Houses
ProCompetitive faction system with treasury management, upgrades, rivalries, member roles, and seasonal progression. Houses give your server organized teams that compete for dominance.
Creating & Joining Houses
Any member can create a house (one per server) or join an existing one. Houses have a name, description, color, and optional icon.
/house create <name> [description] [color]Create a new house. You become the founder and leader automatically.
/house browseBrowse all houses in the server with member counts, levels, and treasury balances.
/house join <name>Request to join a house. If the house requires applications, your request enters the approval queue.
/house leaveLeave your current house. Leaders must transfer leadership first.
/house invite <user>Invite a member directly to your house (leader/officer only).
/house apply <name>Submit a formal application to join a house with a message.
House Information
/house view [name]View detailed info about a house — stats, members, treasury, upgrades, and rivalries.
/house members [name]See the full member roster with roles, join dates, and contribution stats.
/house treeView your house's organizational tree showing the hierarchy of roles and members.
/house profile [user]View your personal house profile — contribution stats, role, and XP progress.
/house historyView the house activity log — treasury transactions, member changes, rivalries, and upgrades.
Treasury & Contributions
Each house has a shared treasury funded by member contributions. Treasury funds are used to purchase upgrades and fund projects.
/house treasuryView your house's treasury balance, recent transactions, and funding progress for active projects.
/house contribute <amount>Donate economy coins from your wallet to the house treasury. Contributions increase your house XP and standing.
Upgrades
Houses can purchase upgrades using treasury funds. Upgrades provide passive bonuses to all house members.
/house upgradesView available upgrades with costs, current levels, and effects. Each upgrade has multiple tiers with increasing costs and benefits.
Increase XP earned by all house members
Boost economy earnings for members
Increase maximum house member count
Earn passive interest on treasury balance
Rivalries & Competition
Houses can engage in rivalries with other houses, competing for server dominance through activity, contributions, and seasonal campaigns.
/house rivalriesView active rivalries, head-to-head stats, and rivalry history.
/house standingsView the server-wide house leaderboard with rankings by points, members, and activity.
/house projectsView and manage house projects — collaborative goals that earn bonus rewards when completed.
House Management
Leaders and officers can manage house settings, roles, and member permissions.
/house rolesManage house roles — create custom roles, set permissions, and assign members.
/house manageManage house settings — name, description, color, icon, join policy, and application settings.
All House Commands
| Command | Description |
|---|---|
/house create <name> | Create a new house |
/house browse | Browse all server houses |
/house view [name] | View house details |
/house join <name> | Join a house |
/house leave | Leave your house |
/house invite <user> | Invite a user to your house |
/house apply <name> | Apply to join a house |
/house members | View member roster |
/house tree | View organizational tree |
/house treasury | View treasury balance |
/house contribute <amount> | Donate coins to treasury |
/house upgrades | View and purchase upgrades |
/house rivalries | View active rivalries |
/house standings | View server house rankings |
/house profile [user] | View house member profile |
/house projects | View house projects |
/house roles | Manage house roles |
/house manage | Manage house settings |
/house history | View activity log |
House Defense — Vault-Only Purchases
House-scope defense items (legendary tier, viewable under /eco house view action:shop) can only be purchased from the house vault. They can never be paid for from a user's personal wallet. Individual-scope defenses continue to pay from the buying user's wallet.
Only house leaders and officers — anyone who passes the canManageHouseBank check. Regular members cannot spend vault funds on defense items.
The purchased item lands in the authorizing officer's inventory. They can then install it with /eco house view action:install item:<id>. The installed defense protects the whole house.
Repairs and replacements of HOUSE-scope installed defenses also deduct from the house vault — no officer is out-of-pocket for maintenance. Individual-scope defenses still repair from the owner's wallet.
Vault balance 250,000c. Officer runs /eco house view action:buy item:reinforced-gate (legendary, 120,000c). 120,000c is deducted from the vault, the gate appears in the officer's inventory, and they run /eco house view action:install item:reinforced-gate to activate it.
Heist Interaction — House & Member Vaults
Houses are a possible heist target. When another crew successfully robs your house, coins are drained in a waterfall: house bank first, then proportionally across member vaults if the drain exceeds the house bank.
Successful heists drain a random portion of the target between heistDrainMinPercent (default 10%) and heistDrainMaxPercent (default 30%) of the combined house-bank + member-vault balance, capped by the tier's reward ceiling.
The entire random portion is taken from the house bank if possible. Only the overflow spills into member vaults.
Overflow is split across member vaults in proportion to each member's share of the total member-vault pool. A member holding 40% of the vaults pays 40% of the overflow — smaller holders pay proportionally less.
Tier-11 /heist targets that name a specific user drain only that user's individual bank. They never touch the house bank or member vaults even if the target is a house member.