Designing a Towny/geopolitics server - what features work and don’t?

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/u/ciaranvere

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Hi all,

A small team of us are in the early stages of building a Towny/geopolitics server (working title: Project Atlas), aimed at a slightly more mature audience and focused on player-driven systems (economy, territory, diplomacy, etc.).

Before we get too deep into development, we’re trying to sense-check some of the core design decisions with people who’ve run or played similar servers.

If you’ve got experience with Towny / geopolitics-style servers:

• What systems actually worked long-term (especially economy and player interaction)? • What tends to fall apart after a few weeks? • How do you avoid players becoming completely self-sufficient? • Any lessons learned around moderation vs letting systems handle things?

For context, we’ve played a fair bit of EarthPol — liked the simplicity and player-driven elements, but found moderation could be a bit heavy at times. We’re aiming for a more hands-off approach where systems create interaction rather than staff intervention.

Trying to keep things simple on the surface but with enough depth to sustain long-term play.

Would really appreciate any insights or lessons learned.

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