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Open beta for Timo’s Nations: Control & War, a JourneyMap-based territory and war mod where players build nations with capitals, cities, and outposts, expand via chunk claims, and fight structured wars on long-term servers.

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.