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Investments_System

mchivelli edited this page Jul 3, 2026 · 1 revision

Colony Investments System

The Colony Investments system lets you spend Treasury funds on permanent, per-colony upgrades. Each upgrade type improves a specific aspect of your colony and can be leveled up multiple times, with each level costing more than the last.

Investments are a strategic money sink — converting the Treasury reserves you accumulate between wars into lasting military, economic, or espionage advantages.


How It Works

Enabling the System

Config: EnableColonyUpgrades (default: true)

When enabled, all ten upgrade types become available to any colony that holds sufficient Treasury funds.

Purchasing an Upgrade

Command: /wnt invest buy <type>

Each purchase deducts the cost directly from the colony's Treasury. If the Treasury does not have enough funds, the purchase fails.

The cost of each level scales exponentially:

Level Cost = BaseCost × (CostScalingFactor ^ currentLevel)

Config: UpgradeCostScalingFactor (default: 2.0) — each level costs twice the previous by default.

Viewing Costs and Levels

Command Description
/wnt invest list List all upgrade types with their current cost for your colony
/wnt invest status Show your colony's current level for each upgrade type
/wnt invest buy <type> Purchase the next level of an upgrade (funded from treasury)

Maximum Level

Config: UpgradeMaxLevel (default: 5) — no upgrade can exceed this level.

Persistence

All upgrade levels are saved to config/warntax/colony_upgrades.json and survive server restarts.


Upgrade Types

MILITIA — Citizen Militia Size

Increases the proportion of citizens that convert into militia during raids.

  • Effect per level: +10% militia size multiplier (UpgradeMilitiaMultiplierPerLevel, default: 0.10)
  • Base cost: 500 (UpgradeMilitiaCostBase)
  • Example at level 3: Militia size is 1.3x the base conversion percentage

SPY_CAPACITY — Concurrent Spy Limit

Increases the number of spy missions you can have active at the same time.

  • Effect per level: +1 additional active spy slot (UpgradeSpyCapacityPerLevel, default: 1)
  • Base cost: 300 (UpgradeSpyCapacityCostBase)
  • Example at level 2: Can run 2 extra concurrent spy missions beyond the base limit

SPY_SPEED — Spy Travel Speed

Reduces how long it takes your spies to travel to target colonies.

  • Effect per level: +20% travel speed multiplier (UpgradeSpySpeedMultiplierPerLevel, default: 0.20)
  • Base cost: 200 (UpgradeSpySpeedCostBase)
  • Example at level 3: Spies travel 60% faster, dramatically reducing the DEPLOYING phase

SPY_EVASION — Detection Reduction

Reduces the chance that your spies are detected while on active missions.

  • Effect per level: -5% detection chance (UpgradeDetectionReductionPerLevel, default: 0.05)
  • Base cost: 400 (UpgradeSpyEvasionCostBase)
  • Example at level 4: Each spy has 20% lower detection chance per check

RAID_FORCE — Raiding Effectiveness

Increases attacker effectiveness during raids, allowing more damage and pressure on the defending colony.

  • Effect per level: +10% raid force multiplier (UpgradeRaidForceMultiplierPerLevel, default: 0.10)
  • Base cost: 600 (UpgradeRaidForceCostBase)
  • Example at level 2: Raid force is 1.2x baseline

DEFENSE — Guard Resistance Level

Increases the resistance buff applied to guards during raids and wars.

  • Effect per level: +1 additional resistance level (UpgradeDefenseBonusPerLevel, default: 1)
  • Base cost: 350 (UpgradeDefenseCostBase)
  • Example at level 3: Guards receive 3 extra resistance levels on top of the base resistance

TREASURY_CAP — Treasury Capacity

Permanently increases the maximum Treasury balance your colony can hold, beyond the global TreasuryMaxCapacity cap.

  • Effect per level: +2,000 flat Treasury capacity (UpgradeTreasuryCapFlatPerLevel, default: 2000)
  • Base cost: 3,000 (UpgradeTreasuryCapCostBase)
  • Example at level 5: Treasury cap increased by 10,000

TAX_EFFICIENCY — Tax Generation Bonus

Permanently increases how much tax your colony generates each cycle.

  • Effect per level: +5% tax generation (UpgradeTaxEfficiencyPercentPerLevel, default: 0.05)
  • Base cost: 4,000 (UpgradeTaxEfficiencyCostBase)
  • Example at level 5: Colony generates 25% more tax each cycle before other modifiers

FORTIFICATION — Siege and Raid Damage Reduction

Reduces incoming damage to the colony during sieges and raids. Capped at a maximum of 75% total reduction regardless of level.

  • Effect per level: 5% damage reduction (UpgradeFortificationDamageReductionPerLevel, default: 0.05)
  • Base cost: 3,500 (UpgradeFortificationCostBase)
  • Example at level 5: 25% damage reduction (hard cap: 75%)

COUNTER_INTEL — Auto-Detect Incoming Spies

Grants a per-level chance to automatically detect and neutralize an enemy spy the moment they arrive at your colony (during the DEPLOYING-to-ACTIVE transition). Capped at a maximum of 90% total detection chance.

  • Effect per level: +10% auto-detection chance (UpgradeCounterIntelDetectChancePerLevel, default: 0.10)
  • Base cost: 5,000 (UpgradeCounterIntelCostBase)
  • Example at level 5: 50% chance to catch any arriving spy before they gather any intel

Configuration Reference

All upgrade configuration keys live under the [ColonyUpgrades] section in config/warntax/minecolonytax.toml.

Key Default Description
EnableColonyUpgrades true Enable or disable the entire investment system
UpgradeMaxLevel 5 Maximum level for each upgrade type
UpgradeCostScalingFactor 2.0 Cost multiplier per level (2.0 = each level costs double the previous)
UpgradeMilitiaCostBase 500 Base cost for MILITIA level 1
UpgradeSpyCapacityCostBase 300 Base cost for SPY_CAPACITY level 1
UpgradeSpySpeedCostBase 200 Base cost for SPY_SPEED level 1
UpgradeSpyEvasionCostBase 400 Base cost for SPY_EVASION level 1
UpgradeRaidForceCostBase 600 Base cost for RAID_FORCE level 1
UpgradeDefenseCostBase 350 Base cost for DEFENSE level 1
UpgradeTreasuryCapCostBase 3000 Base cost for TREASURY_CAP level 1
UpgradeTaxEfficiencyCostBase 4000 Base cost for TAX_EFFICIENCY level 1
UpgradeFortificationCostBase 3500 Base cost for FORTIFICATION level 1
UpgradeCounterIntelCostBase 5000 Base cost for COUNTER_INTEL level 1
UpgradeMilitiaMultiplierPerLevel 0.10 Militia multiplier bonus per MILITIA level
UpgradeSpyCapacityPerLevel 1 Extra spy slots per SPY_CAPACITY level
UpgradeSpySpeedMultiplierPerLevel 0.20 Speed multiplier per SPY_SPEED level
UpgradeDetectionReductionPerLevel 0.05 Detection chance reduction per SPY_EVASION level
UpgradeDefenseBonusPerLevel 1 Extra resistance levels per DEFENSE level
UpgradeTreasuryCapFlatPerLevel 2000 Flat treasury capacity increase per TREASURY_CAP level
UpgradeTaxEfficiencyPercentPerLevel 0.05 Tax generation bonus fraction per TAX_EFFICIENCY level
UpgradeFortificationDamageReductionPerLevel 0.05 Damage reduction fraction per FORTIFICATION level (max 75%)
UpgradeCounterIntelDetectChancePerLevel 0.10 Auto-detect chance per COUNTER_INTEL level (max 90%)
UpgradeRaidForceMultiplierPerLevel 0.10 Raid force multiplier per RAID_FORCE level

Funding Investments

Investments are funded exclusively from your colony's Treasury, not from your general tax balance. To build up Treasury funds:

  • Auto-deposit: Each tax cycle, a small percentage of tax revenue deposits automatically (TreasuryAutoDepositPercent, default: 5%)
  • Manual deposit: /wnt treasury deposit <amount> [colonyId]

See War System — Treasury Economy for full Treasury mechanics.


Strategic Notes

  • Cost scaling is steep. At the default factor of 2.0, a MILITIA upgrade costs 500 at level 1, 1,000 at level 2, 2,000 at level 3, 4,000 at level 4, and 8,000 at level 5 — a total of 15,500 to max out one type.
  • Invest in what you use. SPY_CAPACITY and SPY_SPEED are only valuable if you actively run espionage missions. DEFENSE and FORTIFICATION pay off most during server conflicts.
  • TAX_EFFICIENCY compounds. At level 5 (+25% tax) every future tax cycle earns 25% more, which accelerates recovery of the investment cost over time.
  • COUNTER_INTEL is defensive espionage. Colonies targeted by active spymasters should prioritize this — at level 5 there is a 50% chance any arriving spy is immediately neutralized.

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