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NxLabs / Vintage Story

C&N Claims

KBy KenigVovan

Land protection mod.

C&N Claims

Description

CAN CLAIMS

City management, territorial claims & multiplayer politics for Vintage Story

CAN Claims is a full-featured city and territory system. Players found cities, claim land plots, form alliances, conduct diplomacy, wage scheduled wars over enemy territory, manage economies, design their own coat of arms, and govern citizens through a rank and permission system. Everything is accessible from the in-game interface or from chat commands.

Core Features

Cities & Plots

Found a city, claim surrounding land in plots (16x16 or 32x32, the server's choice), and manage who can build, use, or fight on each one. Plots have 11 types – farms, orchards, temples, prisons, embassies, taverns, war camps and more – each with its own cost and rule set.

Alliances & Diplomacy

Cities unite into alliances, sign union pacts with other alliances, and maintain comrade relations with friendly cities. Non-aggression pacts, ultimatums with a compliance deadline, casus belli and one-sided union denunciations give peacetime its own politics. Every major action goes through an agreement flow.

Wars & Territory Capture

Declare war on cities or rival alliances. Battles are scheduled time windows in which attackers can only reach the border plots of an enemy city. Plant a flagpole there, raise a banner on it, and the plot falls after 60 seconds – defenders must physically reach the flag and tear it down, and it absorbs 10 hits before it breaks. Taking a city's last plot destroys it outright.

Winning a War

A war ends in one of three ways: on points – captures, kills and held ground add up to a victory threshold, and the beaten city survives; by conquest – taking the enemy's last plot wipes the city off the map; or by negotiation – a peace offer, with or without terms. Servers can switch the score off and leave only the older two.

Camps, Spoils & Bounties

Attackers build forward war camps to respawn at, capturing a plot pillages part of the enemy treasury, and killing an enemy plunders what they carry. Bounties can be placed on troublesome heads and claimed by whoever collects. A war HUD tracks the score live, and an after-action report closes the campaign.

Peace Terms & Vassalage

Peace is negotiated, not just declared: offer or demand reparations, the cession of a specific plot, or vassalage – a subdued side pays a daily tribute to its overlord for a set number of days. War declarations can cost money and carry re-declaration cooldowns.

Heraldry

Cities and alliances design their own coat of arms from a solid field and up to five charges on top – 32 patterns in 11 colours. The arms show up in the city and alliance tabs, in the world city and alliance lists, beside both sides of a conflict, on the world map when you point at a plot, and on the capture flags your city plants during a war.

Ranks & Permissions

Mayors create custom city ranks and assign 80 granular permissions: who may claim plots, invite citizens, withdraw from the treasury, manage prisons, declare wars, set the coat of arms, and much more.

Economy

Integrates with CAN Economy for virtual (item-based) or real-money modes. Cities and alliances hold dedicated bank accounts. Daily maintenance fees, debt limits, refunds on unclaim, and configurable costs for every action.

Prison & Criminals

Read the full description on Vintage Story ModDB →

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