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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.
Config: EnableColonyUpgrades (default: true)
When enabled, all ten upgrade types become available to any colony that holds sufficient Treasury funds.
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.
| 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) |
Config: UpgradeMaxLevel (default: 5) — no upgrade can exceed this level.
All upgrade levels are saved to config/warntax/colony_upgrades.json and survive server restarts.
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
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
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
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
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
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
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
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
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%)
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
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 |
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.
- 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.