Description
Welcome to the Open Beta for Timo’s Nations: Control & War, a JourneyMap-integrated territory and war mod built for long-term multiplayer servers. This beta is about stress testing the core gameplay loop: nations, capitals, cities, outposts, readable borders, controlled expansion, and structured wars that create clear objectives instead of random griefing.
What this mod is:
Timo’s Nations turns chunk claiming into an actual strategy system. Players form nations, place a capital, and grow their territory through cities and outposts. Every claim is tied to a building, so regions make sense on the map and borders stay readable even when the server has many nations and a lot of history.
Claims, regions, and controlled growth
Territory is building-based:
- Capitals anchor your nation
- Cities expand and strengthen connected territory
- Outposts project power into remote areas
Expansion costs scale with connectivity. Growing from connected land is cheaper. Creating disconnected colonies costs more. This forces real choices: expand safely and efficiently, or pay extra to establish a distant foothold.
Regions are assigned using proximity and path connectivity so chunks belong to the most logical building. Buildings also define protection rules and inner-ring ownership to prevent confusing overlap and messy borders.
HUD and JourneyMap overlays
The mod is designed to be readable. It includes in-game HUD panels and JourneyMap overlays that show:
- Ownership and borders
- Region assignment
- Inner and outer rings
- Claim costs and expansion status
- Contested and vulnerable areas during conflict
- The goal is “understand it instantly” without digging through menus.
War systems
War is a core feature. Nations can declare structured wars with:
- Capture mechanics and vulnerable targets
- Timed phases
- Ticket-based outcomes
Real-time HUD and map feedback for objectives and contested zones
- Battles should have clear goals and clear results.
- Open beta goals
- This beta exists to find weak points fast:
- Balance issues (costs, rings, progression speed, war pacing)
- Edge cases (overlap, connectivity, region assignment weirdness)
- Exploits (abuse loops, bypassing rules)
- Performance issues (large nations, many claims, busy servers)
- Feedback and rule
- There will be channels for bugs, improvements, and critiques.
Two Rules:
If you critique something, include a realistic improvement idea. Pointing out a problem is good. Proposing a fix is better.
Important notes: - I will not patrol or moderate normal gameplay on the test server. Do whatever you want within reason.
- If you find an exploit or unintended abuse method, report it so it can be fixed before full release.
- DO NOT hack. DO NOT crash the server. DO NOT dupe. Please keep testing fair so we can get clean, useful results.


