Simple: Exclude legend. Peach and braveheart are almost the same, and all the other towns are similar sizes as well. Legend needs to be halved anyways. Maybe a town limit should be implemented...? 250 players max in one town?
~ @FamousZAmos
Limiting towns would be one of the worst ideas ever implemented.
One of the central attractions of towns is there's not set goal, and the only limits is upkeep prices. By limiting the size of towns, you make it so there's a point when a town cannot grow any further, and instead the town staff can only maintain their limit rather grow. If that's the case, why bother playing in that town?
It reduces the work that people put into their towns because they constantly have to go and start new towns if they hit that limit. Towns like Legend, Peachstreet, and Braveheart all grow because of active staff and constant work. I speak from the perspective of building Legend from the ground up. If you trust what is shown in my stats menu, I alone have logged more than 60 days of playtime since the new towns world opened. Limiting what a town can do makes that work futile, because I can't build any further, and if I claim more land, I'm still not generating more income. As it stands right now, I pay 26k every single day out of my own pocket to maintain it already, and that's with 400. The overall upkeep in the town is already approaching 70,000, and most of that is from services that are provided to new players.
By adding a limit, Legend and other towns then have a limit to how much they can do. In a time when players constantly complain about boredom, limiting how far they can go is a horrible concept. Assuming the limit was set at 250, Peachstreet, Braveheart, and Legend would have all maxed out already (at peaks, Peachstreet hit 350, Braveheart 260, Legend 600).
So no, absolutely no, to limiting towns.
So we recently updated to 1.12.1 and added in 2 new plot types and one more that wasn't listed in the update. We added jails, farms, and inns. First i'll explain what each do, and then my suggestion.
Quoting from Towny Plot Types
Jails: Jails are used in towny wars which we don't have so I'm not quite sure why we adding them. Here's what they do.
- Players can become jailed if:
- The player’s mayor/sheriffs send them to jail.
- An attacker who attacks a town which considers him an Enemy (Nation-relationship) dies in that Town. He is sent to the first available Jail plot of the defending town.
- Jailed players become unjailed if:
- they leave their town and become a nomad,
- the mayor/sheriff unjails them,
- the player pays a bail amount to the town which jailed them, (using: /resident jail paybail)
- they manage to escape the jail plot and the town and get into Wilderness.
- Jailed players cannot teleport.
- Jailed players cannot use Ender Pearls unless enabled in the config.
- Jailed players who die are sent back to their prescribed jail plot.
- Jailed players do not give monetary payouts when they are killed.
- Jailed players show their jailed status in the /res [playername] screen, along with the town they are jailed in.
- It is suggested you make a new town rank in the townyperms.yml called Sheriff, and give that rank the towny.command.town.toggle.jail node. Newly generated townyperms.yml files will contain this rank by default.
Suggestion: Add the sherriff rank only if suggestion 2 is added
Farms:
Farm plots are designated with /plot set farmA Farm plot players to only build/destroy blocks designated in the Towny Config.yml at global_town_settings.farm_plot_allow_blocks. By default this list includes “LONG_GRASS, DOUBLE_PLANT, YELLOW_FLOWER, RED_ROSE, PUMPKIN_STEM, MELON_STEM, BEETROOT_BLOCK, CARROT, POTATO, CROPS, MELON_BLOCK, PUMPKIN”.
Who can build/destroy these blocks is still determined by the plot’s perm line seen in the /plot perm screen. This means that if B=rao, anyone can plant/place the allowed blocks in the plot. If the B=r– then only town residents can plant/place the allowed blocks.
If admins want, they can add SOIL to the allowed blocks list, which will allow anyone allowed via the perm line to also make soil with a hoe. By default SOIL is not included and only admins/mayors/assistants will be able to create soil with a hoe. Towny already protects soil from being stomped into grass, so soil will only return to dirt if it is not irrigated.
Farm plots also allow town residents to kill animals in the plot. The list of animals is set in the config at global_town_settings.farm_animals. By default this list includes “PIG,COW,CHICKEN,SHEEP,MOOSHROOM”.
Inn:
Inn plots are designated with /plot set inn
An Inn plot allows anyone to use a bed to set their ‘/res spawn’ and spawn on death. The Inn plot will still deny a player who is in a nation declared as an enemy by your nation.
For them to function deny_bed_use: ‘true’ must be set in the config.yml
Suggestion 2: Add towny wars. I know, I know. No way, our towns will be destroyed blah blah blah. Here's my idea. In order to start a towny war, all the mayors AND co-mayors in each town must run a command to authorize the war. This will prevent unwanted wars and unwanted town destruction as the town staff will knowingly allow this. It is also recommended that the town asks its residents in case they wanna switch towns.
Also: I think this would attract a TON of New Players.
~ @TheTastyNacho
I've always supported the addition of towny wars. It would grant extended use to towns that provide another reason to do things in towns. Don't want to be the biggest town? Be the strongest instead.
However, I don't believe the server is currently at a place where such a system would be practical. Most of the current players do not PvP anymore due to the combat update. I'm not against adding Towny Wars at all, but I just don't believe Meepcraft's current capabilities warrant the development time that can be spent making things a larger percentage of players can enjoy.