Relations and nations
Last updated 9 September 2026. Report a discrepancy through the GeoNations Discord.
Relations
Any two Regions, and any two Nations, stand in exactly one of three relations:
| Relation | What it means |
|---|---|
| Neutral | The default. Everyone starts here with everyone. No agreement, no hostility. |
| Ally | A declared friendship. Both sides have to want it. |
| Enemy | A declared hostility. It is a public statement of intent. It is not a war, and by itself it does not let anybody raid anybody. |
You set relations in /lands menu, and nation level diplomacy lives in /nations.
Every relation change is broadcast to the server. Alliances and enemy declarations are therefore public information and can affect how other Regions and Nations respond.
Relations are the political layer, not a permissions shortcut. Who can build in your Region or open your chests is controlled separately by trust and roles in /lands menu. Ally the people you intend to fight beside. Trust the people you intend to let into your base. Those are very different lists.
Founding a nation
A Nation groups multiple Regions under one capital Region.
- Levels work both ways: the money has to stay in the capital's bank, and a capital that drops below Town stops qualifying — the Region levels back down when it stops meeting requirements.
- Once a Region joins a nation, the claim buffer around it grows from one chunk to three.
- Your capital Region has to reach level 3, Town: 4 trusted players and $7,500 in its bank (see the level ladder).
- Founding the nation then costs $20,000.
- The command:
/nations create [nation name]— your Region becomes the capital./nationsalone lists every nation command in-game. - Renaming it later costs $10,000, once per day.
What changes once you are in one
- Member Regions stop paying upkeep to the War Office. They pay tax to their nation instead, and the nation sets that rate anywhere from $0 to $13 per chunk.
- The nation then pays the War Office $10 per chunk across all its member Regions.
- A Region that cannot pay its tax is removed from the nation. It keeps its ground and goes back to paying the server directly.
- A nation that cannot pay its upkeep is deleted. The member Regions survive, only the nation is gone. New nations get a 2 day grace period first.
A Region outside a nation pays a base rate of $13 per chunk. A Region inside a nation pays at most $13 per chunk to the nation, while the nation pays $10 per chunk to the War Office. Joining an existing nation has no creation fee, although the member Region remains responsible for the tax set by that nation.
Nation levels
Nations have their own ladder, the same way Regions do. The requirements count member Regions besides the capital, unique players across the whole nation, and the combined balance of every region bank in it.
| Level | Name | Member regions | Unique players | Combined balance |
|---|---|---|---|---|
| 1 | Federation | start here | start here | start here |
| 2 | Nation | 2 | 12 | $100,000 |
| 3 | Empire | 4 | 24 | $250,000 |
What the levels pay out:
| Level | Extra claims per member region | Extra region slots | Upkeep | Effects |
|---|---|---|---|---|
| Nation | +20 | +1 | +20% | Unlocks Jump Boost, Speed, Haste and Dolphin's Grace. One active at a time. |
| Empire | +35 | +3 | +35% | Level II versions of the above, plus Absorption, Night Vision, Luck, Strength and Health Boost. Three active at once. |
Nation effects are selected from the unlocked list in the nation menu. They apply to nation members while those players are on nation territory.
Purpose of a nation
Being in a nation changes what a Region pays and what it can do. A member Region pays the nation tax instead of the ordinary server upkeep. Higher nation levels increase claim limits, add Region slots, and unlock effects that apply on nation territory.
The same nation also shares diplomacy and enemies across its members. A relation change therefore affects more than one Region, and a war may involve the combined territory and bank of the nation. Captured land goes to the winner. The robbery takes money out of the losing Region or nation bank. See War for the declaration, capture, and surrender rules.