How to Play
Claim territory, build your kingdom, wage war, and rule the land. A medieval territory control system for Rust.
I. Overview
Kingdom Manager transforms the Rust map into a grid of claimable tiles. Form a clan, plant your banner, and carve out a kingdom. Expand your borders, defend your keep, collect taxes from those who work your land, and wage war against rival kingdoms on scheduled raid days.
⚑ Claim Territory
Plant banners to claim tiles on the map grid. Expand by claiming adjacent tiles to grow your domain.
🏰 Build Your Keep
Designate one tile as your Keep for offline raid protection. Your stronghold is indestructible while you sleep.
⚔ Wage War
Declare war on neighboring kingdoms during raid hours. Destroy their flag to conquer their land.
💰 Tax & Upkeep
Collect taxes from gatherers on your land. Pay upkeep resources to maintain your territory.
II. Getting Started
Step-by-Step: Your First Kingdom
- Form a clan using the Clans plugin. Example: /clan create TAG. You need a clan before you can claim territory.
- Craft a banner — the medieval banner item in Rust. This is your claiming tool.
- Find unclaimed land. Walk to any unclaimed tile on the map. Open your map to see which areas are taken (colored tiles belong to kingdoms).
- Plant your banner in the unclaimed tile. A 3-minute capture timer begins. Stay in the zone while it ticks down.
- Name your kingdom once the capture completes. Type /kingdom name Your Kingdom Name to set your kingdom's display name.
- Set your Keep with /kingdom keep while standing in your tile. This gives your base offline raid protection.
- Set up your chest with /kingdom setchest while standing near a large wood box. Stock it with resources for upkeep.
III. Territory & Claiming
How the Map Grid Works
The map is divided into square zones roughly 146m × 146m each, matching Rust's built-in grid system. Each tile has a grid coordinate like D7 or K12. These tiles are what you claim and fight over.
Claiming Rules
- First tile can be claimed anywhere on the map that isn't already owned.
- Additional tiles must be adjacent (sharing an edge) to a tile you already own. You expand outward from your existing territory.
- There's a maximum tile cap per kingdom (default: 40 tiles).
- Your clan must meet a minimum member count to claim (default: 1 member).
The Capture Timer
When you place a banner on an unclaimed tile, a 3-minute capture timer begins:
Territory Connectivity
Keep your tiles connected! If you lose a tile that splits your territory into disconnected groups, all orphaned tiles (not connected back to your Keep) are automatically unclaimed. Think of it like supply lines — every tile needs a path back to your Keep.
IV. The Keep
Every kingdom can designate one tile as their Keep — a fortified stronghold that receives powerful protection.
What the Keep Does
Keep Rules
- Only the clan owner can set or change the Keep location.
- Protection is removed during an active war on that tile, then restored if you successfully defend.
- The Keep tile never decays from upkeep failure — it's always your last stand.
- You can move your Keep with /kingdom keep in a different tile. The old tile loses protection.
V. Crafting
Kingdoms use two special items that can be crafted via chat commands. These are custom-skinned versions of existing Rust items.
War Table
A custom research table used to view adjacent enemy territories and plan attacks.
Craft command: /kingdom craft wartable
Cost:
- 500 Wood
- 200 Metal Fragments
- 50 Scrap
Place it in your territory and interact with it to see a list of adjacent enemy tiles you can declare war on.
Kingdom Chest
A custom large wood box used to store upkeep resources for your kingdom.
Craft command: /kingdom craft chest
Cost:
- 1000 Wood
- 100 Metal Fragments
Place it down and register it with /kingdom setchest. Stock it with wood and stone for upkeep.
VI. Upkeep System
Maintaining a kingdom costs resources. Every hour, upkeep is deducted from your Kingdom Chest.
Upkeep Cost Per Tile Per Hour
- 100 Wood
- 50 Stone
What Happens If You Can't Pay
When the chest doesn't have enough resources, a 24-hour grace period begins. Your clan is warned in chat.
The most exposed border tile (fewest friendly neighbors) is automatically unclaimed. Your kingdom shrinks.
One tile decays per upkeep cycle until you can afford costs or only your Keep remains. The Keep never decays.
VII. Taxation
Kingdoms automatically collect taxes from anyone gathering resources within their borders.
How Taxes Work
- When a non-clan player gathers resources (mining, chopping, picking up collectibles) in your territory, a 5% tax is taken from their yield.
- The taxed resources go into your kingdom's virtual tax pool — no physical chest needed.
- Your own clan members are not taxed by default (configurable by the server owner).
Managing Your Tax Pool
View your pool: /kingdom tax
Withdraw resources: /kingdom tax withdraw wood 5000
VIII. War System
War is how kingdoms expand into enemy territory. Wars are scheduled events that happen during raid hours on designated raid days.
Declaring War
There are two ways to declare war:
- War Table: Interact with your War Table to see targets, then use /kingdom declare ZONEID
- Direct command: Use /kingdom declare ZONEID from your territory (e.g., /kingdom declare D7)
War Timeline
The defending kingdom is notified immediately.
The defender has 24 hours to choose their preferred battle hour using /kingdom defend ZONEID HOUR. The hour must fall within the server's raid window.
If the defender doesn't respond in time, the war defaults to the earliest raid hour.
On the next raid day, at the scheduled hour, the war begins. It lasts for the configured duration (default: 2 hours). Keep protection is temporarily removed.
Attackers must fight their way to the defender's claim flag (banner) and destroy it. Defenders must protect their flag until the war timer expires.
War Outcomes
⚔ Attacker Wins
Defender's flag is destroyed. Tile ownership transfers to the attacker. All defender structures in the zone are destroyed. The tile gets 48 hours of conquest immunity.
🛡 Defender Wins
The war timer expires with the flag still standing. The tile stays with the defender. Keep protection is restored. If the attacker's flag is destroyed, the defender also wins immediately.
Raid Days & Hours
IX. Serfs & Vassals
Not in a clan? You can still serve a kingdom. The serf system allows clanless players to live and work under a kingdom's banner without joining the clan.
How to Become a Serf
Serf Rights
Can Do
Build structures, gather resources, and defend territory during wars. Friendly fire protection with your kingdom's clan members.
Cannot Do
Use kingdom management commands (declare war, set keep, manage taxes). Those are reserved for clan members.
Leaving a Kingdom
Use /serf leave to abandon your current kingdom. After leaving, there is a cooldown period (default: 60 minutes) before you can pledge to a new kingdom.
For Kingdom Leaders
Clan owners and moderators can manage their kingdom's serfs:
| Command | Description |
|---|---|
/serf list |
View all serfs serving your kingdom |
/serf info <player> |
View details about a specific serf |
/serf kick <player> |
Remove a serf from your kingdom |