EMPIREMC

EMPIRE MISSIONS

Empire Missions are the server’s main progression campaign — a single, server-wide chain of missions that every player works toward together. The beta runs the 20-mission beta campaign, sized to reach Tier 7 in about two and a half weeks. The full release will run a longer 35-mission season (about five months) with bigger goals. Completing them raises the server’s global Empire Tier (1 through 7) and unlocks major features: gear tiers, mounts, automation, team bank interest and the diamond market.

Unlike Team, Player, or Bandit missions (separate rotating daily/weekly objectives — see below), there is only one active Empire mission at a time, and it belongs to the whole server. Everyone contributes to the same goal.

Where to go

Empire Missions are run through the Empire Officer, a Villager NPC standing in the Imperial City at coordinates x=-8.5, y=80.0, z=0.5. You have to physically bring your donation to the Officer — there’s no remote turn-in. That’s intentional: hauling loot across the map means risking it to PvP along the way. You need to be within 8 blocks of the Officer to donate.

How the campaign works

  • The missions run in a fixed order. When one is completed, the next starts immediately.
  • When all of them are done, the campaign is exhausted — no more Empire Missions will run, but everything you already unlocked stays unlocked forever.
  • If nothing is active between missions, /mission will tell you: “No active Empire mission right now — the next one is starting.”
  • Once the campaign is fully complete, /mission reports: “The Imperial campaign is complete — every Empire mission has been delivered. Nothing further until the catalog is extended. Every mission-gated tech stays unlocked.”

Mission types

There are three kinds of Empire Mission:

Resource Donation

Donate specific items. Each accepted item counts for a fixed number of “units” toward the goal, and pays you a small credit payout for each item donated. Use /mission donate <qty> while holding the item in your main hand, or use the Empire Officer’s menu.

Credit Donation

Donate raw credits directly with /mission donate-credits <amount>. No items are accepted — 1 credit donated = 1 unit toward the goal. A credit mission’s reward pool is smaller than its goal, so you get back less than you put in: a bond drive is how the server pays for what it unlocks.

Transportation (Haulage Contracts)

These work like Resource Donation, but with a catch: you must first physically visit a specific point of interest — a Mines (the map’s caves), a Bandit Settlement, a Volcano Heart, an Oasis or a Farmlands — and collect the goods there yourself. The game tracks what you picked up at the pickup site (your “cargo manifest”), and only that freshly-collected cargo counts. Buying the same item from the market and donating it pays nothing.

On the Harvest Haul, wheat you cut at the Farmlands counts too: craft it into hay bales (nine wheat a bale) wherever you like and the officer takes the bales. Wheat you brought in from elsewhere does not count, even if you craft it inside the Farmlands.

Your manifest has no time limit. What you collected at the pickup site stays deliverable until you hand it in, however long you gather, even if you log off or the server restarts. It only ends when the Empire moves on to a mission with a different pickup site.

How to donate

  • **/mission** or **/mission empire** — shows the current Empire mission: name, description, progress toward goal and how much is still needed, type, the reward pool that will actually be paid out (already scaled for the server’s population), and (for resource missions) exactly which items are accepted and at what rate. For haulage missions, it tells you which POI to visit first.
  • **/mission donate <qty>** — hold the accepted item in your main hand, stand within range of the Empire Officer, and donate. Items are removed from your inventory immediately. If the donation is refused for any reason, your items are refunded. If you offer more than the goal still needs, only the part that fits is taken and the rest is handed straight back (or sent to your mailbox if you logged off in the meantime).
  • **/mission donate-credits <amount>** — for Credit Donation missions. Only what the goal still needs is taken from your wallet; the rest stays with you.
  • **/mission history** — shows your last 10 completed Empire missions (run id, mission id, final progress, and completion status).
  • The Empire Officer also has a chest-menu GUI with a status slot (showing current progress) and a row of donation buttons. For Credit Donation missions there are nine: 1 / 2 / 5 / 10 / 20 / 50 / 100 / 500 / 1,000 credits, each donating its amount on click. For resource missions, up to 4 slots bind directly to the accepted items. Both the chest menu and the Officer’s screen show how much the goal still needs, so you can size your haul.

Messages you might see

Situation Message
Too far from the Officer Hand the donation to the Imperial Officer in person — go to the Imperial City
Item not in main hand Hold the resource in your main hand
Wrong mission type This mission accepts a different kind of donation
Item not accepted This mission does not accept that resource
Insufficient credits Not enough credits
Haulage, no pickup yet This is a haulage contract — collect the cargo at the pickup site first, then bring it here
Haulage, over-donating Your manifest does not cover that many — a haulage contract pays only for cargo you actually collected at the pickup site
Goal already covered The goal is already covered. The last deliveries are being counted.
Offered more than the goal needs Donated 16x Diamond. The goal only needed that many; 1584 handed back.

Why the goal changes each time

The number you see isn’t fixed in the catalog. Each mission has a goal range (for example 3,000 to 30,000 for most beta goods missions), and it starts from the middle of that range (about 9,500 for a 3,000 to 30,000 mission). Nothing is random: the real goal is worked out from that middle and four things, all about the players:

  • How many players are active. “Active” means anyone who played in the last 24 hours or is online when the mission starts. The beta is calibrated for 5 active players, and the goal follows the player count directly: 10 active players make it twice as big, 2 active players make it less than half (never below 0.3 times).
  • How many of them chipped in. The last missions are checked for how many of the active players donated. If most of the server took part, the next goals go up (10 donors out of 13 active players: about 1.25 times); if only a handful did, they go down (3 out of 13: about 0.7 times).
  • How the last missions were shared. If a few players did most of the work (say the top 3 donors brought 60% of a mission 100 players donated to), the next goals go up, by up to 1.6 times. If 20 players all chipped in about evenly, the next goals go down (about 0.8 times). Missions with fewer than 5 donors don’t count here.
  • How fast the last missions finished. Each mission has a target time: in the beta, about 36 hours for a mission that raises the Empire Tier and 14 hours for the others. Missions finished much faster than that make the next goals a bit bigger, and slow ones make them a bit smaller (at most a third either way), so the campaign keeps to its pace.

The goal is rounded up to a round number and always stays inside the mission’s range: a busy server pushes goals toward the top of it, a quiet one toward the bottom. Once a mission starts, its goal is locked in for that run; staff can recalculate it if the server’s population changes a lot.

Every item a mission asks for can be found on the map (the savanna, the desert and the badlands), at a point of interest, or from your base’s spawners and machines. Neither the Imperial Market nor any NPC shop sells an item a mission accepts (nor gravel or deepslate), and during a Diamond Market opening the Empire charges 200 times the opening price for a diamond, so missions are filled with what players gather, not with what they buy.

Rewards

Every item you deliver earns 1.30 times its Imperial Market price, in all. Each item is worth its normal Imperial Market price (the anchor price, not the price the market shows today after its stock moved), and delivering it pays 1.30 times that, whichever item of the mission it is and whether you are in a team or not. That total comes in two parts:

  • Right away: a small payout the moment you donate, about a third of the item’s price.
  • When the mission’s goal is reached: the rest. If you are in a team, your team’s treasury gets a fifth of what you are owed at that point and you get the rest; if you have no team, you get all of it. Either way your deliveries pay exactly 1.30 times their value.

Some examples at today’s prices, per item delivered:

  • Carrot, potato, wheat, cobblestone, string, plank: 0.0026 cr (they sell for 0.002)
  • Raw copper: 0.013 cr, raw iron: 0.052 cr, iron ingot: 0.065 cr
  • Raw gold: 0.078 cr, gold ingot: 0.0975 cr, emerald: 0.13 cr
  • Diamond: 1.30 cr (the diamond market’s opening price is 1 cr)

The goal still counts units (a hay bale or an emerald can count for several), but the pay follows the item’s own price, so in a mission that takes several items every item pays its own worth. Every accepted item has a market price, so every delivery pays (pumpkins, melon slices, red sandstone, arrows, flint, paper, sugar cane, cactus, obsidian, magma blocks, blackstone and basalt were added to the Imperial Market for this). The Empire Officer and /mission show what each item pays per 64 and the pool owed so far.

Credit Donation missions have no market price: each credit you donate is paid back 0.5 credits when the goal is reached (split with your team the same way), so a bond drive always costs more than it pays. The real prize of every mission is what it unlocks.

Donations are capped at what the goal still needs: dumping a huge stack at 99% only takes (and pays for) the last few units.

There is no limit per player. You can give as much as you like, up to what the goal still needs.

Tier promotion: some missions bump the server’s global Empire Tier on completion, unlocking whatever gear or systems are tied to that tier.

Research broadcasts: completing a mission may also unlock new tech-tree research server-wide — you’ll see it announced in chat as “Research unlocked: …”.

The full campaign

The 20 missions of the beta campaign, in play order. The goal range is the beta’s (the full release has its own, larger ranges); the goal you see in game is worked out inside the range as explained above. The pay column is what the whole mission pays at the bottom and at the top of its range, at today’s Imperial prices, if it is filled with its cheapest item (bringing dearer items pays more). Tier 4 takes three missions: the Armoury raises the tier and unlocks Iron gear, the Imperial Works unlocks the Tier 4 machinery and energy research (the Quarry among it), and the Imperial Siegeworks unlocks the Tier 4 raiding and defense research (the Drill among it).

# Mission Type Goal Range Pays Tier Unlocked Feature Unlock(s)
1 Imperial Larder — Food Resource Donation 3,000 – 30,000 7.8 – 78 cr Tier 1 Basic Automation
2 Imperial Stockyard — Timber Resource Donation 3,000 – 30,000 7.8 – 78 cr — —
3 Imperial Granary — Harvest Haul Transportation (Farmlands) 3,000 – 30,000 7.8 – 78 cr — —
4 Imperial Quarry — Stone & Sandstone Resource Donation 3,000 – 30,000 7.8 – 78 cr Tier 2 Tier 2 Gear
5 Imperial Haulage — Mines Ore Convoy Transportation (Mines) 3,000 – 30,000 39 – 390 cr — —
6 Imperial Kilns — Oasis Clay Run Transportation (Oasis) 3,000 – 30,000 31.2 – 312 cr — —
7 Imperial Foundry — Copper Resource Donation 3,000 – 30,000 39 – 390 cr Tier 3 Tier 3 Gear, Tier 2 Mounts
8 Imperial Treasury — Bond Drive Credit Donation 1,800 – 18,000 900 – 9,000 cr back — Team Bank Interest
9 Imperial Quartermaster — Hides and Cloth Resource Donation 3,000 – 30,000 7.8 – 78 cr — —
10 Imperial Armoury — Iron Resource Donation 1,500 – 15,000 78 – 780 cr Tier 4 (1 of 3) Tier 4 Gear
11 Imperial Haulage — Seized Contraband Transportation (Bandit Settlement) 3,000 – 30,000 7.8 – 78 cr — —
12 Imperial Works — Redstone and Copper Resource Donation 3,000 – 30,000 58.5 – 585 cr — (Tier 4, 2 of 3) Tier 4 machinery and energy research
13 Imperial Haulage — Mines Metal Run Transportation (Mines) 3,000 – 30,000 78 – 780 cr — —
14 Imperial Siegeworks — Powder and Deepslate Resource Donation 3,000 – 30,000 7.8 – 78 cr — (Tier 4, 3 of 3) Tier 4 raiding and defense research
15 Imperial Mint — Gold Resource Donation 1,020 – 10,200 79.8 – 795.6 cr Tier 5 Tier 5 Gear, Tier 3 Mounts
16 Imperial Workshops — Fine Goods Resource Donation 3,000 – 30,000 31.2 – 312 cr — —
17 Imperial Treasury — Diamond Resource Donation 90 – 900 117 – 1,170 cr Tier 6 Tier 6 Gear, Diamond Market
18 Imperial Haulage — Volcanic Ballast Transportation (Volcano Heart) 3,000 – 30,000 78 – 780 cr — —
19 Imperial Treasury — War Bond Credit Donation 3,600 – 30,000 1,800 – 15,000 cr back — —
20 Imperial Vault — Elite Diamond Resource Donation 108 – 1,080 140.4 – 1,404 cr Tier 7 (final) Tier 7 Gear

Mission 20 is the finale — and notably, Netherite is never an Empire Mission donation good. It’s deliberately left to the player economy for trading.

Accepted items, mission by mission

Rates below are the pre-discount instant payout per item: you get that rate × 0.7 the moment you donate, and the rest of the item’s 1.30× its Imperial price when the goal is reached.

1. Imperial Larder — Food

“The colony needs feeding before it can train its first militia.” Carrots and potatoes can be planted in your claim from day one: Farming I is open at Empire Tier 0.

Item Units Rate (cr/item)
Bread 2 0.005
Carrot 1 0.0025
Potato 1 0.0025
Wheat 1 0.0025
Hay Bale 9 0.02

2. Imperial Stockyard — Timber

“Oak and acacia logs and planks for the first round of palisade upgrades around the city walls.” Both trees grow on the savanna, and oak also grows in the badlands.

Item Units Rate (cr/item)
Oak Log 4 0.005
Acacia Log 4 0.005
Oak Planks 1 0.001
Acacia Planks 1 0.001

3. Imperial Granary — Harvest Haul

Haulage — pickup at the Farmlands. “The City’s granaries want fresh crops, not market stock.” Hay bales, pumpkins and melons come from the Farmlands’ harvest nodes. Wheat cut at the Farmlands counts too once you craft it into hay bales, nine wheat a bale.

Item Units Rate (cr/item)
Hay Bale 9 0.02
Pumpkin 1 0.0025
Melon Slice 1 0.001

4. Imperial Quarry — Stone & Sandstone

“Stone reinforcements for the inner districts.” Cobblestone lies under the savanna, sandstone under the desert and red sandstone under the badlands.

Item Units Rate (cr/item)
Cobblestone 1 0.001
Stone 1 0.001
Sandstone 1 0.001
Red Sandstone 1 0.001

5. Imperial Haulage — Mines Ore Convoy

Haulage — pickup at the Mines first. “The Empire pays for the trip, not for what was already in your pockets.”

Item Units Rate (cr/item)
Coal 1 0.01
Raw Iron 2 0.02
Raw Copper 1 0.005
Redstone 1 0.01
Lapis Lazuli 1 0.01

6. Imperial Kilns — Oasis Clay Run

Haulage — pickup at an Oasis. “The kilns need clay for brick.” Clay, cane and cactus all grow back in place at an Oasis.

Item Units Rate (cr/item)
Clay Ball 1 0.004
Sugar Cane 1 0.001
Cactus 1 0.001

7. Imperial Foundry — Copper

“Copper ingots fund the next wave of engineer apprenticeships.”

Item Units Rate (cr/item)
Copper Ingot 1 0.0075
Raw Copper 1 0.005

8. Imperial Treasury — Bond Drive

“The Treasury is short on bullion.” Credits only — no items accepted, use /mission donate-credits.

9. Imperial Quartermaster — Hides and Cloth

“The garrison needs uniforms, bowstrings and fletching.” Any source counts, spawners included.

Item Units Rate (cr/item)
Leather 1 0.004
White Wool 4 0.004
String 1 0.001
Feather 1 0.0025

10. Imperial Armoury — Iron

“Equips the next generation of city sentries.”

Item Units Rate (cr/item)
Iron Ingot 1 0.025
Raw Iron 1 0.02

11. Imperial Haulage — Seized Contraband

Haulage — pickup at a Bandit Settlement. “Bandit camps are stockpiling again… run it back before they come looking for it.”

Item Units Rate (cr/item)
Gunpowder 2 0.02
String 1 0.001
Leather 1 0.004
Gold Ingot 4 0.0375
Emerald 5 0.05

12. Imperial Works — Redstone and Copper

The second of the three Iron Age missions. Completing it opens the Tier 4 machinery and energy research, the Quarry included.

Item Units Rate (cr/item)
Redstone 1 0.01
Copper Ingot 1 0.0075
Lapis Lazuli 1 0.01

13. Imperial Haulage — Mines Metal Run

Haulage — pickup at the Mines. Metal only, no coal: gold counts three times over.

Item Units Rate (cr/item)
Raw Gold 3 0.03
Raw Iron 1 0.02

14. Imperial Siegeworks — Powder and Deepslate

The last of the three Iron Age missions. Completing it opens the Tier 4 raiding and defense research, the Drill included, one mission after the Quarry. Cobbled Deepslate cannot be mined by hand: it comes from a Quarry or a Deepslate Spawner.

Item Units Rate (cr/item)
Gunpowder 2 0.02
Cobbled Deepslate 1 0.001
Iron Ingot 2 0.025

15. Imperial Mint — Gold

“Pays well — gold is rare.”

Item Units Rate (cr/item)
Gold Ingot 1 0.0375
Raw Gold 1 0.03

16. Imperial Workshops — Fine Goods

“Lamps, seals and glassware for the City.”

Item Units Rate (cr/item)
Honeycomb 1 0.0075
Ink Sac 1 0.005
Slime Ball 2 0.0125
Glass 1 0.004

17. Imperial Treasury — Diamond

“The Empire’s elite forges demand diamond. Bring what you can find — every stone counts.”

Item Units Rate (cr/item)
Diamond 1 0.5

18. Imperial Haulage — Volcanic Ballast

Haulage — pickup at a Volcano Heart. “A long, hot haul — the pay per block is low, the trip is the point.” Obsidian grows back as a mineable node in the Volcano Heart, like its magma, blackstone and basalt; it needs a diamond pickaxe.

Item Units Rate (cr/item)
Obsidian 2 0.01
Magma Block 1 0.005
Blackstone 1 0.001
Basalt 1 0.001
Raw Gold 3 0.03

19. Imperial Treasury — War Bond

“The last campaign needs funding.” Credits only — no items accepted, use /mission donate-credits.

20. Imperial Vault — Elite Diamond

The final tier — “seal late-season military supremacy.”

Item Units Rate (cr/item)
Diamond 1 0.5

Feature unlocks at a glance

Completing Empire Missions progressively unlocks:

  • Basic Automation — the first machines (Auto Smelter, Grabber, Extractor, Coal Generator) become researchable when the Food mission raises the Empire to Tier 1
  • Tier 2–7 Gear (one tier per matching mission; Tier 1 gear is never locked)
  • Tier 2 Mounts — on sale at the Mount Breeder once the Copper mission raises the Empire to Tier 3
  • Tier 3 Mounts — on sale at the Mount Breeder once the Gold mission raises the Empire to Tier 5
  • Team Bank Interest — see below
  • Diamond Market

The PDA’s Missions tab shows, under the active Empire mission, what it unlocks and the research it opens up for your team.

Team Bank Interest

Once the Imperial Treasury — Bond Drive is complete, every team’s bank (the Base Core’s BANK tab) earns 1% a day, up to 5 cr a day: 1% of the balance up to a 500 cr balance, a flat 5 cr a day above that.

  • It’s paid once a day at the 00:00 UTC reset. The first payment is the first reset after the Bond Drive completes.
  • Only teams with at least one member online in the last 7 days are paid.
  • Each payment shows in the BANK tab’s ledger as a green +N cr line marked Team Bank Interest.
  • If the server is down at midnight, that day’s interest is paid when it comes back up. If it was down across several resets, each missed day is paid back then too (one ledger line per day, each day’s interest counting the days before it), up to 7 missed days; anything older is not paid back.

Empire Missions vs. Team/Player/Bandit Missions

Empire Missions are the server’s single, shared, story-like progression track — there’s no personal “run” of it; anyone can donate at any time, and the whole server shares one active mission.

This is different from Team, Player, and Bandit missions, which are personal/team objective slots (2 daily + 2 weekly each) — things like mining targets, mob kills, or travel distance, accessed via /mission player and /mission team, and rerollable for a fee. Those are a separate grind-and-reroll system, not covered here. One thing worth knowing about them: a “Kill zombies” mission also counts husks, drowned and zombie villagers, since most of what this dry map throws at you is a husk.

Last updated 5 October 2026