either kingdom can launch eligible daily raids against the other. The declaring Monarch can also schedule a siege, with its own separate notice period. Diplomacy shows the deadlines. If an undelivered letter is lost or damaged, use Cancel Lost Letter before preparing another.

End a war

Mutual peace needs both Monarchs and ends the war as a draw. Surrender records a loss and pays the opponent 2,500 coins + 10% of your available treasury, up to 25,000 coins total. Any unpaid amount becomes treasury debt. Active raids, sieges and occupations must be resolved before either conclusion can finish.

Command shortcuts: /kingdom war status, /kingdom war declare <kingdom>, /kingdom war deliver and /kingdom war cancel <kingdom>. Use /kingdom help war for the remaining actions. A command review waits for /kingdom confirm for up to 120 seconds; /kingdom cancel dismisses it.

Daily raids and War Spoils

Raids run daily from 20:00 until 20:30 Europe/Amsterdam. Every raid ends at 20:30, even if it starts late. Each attacking kingdom or outlaw band gets one launch per calendar day. Raids never transfer ownership and do not require a minimum number of defenders online.

Launch a raid

The target must be a kingdom-owned region. Claims and ownership transfers give it 72 hours of protection. A settlement raid ward or an overlapping conflict also blocks admission. A failed review does not start a battle; follow the reason shown on the board.

During the raid

Members of the attacking and defending kingdoms and their active allies participate. An outlaw attack belongs to that band, not every outlaw. The defending kingdom receives an online alert and an Inbox notice when the raid starts.

Only the target region permits raid damage. Allowed broken blocks give no drops or XP, and building is disabled. Containers cannot be broken or moved. Damage is restored afterward, but successfully stolen contents stay stolen. TNT, fire and similar bypasses cannot be used to evade those limits.

A raid with recorded attacker activity can take 2% of the defender's available treasury, capped at 1,000 coins, for the attacking kingdom or band. Starting a raid and waiting is not enough to earn that payment.

Take and collect War Spoils

As an attacker, shift-click a stack in an enemy container. It goes into your personal Diplomacy → War Spoils, not directly into your inventory. Defenders can inspect containers but cannot rearrange or withdraw their contents during the raid.

Open War Spoils and click a ready stack with one empty inventory slot. Uncollected spoils survive death and logout. After collection, they follow normal inventory and death rules. Sieges have no War Spoils withdrawals: their containers remain sealed.

Sieges, occupation and annexation

A siege targets a Capital or Village and all its attached Expansions. Resource Regions are excluded. The objective is to control marked areas, not to reach a kill count.

Schedule the battle

  1. Wait until the delivered war's 24-hour notice has ended. Only the declaring kingdom's Monarch can schedule the initial siege.
  2. Stand in the target settlement or one of its Expansions. Open the defender's Diplomacy card and choose Schedule Siege, or review /kingdom war siege <settlement>.
  3. Have at least five eligible attackers online. The target must have its conquest service available, and every included region must have passed its 72-hour ownership protection.
  4. Confirm the review and read the scheduled start. The next slot is 20:30 Amsterdam with at least 24 hours' notice after scheduling. This is a second notice period, separate from the war letter.

Primary rosters freeze at scheduling, with up to 45 fighters per side. Members must be above Recruit, out of probation and in that kingdom for at least 72 hours. Attackers are chosen from eligible online members; eligible defenders may be offline when scheduled. Allies are excluded. Each side can add up to ten named mercenaries before the start; see Mercenary Work.

Capture the objectives

Follow the marked 16×16 objective chunk and /siege status. Expansions are fought one at a time, then the Capital or Village core.

SettlementCapture per objectiveTotal before final hold
Core only15 minutes15 minutes
Core + one Expansion9 minutes 45 seconds19 minutes 30 seconds
Core + two Expansions8 minutes24 minutes

Fortress adds 25% to capture requirements; Castle adds 50% instead. Neither changes the final hold. Contesting and defending can make the battle take longer than these minimums.

Time limit and building

The normal battle lasts 60 minutes. If living rostered fighters from both sides occupy the current objective at the normal deadline, overtime can run for up to ten more minutes. During overtime, leaving the objective without attackers for 30 seconds gives defenders the win. Moving to another objective does not add time. The sidebar shows the current deadline and return countdown.

Only rostered fighters may alter the active objective region. They may place ladders and scaffolding; each side shares a one-second block-break cooldown. Containers stay sealed. Protected blocks, TNT, fluids, fire and pistons cannot be used to bypass the rules. Block changes are restored after the battle. Use /siege rules for the current settings.

What an attacker victory changes

Target when scheduledResult
Capital, at any kingdom levelAnnexation without an occupation wait
Village; defending kingdom level 1–2Annexation without an occupation wait
Village; defending kingdom level 3+Seven-day occupation and one reconquest attempt

During occupation, the defender remains the legal owner; the occupier does not gain normal building, storage or management rights. The original Monarch can review Reconquest from the occupation card or /kingdom war reconquest <settlement>. Its scheduled battle must finish before the occupation deadline. Victory ends occupation; failure or an unused attempt leads to annexation when the deadline expires.

The settlement and Expansions transfer together. Capturing an Expansion alone gives no permanent ownership. Attached Resource Regions stay with the original kingdom. Assigned ordinary residents and the Mayor move with the settlement; a captured Capital becomes a Village if the winner already has a Capital. A transfer blocked by membership capacity or a leadership conflict remains pending for staff to resolve. Check Diplomacy → Wars & Sieges for the final result.

Outlaws and bounties

Open /kingdom → Outlaws to browse bands, request membership, accept an invitation or found your own. Kingdom membership and outlaw membership are mutually exclusive. A recently changed allegiance may temporarily block joining another group; the menu gives the remaining wait.

Founding costs 5,000 wallet coins. Names have 3–16 characters, begin with a letter, and may use letters, numbers, underscores and hyphens. A band holds up to 20 members. Invitations last 24 hours.

RankMain permissions
RunnerUse band menus and deliver smuggling orders
BanditAlso build and use containers in the hideout; deposit stash materials
LieutenantAlso recruit, manage lower ranks, withdraw stash stock, launch raids and accept mercenary offers
BossAlso claim or abandon the hideout, set its arrival point, post smuggling orders and transfer leadership

Claim and keep a hideout

Recruit at least five members. The Boss stands inside an available staff-designated Hideout and chooses Band Management → Claim Hideout. A band may own one. The region's claim price comes from the Boss's wallet; its hourly upkeep comes from band money. The review shows both amounts.

The claim creates an arrival point. The Boss can move it with Set Hideout Spawn. Hideout travel takes a 60-second warmup; movement, teleporting, damage or combat cancels it.

Upkeep runs hourly, including offline time. Deposits pay overdue upkeep first. At three unpaid cycles, the band can lose the hideout, stash, open orders and band balance. Voluntary abandonment has the same displayed losses. Resolve open orders and payments before abandoning or disbanding; the Boss must transfer leadership before leaving an ongoing band.

Stash and smuggling orders

The Hideout Stash holds 4,096 ordinary items, with space reserved for open orders. Stand inside your own hideout to deposit, withdraw or deliver. Bandit+ can deposit; Lieutenant+ can withdraw. Named, enchanted and damaged items are excluded.

  1. Boss: hold a plain example item, then choose Smuggling Orders → New Order. Set the requested quantity and the total reward. Your example stays in your inventory.
  2. Posting reserves the entire payment from band money and enough stash space for the order. It does not create free reward money.
  3. Any band member: bring the requested plain items to the hideout and left-click the order to deliver. Partial deliveries earn their proportional reward.
  4. The items enter the stash and 100% of the reward goes to the delivering players' wallets. The Boss can right-click an open order from the hideout to cancel it and return its unused reward to band money.

Outlaw raids use Raids → Start Kingdom Raid: Lieutenant+, inside the target, 20:00–20:30, one free launch per band per day. See Daily raids for target protection, damage and loot limits. Hideout purges are unavailable.

Mercenary Work: paid siege contracts

Kingdoms can hire a band for one side of a scheduled siege. A contract names 1–5 fighters; each side can hire at most ten mercenaries. Fighters remain outlaws and gain participation rights only for that siege.

  1. Chancellor or Monarch: open Diplomacy → Mercenary Contracts → Hire a Band. Choose a future siege, band, service fee and optional victory bonus. Sending the offer reserves both amounts from the kingdom treasury.
  2. Lieutenant or Boss: open Outlaws → Mercenary Work, inspect the offer and choose the named fighters before accepting. An unanswered offer expires after 60 minutes or at battle start, whichever comes first.
  3. Fighters: use the contract's Objective Location and Fighters pages to find the current objective and check attendance.

Each fighter normally needs ten active minutes in the current objective chunk. A completed battle shorter than 20 minutes instead requires half its actual duration. Time counts while alive in Survival or Adventure, with movement or valid combat against the opposing side in the previous 60 seconds. Standing idle or elsewhere does not count; death and logout pause attendance without erasing earned time.

Each named fighter earns an equal share of the service fee by meeting attendance, even in a loss. Their share of the victory bonus also requires their side to win. All earned coins go to band money, not individual wallets; unpaid shares return to the kingdom. A cancelled battle refunds everything.

For example: a 1,000-coin fee plus 500-coin bonus for two fighters pays the band 500 per qualifying fighter, plus 250 per qualifying fighter if their side wins.

Unanswered offers can be withdrawn or declined. Accepted contracts cannot be withdrawn. A band may commit to only one at a time, and named fighters cannot leave, be kicked or change sides until it ends. Contracts give no general kingdom storage access; siege containers remain sealed.

Bounty Board

Outlaws → Bounty Board lists existing bounties; you do not need band membership to use it. An eligible kill pays the killer's wallet. Players cannot post bounties, buy them off or use trackers in the current setup.

You cannot collect a bounty from someone in your own kingdom or band, or someone sharing your IP address. Bounties do not override protected-region PvP or the Faith rules for unjustified kills. They expire after 30 real days, including offline time.

Daily kingdom cargo

/kingdom → Cargo shows the route, supplies, start, deadline and treasury reward. There is one shared mission per day, starting between 21:30 and 22:00 Europe/Amsterdam. The first kingdom member to load it takes the crate; this is not a separate mission for every kingdom.

  1. Gather the complete request: 3–4 different plain materials, fitting at most 30 inventory slots. One member must carry all of them; there is no partial-delivery bin.
  2. After the start, stand beside the origin cargo barrel and choose Load Cargo. Loading consumes the listed supplies and gives you one sealed crate.
  3. Carry it to the destination. Teleports and storing, equipping or crafting with the crate are blocked.
  4. Beside the destination barrel, choose Deliver Cargo. The carrier's kingdom receives the quoted reward in its treasury.

The deadline is 60 minutes after the scheduled start. Loading late or changing carrier never extends it. Expired cargo cannot earn a reward.

Death, logout or Q drops the crate. Any eligible kingdom member, including a rival, can pick it up and complete the delivery for their kingdom. The board shows its dropped location. Outlaws and unaffiliated players cannot carry it. Leave one normal inventory slot free when collecting.

The origin and destination are registered barrels in safe admin regions; the route between them is not automatically safe. The crate cannot be opened to recover its supplies.

What supplies can a mission request?

The current pool contains wheat, carrots, potatoes, pumpkins, apples, ordinary golden apples, bread, cooked beef, leather, white wool, oak logs, spruce logs, stone, cobblestone, coal, charcoal, iron ingots, copper ingots and full unwaxed oxidized copper blocks.

Quantities depend on the material: bulk loads usually use steps of 50, medium and scarce materials steps of 25, and golden apples steps of five. Read the mission's exact quantities before loading. Rewards value the requested supplies and route distance, are rounded to 100 coins, and stay within 1,500–15,000 coins.

Tavern Strongboxes

Right-click a registered Tavern Strongbox barrel to rent and open your private storage. The same personal inventory is accessible at other registered strongboxes, including eligible settlement strongboxes. Each stored stack remembers where you deposited it.

ServiceBase price or limit
First charter, including 7 days2,500 coins
Another 7 days500 coins
Collect at the original locationFree
Collect at a different location75 coins per stored stack, before any eligible discount
Storage45 stack slots
Maximum prepaid rent28 days

Shift-click a stack in your inventory to deposit the whole stack. Click a stored stack to collect it; its tooltip shows the deposit location and courier fee. A stack of one item still occupies one slot and has the same remote fee as a full stack.

Rental time continues while you are offline. Expiry keeps your items but locks deposits and collection until you renew. A full inventory leaves the item stored.

Named and enchanted equipment can be stored. Bundles, shulker boxes, other portable storage and protected items such as the Royal Crown cannot. Earned Tavern Patronage may reduce courier fees; the quoted fee is the amount you pay. Faith does not reduce Strongbox fees.

Settlement leadership can add an access point after unlocking that settlement's Strongbox facility. It connects to the same private storage network; it is not a shared kingdom chest.

Character Card, titles & cosmetics

Open /kingdom → Character → Character Card to view your allegiance, rank, assigned home, kills, deaths, calling, title and backstory. Your listed home is your assigned settlement or hideout. A Monarch's home is the kingdom's Capital.

Your Calling is a roleplay choice and gives no Skills unlock or gameplay bonus. To write a backstory, choose Edit Story, enter lines in chat, then type save. Use clear to clear the draft or cancel to leave without saving. The limit is 700 characters and 12 lines.

Earned titles

Open /titles or the card's title selector to view requirements, progress and available titles. Choose a title to display beneath your name. These career titles remain unlocked once earned:

TitleRequirement
FarmerHarvest 2,000 mature potato plants. Each plant counts once, regardless of drops.
FishermanCatch 250 fish with a fishing rod. Buckets and picked-up fish do not count.
MinerMine 256 natural diamond ore blocks with Diamond Mining unlocked. Placed ore does not count.
CrossbowmanUnlock Crossbow in Skills.
BlacksmithUnlock all four iron armour pieces, Iron Sword and Shield.
CourierComplete 10 cargo deliveries as the recorded carrier.
DuelistEarn 10 career duel points; repeated opponents give reduced credit.
MonkReach Faith level 10. Later devotion loss does not remove the title.

Kingdom titles follow your current role: Lord requires Baron or higher; Baron and Chancellor require those exact roles; King requires being the reigning Monarch. Knight requires Baron or higher plus 25 career duel points. Equipping a title does not promote you.

Monthly competitions

The qualified top three in potato harvesting, fishing and duelling may wear Master Farmer, Master Angler or Champion. Qualification requires at least 2,000 plants, 250 fish or 10 duel points that month. Gold, silver and bronze title colours show placement.

These titles remain available only while you qualify for a top-three position. Choose a permanent fallback title for when your role or place changes. Monthly scores reset at 00:00 Amsterdam on the first day of each month; career progress remains. The Hall of Fame keeps past results. Use /titles competitions and /titles history to open them directly.

Arrow trails and item wraps

Open Character → Arrow Trails or /trails to equip one unlocked arrow effect: Ember, Frost, Royal Gold, Amethyst, Soulfire or Winter Spark. Trails work on bow and crossbow arrows and do not change damage. Clear Trail removes the active effect while keeping your unlocks. Refresh or reopen the menu after receiving a new unlock.

For an item skin, hold compatible equipment and use /wraps. Preview a wrap, then apply one you own. Wraps change appearance while preserving the equipment's base material, durability, enchantments and stats; they do not bypass Skills requirements. Use /wraps unwrap while holding it to remove the skin. The server resource pack is needed to see the intended models.

Duels

Open /kingdom → Character → Duels beside an available duel arena. Bring the equipment and supplies you want to fight with.

  1. Stand outside but near the arena, within 12 blocks of your opponent. Both players must be out of combat.
  2. Choose the opponent and No Bet or a coin stake, then send the challenge.
  3. The opponent has 60 seconds to accept. Both wallets pay the same stake on acceptance.
  4. A 10-second countdown precedes the fight. The winner receives both stakes.

The fight has a 6-minute limit. A time-limit draw refunds both stakes. Logging out during the active fight forfeits it. You can also choose Leave Current Duel and confirm. Travel commands are blocked during the duel.

On a duel death, you keep your inventory and experience. Players return to their acceptance locations afterward. Consumed supplies and equipment durability are not restored.

Duel points and records

Duels shows your records, recent fights and leaderboard. Against the same opponent in one week, your first 3 wins earn full points, wins 4–10 earn 25%, and later wins earn no leaderboard credit. The agreed stake payout is unchanged. These weighted points also contribute to duel titles and the monthly competition.

Register, store & summon your horse

Open /kingdom → Character → Horses. You can register one living, adult, ordinary horse that you have tamed and own.

ActionWhat to do
Register HorseRide your owned horse, then select Register. Registration is immediate.
Store HorseBring that horse within 8 blocks, dismount, and remove its saddle and horse armour. Select Store to keep it until needed.
Summon HorseDismount and stand on safe open ground, then summon your stored horse.
Call HorseMove your already active horse to you. It must be found and safe to move; this relocates the same horse.

Store, Summon and Call have a 5-second warmup. Stay still and out of combat. After storing, summoning or calling, wait 30 seconds before summoning or calling again. Horse actions are blocked in active conflict regions; a horse with a rider, leash or unsafe state cannot be called away.

Horse death is permanent. After losing it, you can tame and register a replacement. Donkeys, mules, skeleton horses and other mount types cannot be registered.

Inbox & Diplomacy News

Open /kingdom → Inbox for kingdom invitations, home offers and personal notices, including those received while offline.

Use a notice's destination button to open the relevant feature. Marking a page as read clears those notices from the unread list; outstanding offers keep their own decision controls.

Public Diplomacy News

Open Diplomacy → News for public alliances, war declarations, peace, raid and siege events, land changes and Honor highlights. Filter to your kingdom or read the whole realm's news. Open a story for its details and any linked kingdom or conflict.

World map & combat

Open the ChickenKingdom world map. Turn layers on or off to choose what you see, then click a region or marker to open its letter.

Layer or cardWhat it tells you
KingdomsName and tag, Capital, recruitment policy and Public Honor. Click the kingdom button on a settlement letter to view its kingdom, then use Back to return.
Settlements & ResourcesWhether land is a Capital, Village or Resource Region, and which kingdom owns it. The optional Expansions layer shows attached regions separately.
Available Land / Available HideoutsUnowned regions to investigate. Availability on the map does not guarantee that your group meets the claim requirements.
Public AreasThe actual kind of public place: a safe zone, road or resource site. A public marker alone does not mean PvP is disabled.
Wars & SiegesParticipants, current phase, objective, capture progress and deadline. Occupation letters distinguish the legal owner from the occupying controller.
StrongboxesRegistered access points, access rules and coordinates. Your private items are never shown.
Outlaw Hideouts / WildernessBand hideout locations and the optional wilderness layer. Wilderness is outside the defined claimable regions.

Map letters show the last published information. Close and reopen a battle letter for a newer snapshot; its time is printed on the letter. Land changes and terrain renders can arrive at different times. Player positions, health and armour are hidden in the current map setup.

Combat and travel

Player combat applies a 15-second combat tag; further damage can renew it. Teleport commands and settlement travel are blocked while tagged. Logging out while tagged kills your character and drops your inventory, armour and experience. The action bar shows the remaining time.

Region access and conflict rules determine where you may fight, build or loot. A raid does not give unrestricted block-breaking rights; see raid loot and siege rules. Formal duels have their own agreed stakes and death handling.

Voice chat

ChickenKingdom uses Simple Voice Chat. Voice is optional; the server resource pack does not install the voice mod.

  1. Install the Simple Voice Chat client mod for Minecraft 1.21.11 and your mod loader.
  2. Join the server and press V. The setup screen lets you choose a microphone, speakers and either push-to-talk or voice activation.
  3. Choose your push-to-talk key during setup, then test with someone nearby. You can change it under Minecraft's key bindings.

Normal proximity voice reaches up to 48 blocks; whispering reaches 24 blocks. Group chat is enabled. Open the voice menu to manage a group; group chat has no default key on this Minecraft version. The key-binding guide lists the other controls.

If V opens nothing, check that the mod loaded and that the key is not conflicting. If the voice menu opens but cannot connect, tell staff whether you are in Lobby or Main; Minecraft chat working does not prove that the separate voice connection works.

When something does not work

ProblemWhat to do
Not whitelistedAsk staff to add your exact Minecraft name to both Lobby and Main. Joining Lobby does not also grant Main access.
Stuck in LobbyUse /queue main. If Main is offline, full or paused, wait for the queue status to change.
Menus show symbols or missing artworkSet Server Resource Packs to Enabled for ChickenKingdom in your multiplayer server entry, then reconnect and let the pack finish loading.
A kingdom has no landFounding and claiming are separate. The Monarch must meet the first-Capital requirements and use the claim command inside an eligible region.
I belong to the kingdom but cannot buildCheck Recruit probation, your assigned home and the region’s Access settings. Membership alone does not grant rights in every Village.
A later skill is missingAvailable shows skills whose prerequisites you have learned. Check Learned for completed steps and recipes.
My extra hearts decreasedFaith hearts follow current devotion. Missed days after weekly grace and unjustified kills can reduce it; prayer and offerings restore points.
An altar rejects breadHold exactly 16 plain Bread in your main hand near the registered altar; renamed bread or a larger stack does not count.
An upgrade price differs from the guideAn already-started project keeps its saved cost. The project review shows the materials and treasury payment still required.
A deposit did not all become availableTreasury income first repays upkeep debt. Review the debt, held funds and ledger.
New taxes are not activeThe upcoming collection keeps the previous rates. The following collection uses the announced rates; the Taxes page gives its date.
Empty War Spoils slots cannot be reusedTaking items out does not replenish that raid window’s slot allowance. The daily raid limit still applies.
Cargo will not load or deliverStand at the named endpoint. Loading requires all listed plain supplies in one inventory; delivery requires the valid crate before the fixed deadline.
Strongbox items are inaccessibleAn expired rental keeps the items but locks access. Renew at the registered barrel.
A transfer stays pendingGive staff your name, the action, the location and the approximate time. Staff can inspect the recorded transfer; another purchase is not a recovery step.