Nostra Balancing Changes
· 5 min read

For the first time since 2022, the server is resetting with a brand new map - Terra Nostra. Early access being April 17 2026 before public release on May 1 2026. As we are approaching release, we want to reveal balancing changes that are going to affect players in one way or another.
Economy Based Changes
- Nation Creation Cost: 2048g → 5120g
- Nation Relocation Cost: 0g → 1024g
Relocation implies the nation changes its capital city. Changing the king while keeping the same capital is free.
Towny Based Changes
- We are fully switching to the GUI recruitment system. It has shown improvements in retention compared to the original method and has performed better than automatic recruitment, so it’s a logical step for us to implement it. (This change will apply only on public access)
- The GUI recruitment system is based on introducing new players to the game in a more understandable way. On join, players are prompted with a few introductory messages that explain the basics of EarthMC. After that, they are prompted to teleport to a random region and join a random town in that region using /t select. If they execute that command in one of the set regions, they'll be prompted with a town in that region, as long as the town has a recruiter or a councillor/mayor online. If they are outside any of the regions - all the towns will be prompted. Those towns are sorted by activity, meaning the 1st town shown is the most active. That fixes the issue of offline and spam recruiting, if your residents are overall active and you have a recruiter-ranked player online, you can keep getting residents as a mayor even if you've gone inactive for a while.
- Overclaim also gets updated: towns won’t have overclaimshield anymore. That is being possible due to us fully implementing the activity-based recruitment system, which will only penalize inactive towns instead of towns that don't want to recruit manually. That also allows for overclaim to serve its original purpose - appointing land to those who use it actively (and not “hoard” it by paying a certain sum).
- /t warp is now limited to nation members/town residents only. Town warps created additional confusion and too many public spawn points hence the decision to “nerf” them. Each warp will now cost 1g/day in upkeep, regardless of the amount of warps already placed. Every other town warp aspect is left untouched.
- /t toggle outsiderscanspawn is brought back as a result, the command is renamed to /t toggle outsiderspawn. Upkeep is increased to 5g/day.
- Town/Nation names are now limited to Latin characters only (with exception to underscore). That way it’s easier for people to find certain towns or nations that can have unique characters not available to everyone. The minimum character limit has been raised to 2.
- Nations will not be named in 2.1 protocol anymore. Instead, if the nation’s name is found incorrect — staff will choose the most appropriate name for that nation. That also allows us to rename relocated nations easily as nation relocation cost “absorbs” the rename cost.
- Nation range is increased from 3.5k/1k (nation/town) blocks to 5k/1.5k (nation/town) blocks.
McMMO Changes
- We are switching to the modern level system for general comfort. 1000 Skill levels on Aurora are the same as 100 Skill levels on Nostra. It’s an entirely visual change and is only made for general comfort — all skills will be automatically adjusted to that system.
- To use Haste 8 you now have to have McMMO Mining Level 100 (Old Levels: 1000), to use Haste 2 you now have to have McMMO Mining Level 20 (Old Levels: 200). That makes it more balanced and incentivizes “upgrading” your character to open new, more efficient ways to obtain gold.
- Fishing and Excavation drop table has been slightly adjusted to accommodate version change.
World Changes
- Spawners are now unbreakable. Aurora had an issue with players primarily targeting spawners which concentrated them among very small group of players. To prevent that from happening, players are now incentivized to build their towns in comfort points where spawners are located and build their infrastructure around them. As on Aurora, they'll only appear in the Nether.
- Some biomes get “buffed” with previously finite resources: sandstone in deserts and terracotta in badlands now goes much deeper. That preserves map looks which was a big concern on Aurora. To avoid those areas getting mined out the ore generation has been "nerfed" at those areas.
- Mending prices from Villagers have been raised from 10 emeralds base price to 32 emeralds.
- During early access this functionality will be disabled until public access: /rtp, GUI recruitment system, /quests. That's due to players that experience early access being more experienced and involved in the game and not requiring this functionality before public access.
- Players will also spawn randomly even during early access - no set spawn location will be set. If you die in the overworld you will respawn nearby, if you die in the nether you will respawn in a random location.
Discuss on Discord
Discuss the update in the dedicated thread.