3.Quick Start

This is the shortest path from "joined the server" to "owns a country with walls and a capital". Each step is one or two commands.

1. Pick a starting territory

Get out of spawn first — spawn is a no-claim zone. Run /rtp and pick a region. Once you land somewhere safe, run /cwterritory here to confirm you're standing inside an actual territory (not wilderness or uncharted ground).

Screenshot: /cwterritory here output in chat showing a territory ID + name

Wander around until you find a territory you like. Use /cmap for an ASCII map of nearby territories so you can see where the borders are.

2. Create your country

/c create <name>

This creates a new country with you as leader. It does not claim any territory yet.

3. Place your capital

Walk to roughly the centre of the territory you want as your capital. Then run:

/c setcapital

Two things happen:

  1. A beacon is placed at your feet. This is your capital core. Defend it.
  2. The territory you're standing in is automatically claimed. Your country now owns one territory.
Screenshot: capital beacon just placed, with hologram floating above
Important You can only run /c setcapital once. Pick the spot carefully — it can't be moved later without an admin.

4. Build walls

By default a fresh territory has tier-1 walls with low HP. Open the wall menu to upgrade them:

/c walls

Higher tiers have more HP and a different material. Walls cost money — deposit cash with /c deposit <amount> first.

5. Add citizens

Solo countries get steamrolled. Invite people:

/c invite <player>
/c promote <player>     # promote a trusted citizen to officer

Officers can manage walls, withdraw from the bank, and run most country commands.

6. Claim more territory

Walk to a neighbouring territory you want to expand into. Make sure it's adjacent to one of your existing territories. Then:

/c city create

This claims the territory you're standing in as a new city. An ender rod is placed automatically at the centre of the territory; that rod is the city's core. If it gets destroyed, you lose the city.

See 4.2 Capital & Cities for the full rules.

7. Set a home

Pick a safe spot inside your capital and run:

/c sethome

Now anyone in your country can /c home back. Use /c capital to teleport to the beacon spot specifically.

8. Play the long game

With a country, capital, walls, and at least one ally you're set up to defend yourself. Spend some time on: