Kingdom

Introduction
Villages are able to group together in a kingdom. Starting a kingdom costs 100M gold and up to 5 villages can be in the kingdom at once. Kingdoms are able to conquer tiles that give boosts, as long as they can hold onto them.

Upgrades
By default a kingdom can only have 1 village and conquer 1 tile. Both of these can be upgraded with gold to eventually have 5 villages and 5 tiles. Gold can be donated to the kingdom through the villages. Village leaders can use the /wirevillage command to transfer resources, this way a village can help contribute to an upgrade even before they join the kingdom.

Tiles
Tiles can be conquered by a kingdom and will give boosts to all villages in the kingdom. There are major and minor tiles, a kingdom can hold up to 5 tiles at a time, of which only 1 can be a major tile. Here is an example of the tiles: Blue tiles are owned by your kingdom; Pink tiles are tiles owned by other kingdoms; Green are empty tiles that can be freely captured without a battle.



Kingdom Battles
Kingdoms can battle each other by attacking a tile that is owned by a kingdom. Members can be assigned to a group, and players with the "Map Movement" or "Map Attacking" role can perform actions on the map with the groups. Balancing the strengths between all members is highly important in order to acquire and defend tiles.

Groups
Implemented in patch 1.3.0, players can be assigned to one of five different groups, found under the "Groups" tab in the Kingdom section. One must have the "Groups" permission in their rank to be able to edit them. Each group can hold up to a maximum of 20 players. If multiple groups in the same kingdom are standing on a tile that is being defended, then all groups will defend the tile in the battles against attackers.

When players are first assigned to any group, they will start with 75% fatigue. Additionally, moving a player from one group to another will also set them to 75% fatigue unless both groups are on the same tile. A player lowers their fatigue by 2% every hour.

Map Actions
A player with the appropriate permissions can do the following actions on the map:


 * 1) Plan Move
 * 2) Plan Attack
 * 3) Stop Defending
 * 4) Plan Spying

Plan Move
A player may move a group to any tile on the map as long as the player has the "Map movement" permission. Each adjacent tile will take 10 minutes to travel to. This amount can be decreased by upgrading Kingdom Roads in the upgrade section.

Plan Attack
A player may use a group to attack any tile on the map that their kingdom does not already own as long as the player has the "Map attacking" permission. The group will still need to move to the tile itself to initiate the attack, with each tile taking 10 minutes to travel to it. As stated above, the travel time may be decreased further by the Kingdom Roads upgrade. If a group is already on the tile it is attacking, it will still take at most 10 minutes until the attack starts.

Multiple groups may attack at the same time. To do this, first they need to be on the same tile. Next, one group needs to "Plan attack". Then, there will be additional buttons under each group to "Join attack". At most 3 groups may join the attack. Once the desired groups have selected to join the attack, the player may then attack any tile on the map.

If the attack is successful, the group will take over the tile and defend it. If the attack is not successful, the group will gain 5% fatigue. The same applies for multiple groups, except the one group that planned the attack will defend the tile.

Stop Defending
A player may make a group stop defending its tile, freeing it for any other group to take. As long as a group is defending a tile, it cannot move or attack another tile.

Plan Spying
A player may use a group to spy on any tile on the map as long as they have the "Map spying" permission. The tile that is spied upon will have information of all the groups that are on the tile, whether they are defending the tile or not. The information that is revealed will contain all relevant boosts and stats, along with fatigue and BP. The spy report will give an approximate range instead of the real value itself. The higher the kingdom's spying offense compared to the opposing kingdom's defense, the more narrow this range becomes.

There are two kingdom upgrades related to spying, Spying Offense and Spying Defense. If the kingdom's spying offense is lower than the opposing kingdom's (the kingdom being spied upon) defense, then the group spying on the tile will gain fatigue equal to the difference between the levels.

If the kingdom's defense is high enough, the kingdom will receive notifications when another kingdom spies on their tiles.