Discuss anything regarding MineRealm Classic here.
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By CirJohn
#63696
/help countries
The-Jack-DeCk wrote:I just have one question:
Are my realms are safe?
Yes. Countries only affect your trade tax. (they can LOWER it to 5% btw)
#63706
CirJohn wrote:/help countries
The-Jack-DeCk wrote:I just have one question:
Are my realms are safe?
Yes. Countries only affect your trade tax. (they can LOWER it to 5% btw)
I believe 5% is the new server tax? Just thought I'd put that out there.
#63730
LeafWarrior254 wrote:This is cool, but when, let's say, someone from Trinity pays you with "Trinity Coins", will it turn straight into your type of currency? Like you have "Prodigy Dollars" You get payed 100 "Trinity Coins". Will they turn into "Prodigy Dollars" immediately?
Yeah, that's how I'm thinking it would work. All currencies, regardless of name, would function in exactly the same way and would change name as they change hands. Although, I'm not sure if it is actually possible to transfer currency between countries... if someone could clarify that would be helpful :D
BSGSamuel wrote:Something that needs to be added is some reason for people to want to be part of a country.
Perhaps some kind of experience point bonus, similar to what was proposed by Intelli in the previously-planned leveling system (but affecting the normal minecraft exp used for enchanting, not an entirely new system as I recall reading about from the old plan). Possibly, there could be different levels of exp bonuses (+1 exp per kill, +2, +3, probably no more than +4 or +5 to minimize "experience inflation" and devaluation of high-level enchants). The level of exp bonus could be set by the country leader, but bonuses require a regular (perhaps weekly) payment of country currency, and better bonuses cost more than weaker ones.

A system of bonuses like this would give players a reason to join countries in general, and the option of paying for better bonuses would give players a reason to join a high-tax country (with the increased revenues ensuring that the regular payments can be made for a high-level bonus).
JonColmanator wrote:I believe 5% is the new server tax? Just thought I'd put that out there.
It's both the server tax AND the minimum amount of country tax. If a country has a tax rate set to 5%, all taxes are taken by the server and the country receives nothing. If a country has a tax rate higher than 5%, then 5% of the payment is taken by the server and the rest of the tax revenue is put into country funds.
CirJohn wrote:/help countries
Yes please. While getting the hang of this system, it's annoying to need to keep coming back to the forum thread for commands info.
#63759
Is there a warning about additional taxes when you transfer credits (/credits give, trading)?
There should also be a notification when your home-plot (/home) becomes part of a country, displaying name and tax.
#63924
What about a second country-homepoint? You declare your citizenship with that point, and it gives you an extra-feature in reward. You can change it once a week. The "classic" homepoint does not affect taxes.
It would solve the tax-problem for me.

Also I want a notification if one of my realms becomes part of a country!
By RyGuy130
#64106
My post from the countries poll thread that I feel also belongs here:

From the perspective of somebody who would like to opt out of the country system completely, the tax forcibly imposed on realms within a country makes us choose between two of our former conveniences. Now we must either pay a tax rate higher than the server minimum or move our /home location to somewhere likely useless to us.

As far as solutions for this go, besides a blatant "/opt out of country system" command, perhaps instead of giving countries an adjustable tax rate, they could receive a fixed percentage of what would otherwise go to the server. For example, if the base server tax went back up to 10%, then with this system somebody who lived in an unclaimed realm would pay 10% of their credits to the server. However, if this same person's realm was later claimed by a country, only 5% of their credits would go to the server, while the other 5% would go to their country's fund.

Implement something like this, and those who don't like the system won't have to be directly affected by it, and those who do will still be able to enjoy it to its fullest extent.
User avatar
By zequawn
#64107
I would like a cheaper country start, If this were to happen tons more countries would be able to join in much faster, instead of being overwhelmed by the wealthy. I like 20,000Rc to start.
#64385
I started a country and was unaware it was in another country's territory and another realm beside mine. So this realm now has 50k units and appears not to be "conquered". When I try to use any country commands, all it does is give me the info about info and it appears as if I had never purchased the country. I had also spent 5k on units and didn't get them.
#64397
Countries generally suck.
Let me clarify. I realize that Intelli has spent a lot of work on this, but really it's way too chocolaty and I can't even see why this belongs in minecraft. Realms make sense, they allow protection from greifage. Credits make sense, they limit resources to people who are willing to put forth effort, as well as facilitating trade. Countries don't make sense in minecraft.
The ability for other players to tax you based on your /home location is silly. The ablity for other players to choose the tax rate you're subjugated to is silly. I've seen more arguments in the past few days because of these countries than I really care to recall. This system allows for the mega realms to have a steady stream of income for little more action than running around allocating 'troops'. At this point, where few realms have any troops at all, that means just placing 1 troop and moving on.

If you really want this to be 'just for fun', completely remove the credit aspect. Remove the ability to collect taxes. As it stands participation is required whether people want to be a part of this or not (everyone has to set a home).

If you really want to keep the credit aspect, make the buy in for each realm higher, not just the entry cost of 50k. Each realm should have a minimum of 10k units. People running around putting 1 unit into every realm in the whole map is just silly.

Personally I have no interest or plan in participating in Countries, and I dislike the notion that groups with high amounts of credits can set up a revenue stream from others thru bulling with little or no recourse.

If you really want to play risk, buy the board game or put it on a fun server or something.
#64408
I'd just like to to clarify the fact that country leaders don't actuallt earn any credits from the tax. The tax goes into country funds which can be converted to more country units. Not to realm credits.

People seem to think that countries are earning actual realm credits from tax but this is not the case.

Maybe countries should not be able to set their own tax rate but it should just be 10% everywhere.
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