Team ranks
Team ranks formalize group play by splitting a team into roles with real permissions. Your place in the team determines what you can do: invite or kick, set homes and warps, claim or unclaim land, open protected storage, move money, or touch PvP switches like alliances and war settings. It takes a casual friend group and gives it the controls you need to run a faction, town, guild, or company without handing everyone the keys.
The loop is join, prove you are reliable, and get promoted into more responsibility. Lower ranks usually cover day to day life: team chat, building in claimed chunks, using basic warps, and contributing resources. Higher ranks control the risky actions that can end a season for a group: managing claims, changing team settings, granting access to core storage, handling a team bank, and starting or accepting fights.
In practice it feels like stability. On competitive servers, ranks prevent the classic disaster where one bad invite or one careless permission change empties the base. On peaceful survival, they keep bigger groups functional by separating builders and grinders from the handful of people who manage claims, shared funds, and membership changes. When the system is clear and enforced, teams stop relying on trust alone and start relying on permissions that match that trust.
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