TEAMS, CLAIMS & BASE CORE
Teams are the backbone of QuantumRift’s player-vs-player economy. Every team is anchored by a Base Core — a placeable beacon that founds your team, protects your land, and stores your treasury. This page covers how to found a team, claim land, defend it, and everything that can happen to your Core if you don’t.
1. Forming a Team
There’s no /team create command. Instead, placing a Base Core is what founds a team — it’s a single atomic action that creates your team, spawns your Core, and claims your first chunk all at once.
Getting a Base Core item
Run /basecore to receive one Base Core item. You’ll be refused if:
- You already lead a team — disband it first.
- You’re already carrying an unplaced Core — place it before requesting another (this stops anyone from stockpiling a tradeable supply of Cores).
The item itself is a vanilla Beacon, renamed “Base Core” in gold text, with lore reading:
Place to found your team’s base. One per team. Permanent. Right-click the placed Core to upgrade, manage claims, and view team balance.
Placing it
Before the beacon is allowed to go down, the game checks that:
- You’re in the Overworld. Bases can’t be founded in the End or any other world.
- You’re currently teamless (already have a Core? you can’t place a second).
- There’s open sky directly above the block — no roof of any kind, so this isn’t just “not in a cave.”
- The block directly underneath isn’t deepslate or tuff — you must be above the deepslate layer.
- The target chunk isn’t already claimed by anyone.
- You’re not inside a protected POI zone.
- You’re not inside the Imperial City or its buffer ring.
- The chunk isn’t sitting on a post-raid placement cooldown (see Core Destruction below).
If any check fails, the beacon is pulled back out of the world and refunded to you, along with a chat message explaining why.
On success
- Your team is automatically named “
**<YourName>**’s Base” (with(2),(3), etc. appended if that name’s taken), capped at 32 characters. You can rename it later. - You become the team’s Leader.
- A model/display entity appears on the beacon.
- You’re told: “Base Core placed — your team is founded. Right-click it to manage.”
2. Team Roles & Management
Teams use a strict four-tier hierarchy. A role can only act on someone strictly below it — an Officer can’t kick another Officer.
| Role | Slots | Powers |
|---|---|---|
| Leader | 1 (exactly) | Everything. Founder by default; leadership is transferable. |
| Co-Leader | Up to 2 | Manage alliances, most Leader powers short of disbanding/transferring. |
| Officer | Up to 4 | Invite/kick members, claim/unclaim chunks, upgrade the Core. |
| Member | Unlimited (up to cap) | Default rank on joining. Can only leave. |
Member cap: a flat 12 at every Core level — upgrading the Core does not raise it.
/team commands
/t works as a short form of /team for every command below (/t invite <player>, /t info, …).
| Command | Notes |
|---|---|
/team invite <player> |
Officer+ only. Invite expires after 120 seconds. Pending invites live in memory — a server restart clears them all. |
/team accept <team> / /team decline <team> |
Respond to an invite. Put a team name with spaces or an apostrophe in quotes, e.g. /team accept "Steve's Base"; tab-completion adds the quotes for you. |
/team leave |
The sole Leader must transfer leadership first — you can’t leave while holding the only Leader slot. |
/team kick <player> |
Remove someone below your rank. |
/team promote <player> / /team demote <player> |
Adjust rank. |
/team transfer <player> |
Hand off leadership. |
/team disband |
Full teardown — see Core Destruction. |
/team rename <name> |
3–24 characters: letters, digits, underscore, space, apostrophe. Must be unique. |
/team tag <tag> / /team tag clear |
Up to 6 characters (letters/digits), shown as a [TAG] prefix on your team name. |
/team info [team] |
View team details — your own team, or any team by name (quoted when it has spaces or an apostrophe). |
/team invites |
List your pending invites. |
/team list |
List all teams. |
/team claim / /team unclaim / /team claims / /team claims list |
See Claiming Land. |
/team ally invite|accept|break <team> / /team ally list |
See Alliances. |
3. Claiming Land
Claims are chunk-based (16×16 columns), bought one at a time out of the team treasury — never your personal wallet.
**/team claim**— claims the chunk you’re currently standing in. Requires Officer+.**/team unclaim**— releases the current chunk. Requires Officer+. Your Core’s home chunk can never be released, and neither can a chunk whose release would cut part of your land off from the Core.**/team claims**— shows a map of the 21 × 9 chunks around you in chat, north up: green is your land, aqua your Core, blue an ally, red an enemy, yellow a chunk you can claim now (gold when the treasury is short of the price), purple the City or a POI, dark grey the wilderness, and white is where you stand. Hover a block to see the chunk, its owner or its price.**/team claims list**— lists every chunk (x, z) your team owns.
The territory map in the Base Core menu
The Core menu’s LAND tab shows the same map, 13 × 9 chunks around your Core, with arrows to move it, RECENTRE to come back, and LIST for the coordinate list. Click a yellow chunk to claim it or one of your own chunks to release it — both ask you to confirm first and both need Officer+. Without the resource pack, the menu’s Territory map button shows the same thing as a 9 × 5 grid of coloured glass.
Cost
Each purchased chunk costs:
claimBaseCost (2 credits) × claimCostMultiplier (2.0)^(n-1)
where n is the number of chunks you already own before this purchase, capped at 250 credits per chunk.
| Chunk # purchased | Cost |
|---|---|
| 1st | 2 cr |
| 2nd | 4 cr |
| 3rd | 8 cr |
| 4th | 16 cr |
| 5th | 32 cr |
| 6th | 64 cr |
| 7th | 128 cr |
| 8th onward | 250 cr (capped) |
(Your Core’s own chunk is free and doesn’t count against this list — it’s claimed automatically at placement.)
Adjacency and caps
- New claims must share a cardinal edge (north/south/east/west) with a chunk you already own — diagonal touching doesn’t count.
- Your total chunk count is capped by your Core’s level — see the table in The Base Core. A purchase is refused once you’re at cap.
- A claim purchase also fails if: you’re not in a team, you lack the role, your team has no placed Core, the chunk’s already claimed, it’s not adjacent, the treasury can’t cover the cost, or any part of the chunk lies in the Imperial City (including its buffer ring) or a POI zone — claims are not allowed there.
4. What a Claim Protects
Claimed chunks are actively defended. Inside an enemy team’s claim — meaning not your own and not an ally’s — and without admin bypass, here’s what’s blocked:
- Block placement/breaking — cancelled entirely. Out in the wilderness (unclaimed land) anyone can place and break any block.
- Farms — outsiders can’t trample your farmland or hoe your ground. Crops, saplings and every other plant can be planted on your team’s land, an ally’s, or anywhere in the wilderness, never on an enemy claim.
- Containers — chests and other inventory holders can’t be opened by outsiders. Allies can open each other’s containers. Exception: during a post-raid loot window (see below), a defeated team’s containers go public for an hour.
- Fire — can’t spread or ignite blocks inside any claimed chunk, except player-lit flint & steel and fireballs from someone authorized in that chunk. Wilderness fire behaves like vanilla.
- Pistons and fluids — piston pushes/pulls that would move a block across an ownership boundary are cancelled. Water/lava can’t flow into a claim from outside.
- Explosions — by default, nothing (TNT, creepers, etc.) can break blocks inside any claimed chunk, shield or no shield. The one exception is a siege-tool explosion (see Siege), which can strip blocks up to its resistance tier — everything above that tier, and the Core itself, stays protected unless the shield is down.
- Raid Pickaxe — a special item that can chip away at ordinary (non-defense) blocks in an enemy claim without permission, but only while that team’s shield is down. If the shield’s up, it bounces off.
- Allies bypass build and container protection entirely inside each other’s claims.
5. The Base Core — Levels & Upgrades
The Base Core is the beacon itself. Right-click it to open the management menu: Info, Core, Upgrade, Members, Allies, Bank, Energy, Research tabs.
There are 5 levels. Upgrading costs credits from the team treasury, materials from the upgrading player’s own inventory, and water drawn from the team’s shared Reservoir.
| Level | HP | Chunk Cap | Empire Tier Req. | Research Mult. | Member Bonus | Energy Cap | Upgrade Discount | Cost |
|---|---|---|---|---|---|---|---|---|
| 1 | 500 | 3 | None | 1.0× | +0 | 200 | 0% | Free (starting level) |
| 2 | 750 | 6 | Tier 1 | 1.3× | +0 | 400 | 5% | 64 copper + 25 cr |
| 3 | 1,000 | 10 | Tier 2 | 1.6× | +0 | 700 | 10% | 128 copper, 64 iron, 2,000 water + 250 cr |
| 4 | 1,500 | 15 | Tier 3 | 1.9× | +0 | 1,100 | 15% | 128 iron, 5,000 water, 8 diamonds + 1,000 cr |
| 5 | 2,000 | 21 | Tier 4 | 2.3× | +0 | 1,600 | 20% | 256 iron, 10,000 water, 32 diamonds + 5,000 cr |
What these stats mean:
- HP — the Core’s total hit points before it falls (see Siege).
- Chunk Cap — the max number of chunks your team can hold. Your Core’s own chunk counts toward it, so a new level-1 team can buy 2 more chunks.
- Empire Tier Req. — the server-wide Empire campaign tier your team must reach before upgrading into that level. This ties Core progression to the overall server story, not just money.
- Research Mult. — your team’s passive tech research, in points per minute for each active research (1 at level 1, 2.3 at level 5).
- Member Bonus: added on top of the 12-member roster cap. It is +0 at every level, so the cap stays at 12.
- Energy Cap — ceiling on your team’s energy-bus power supply for machines and automation.
- Upgrade Discount — percentage off spawner/machinery upgrade costs elsewhere.
- Cost — water comes from your Reservoir (1 bucket = 1,000 units); copper/iron/diamonds must be physically carried by whoever does the upgrade; credits come out of the team treasury.
Upgrade rules
- Requires Officer+.
- Can’t upgrade mid-raid — “Your base is under raid — the Core cannot be upgraded until the attack ends.” No buying a defensive HP boost mid-fight.
- The Empire tier gate is strictly enforced: “Core level N unlocks at Empire tier T (current: C). Advance the Empire’s missions first.”
- The upgrading player must be online — their inventory is checked live.
- Upgrading does not heal the Core. Raising max HP doesn’t top off missing HP.
Moving the Core
The team leader can move the Core with /team movecore. Stand where you want it and run the command: you are asked “Moving your core will move it right where you are right now, are you sure you want to do it?”. Click Confirm (or type /team movecore confirm) and the Core is moved to the block you are standing in, and you end up on top of it.
- Cost: 100 cr from the team bank.
- Range: up to 4 chunks from where the Core stands now, along each axis (diagonals count).
- Cooldown: once every 72 hours.
- Not during a raid or while your base is under siege.
- The spot follows the same rules as placing a Core: open sky above, not on deepslate, an empty block, not another team’s chunk, not the Imperial City or a POI.
- If the new spot is outside your land, that chunk becomes yours for free. If your land is already at its chunk cap, your chunk furthest from the new Core is released to make room.
6. Claim Shields
The shield is a defense system layered onto the Core, managed with /shield.
**/shield status**— shows ACTIVE/INACTIVE, banked charge, and remaining active time.**/shield activate <hours>**— activates the shield for a duration between 2 and 22 hours, drawn from your banked charge.**/shield deactivate**— turns it off early.
Charging
The shield banks charge passively while at least one member is online. Each online member banks the per-member rate for the current head count; that rate shrinks as more of you log in, but the team total never goes down, so logging off never charges faster:
| Members online | Per member (sec/sec) | Team total (sec/sec) |
|---|---|---|
| 1 | 5.0 | 5 |
| 2 | 4.0 | 8 |
| 3 | 3.0 | 9 |
| 4 | 2.5 | 10 |
| 5 | 2.0 | 10 |
| 6 | 1.7 | 10.2 |
| 7 | 1.5 | 10.5 |
| 8 | 1.35 | 10.8 |
| 9 | 1.2 | 10.8 |
| 10 | 1.1 | 11 |
| 11 | 1.0 | 11 |
| 12 | 1.0 | 12 |
Charge ticks every 5 seconds. Maximum bankable charge is 22 hours (79,200 seconds). Activation costs 0 credits by default (an operator could change this).
What it does
While ACTIVE, the Core is fully invulnerable: explosions can’t touch it, melee punches bounce off with “Shield holds — the Core is invulnerable,” and even siege-tool blasts that would normally strip defense blocks are blocked outright. Once the shield drops, siege damage and (if the base becomes “contested”) melee punches can start draining Core HP.
7. Siege, Melee & Core Destruction
Melee “punch” damage
Outsiders can chip away at an unshielded Core by hitting it with a sword, axe or pickaxe — any tier works identically, a wooden pickaxe is just as effective as netherite. The Core is hit like a mob, not mined like a block: every left-click swing that lands on it is a hit (holding the button keeps swinging), each connecting hit drains 2 HP, throttled to one hit per attacker per second (20 ticks), with a hurt sound and a burst of crack particles so you can see it register. The block never mines out — the crack overlay is only your client’s guess and resets on its own.
Melee is a finisher, not an opener — it only works once the base is contested, meaning either an open raid window is active, or the Core took a siege-tool hit within the last 5 minutes (300 seconds).
- Punching your own Core triggers a normal self-break, not damage (see below).
- Allies cannot damage a Core at all — “You can’t damage an ally’s Core.”
Siege-tool damage
A dedicated siege explosion (cannon, ram, drill, or explosives carrying a “siege tier” tag) drains 100 HP per impact directly, and can strip away defense blocks up to its tier. All of this is gated by the shield being down.
Post-placement lock
A freshly placed Core can’t be voluntarily destroyed by its own team for 5 minutes (300 seconds) after placement — an anti-grief measure. “Core is still in its 300s post-placement lock; cannot destroy yet.”
What can destroy a Core / disband a team
| Trigger | How |
|---|---|
| Voluntary | /team disband or the Core menu’s disband button |
| Leave | The sole Leader running /team leave |
| Self-break | An owning member breaks their own Core block, after the lock expires |
| Raided | An outsider fells an unshielded, contested Core |
| HP zero | Core HP reaches 0 from siege/explosive damage |
| Admin | Admin tooling or a season reset |
| World gone | The Core’s world no longer exists on boot (e.g. after a map swap) — cleaned up by an automatic sweep |
What happens when a Core falls
- The team’s remaining treasury balance is paid out in full to the Leader’s personal wallet.
- All claims, defenses, and tech-research contributions are wiped.
- The team ceases to exist — members become teamless and must join or found another team.
- A 1-hour raid window opens over the former claimed chunks: containers become publicly lootable, and the chunks go on a placement cooldown — nobody, including the former owners, can plant a new Core there until it expires.
8. Alliances
**/team ally invite <team>**/**accept <team>**/**break <team>**/**list**— Leader or Co-Leader only.- Max 3 allies per team.
- Alliance invites live in memory and expire after the same 120-second TTL as player invites.
- Allied teams can freely walk, open containers, and interact inside each other’s claims — but still can’t damage each other’s Base Cores.
- Siege callout: when an allied base comes under siege, every online member of your team hears a raid horn and reads “Your ally [TAG] Name is under siege! Their Core is at x, y, z (N blocks from you).” It fires automatically on the first siege-tool hit, at most once per allied base every 10 minutes, and it never names the attacker.
9. Treasury / Team Bank
The team treasury physically lives on the Base Core’s record, so deposits and withdrawals fail entirely if your team hasn’t placed a Core yet.
Interest: once the Empire completes the Imperial Treasury — Bond Drive mission, the treasury earns 1% a day, up to 5 cr a day, paid at the 00:00 UTC reset to teams with a member online in the last 7 days. It shows in the BANK tab’s ledger as a green +N cr line marked Team Bank Interest. See Empire Missions for the details.
- Any member can deposit.
- Withdrawal permission is configurable by the Leader, per team, with three tiers:
- Co-Leaders only
- Officers and above (the default)
- Everyone
Check the current setting with /team info — it’s shown as “Withdraw: <tier>”.
10. Core HP Visibility
Your Core’s current HP shows up as an action-bar readout — but only to players standing within 8 blocks of the Core, refreshed every second. Raiders have to physically push in close to gauge how close they are to breaking it; there’s no sniping the HP total from a distance.