Last updated: 2020-06-12

Click on the headers of each section to expand the rules and policies within.

  1. Be kind and respectful to other players.
  2. You are responsible for your online accounts (Minecraft, Discord, etc.) and anything done with them, even if someone else is using them.
  3. Staff reserve the right to take appropriate action for behavior or actions deemed unacceptable for the server and community.
  4. Have fun and don’t take things too seriously.

General rules apply, to the maximum extent possible, on all services – including but not limited to Minecraft, Discord, Mumble, OpenTTD, and the wiki.

  1. Do not grief.
    “Griefing” means intentionally or maliciously modifying someone else’s buildings without their consent, including but not limited to destroying blocks, setting blocks on fire, or encasing a building in an impenetrable wall. This rule is waived on the beta server, but only in the context of experimentation and testing.
    Exception: Limited, temporary modification of towns and buildings without permission of their owner is permitted for events. See rule Events-8 (under “Other rules”) for details.
  2. Do not spam.
    “Spamming” means the undesired placement of messages, items, or blocks in a way that irritates or bothers other people, or spreads misinformation (including Discord chain spam messages). If you’re doing something repeatedly and someone asks you to stop, it’s probably considered spam.
  3. Do not advertise servers that are unaffiliated with the MRT.
    “Advertising” includes any unsolicited messages or connection details that encourage a player to join another server or community that is NOT affiliated with the MRT (such as another Minecraft server, Discord server, etc.). Casual conversation about another server, or privately providing connection details upon request, is allowed.
    • Not allowed: “Join my l33t MC server at”
    • Allowed: “The staff on the Dogheaven server are cool.”
  4. Do not ask to become a staff member.
  5. Do not ask for teleports from staff.
  6. Do not excessively ask for WorldEdits, station repairs, or other services from staff.
    Staff can decline your request at their discretion.
  7. Do not use malicious client mods or hacks.
    “Malicious” mods and hacks are those that detract from others’ experience or give you an unfair advantage. Schematica, Optifine and Minimaps are allowed for all players. X-ray texture packs are allowed in most cases, but may be restricted if you’re participating in a special event or mini-game.
  8. Do not excessively argue, swear, or use caps in public.
    Swearing regarding general topics is allowed in moderation, but swearing to insult other people is not.
  9. Do not make sexually explicit comments in public chat and voice channels, except in the Discord #serious channel.
    “Sexually explicit” comments include any detailed description of sexual acts or intercourse. Comments that are sexually implicit or suggestive may be tolerated on a case-by-case basis at the staff’s discretion, but all players are asked to be mindful of their comments and how they may be inappropriate for the younger players on our server. Members age 18 and older who have Discord access can post in the #serious channel, where this rule is relaxed (explicit content is allowed in context, but extreme content is still not allowed).
  10. Do not reveal any personally identifiable information about others.
    Any personally identifiable information you reveal about yourself is done at your own risk. This includes real names, street or email addresses, phone numbers, locations of work or school, or social media. It is a common practice, though not required, to set up a separate email address for correspondence with other MRT members.
  11. Do not plagiarize builds that you do not have permissions for; in other words, give credit where credit is due.
    Buildings copied from another source, either on or off the MRT, must be given willingly by the original builder, or used with the builder’s permission. Such buildings also need to be attributed back to their owners by a sign on the exterior of the build.
    Town mayors are responsible for declaring the origin of buildings at the time of paste, town review, or upon request by staff. Failure to do so may result in warnings if discovered by staff afterward. Town mayors are recommended to keep a record of where buildings came from in their town.
    Buildings copied from other sources will not be counted for the purpose of evaluating towns for promotion. Franchises owned by MRT members are exempt from declaration requirements, however permission from the franchise owner is still required.
  12. Do not be belligerent if you have a dissenting opinion.
    Disagreements and discourse are welcome if held in a civilized and respectful manner. Players who disagree with decisions made by staff should speak privately to that staff member, or to an administrator.
  13. Speak English when having conversations in public chat.
    We welcome players from around the world and value everyone’s experiences and backgrounds. To facilitate conversation between everyone, please use English in public chat, including local channels. You are welcome to use other languages in private messages.
  14. Be courteous when requesting WorldEdit assistance from staff. To allow for effective service and respect the time of staff assisting you, please observe the following:
    • 10 Minute Rule: Do not ask for a WorldEdit until both you and the member of staff from whom you are requesting assistance have both been online for at least ten minutes.
    • 5 Minute Rule: If the task you are trying to accomplish can be done by hand in five minutes or less, don’t ask for a WorldEdit.
    • Points placement: Before asking for a WorldEdit, be sure to mark the corners of the area you would like selected. Please use blocks that strongly contrast the surrounding environment. For example, if your selection area is mostly composed of stone, use something like magenta wool rather than polished andesite to mark the area staff should select. Similarly, if your task involves a cut, copy, or paste operation, be sure to mark the cut or copy point.
    • Command knowledge: While intimate knowledge of WorldEdit is not required, please familiarize yourself with the common operations such as set, cut, copy, paste, rotate, flip, and stack before requesting assistance. WorldEdit School in Central City is available to assist you.
    • Use /helpop: The /helpop channel makes your request easier for staff to spot. Please use it if you need to, especially during busy times.
    • No proxy requests: Requests for WorldEdits may not be made from Discord.

The following general construction rules are in effect for all worlds on the Minecraft server.

  1. Before building in an existing structure or town, ask its owner first.
    You can find the name of the mayor at the town hall or the town’s wiki page, or you can ask a staff member to look it up.
  2. Respect the landscape that you are building on.
    Do not make or ask for large modifications to the land or sea.
  3. The following builds are RESTRICTED, meaning they can be built subject to additional requirements. For further details on the restrictions, see the corresponding rules section below.
    • Intercity roads and highways (Local roads within your town are allowed without restriction)
    • Intercity rail lines (Local rail and metro lines within your town are allowed without restriction)
    • Airfields and Airports
    • Helicopters and Helipads
    • Seaplanes
  4. The following builds are BANNED on all worlds, meaning they cannot be built at all.
    • Player statues (armor stands are allowed)
    • Lag machines (redstone, minecart, or hopper-based contraptions that serve no purpose other than to create server lag, or those which generate an unusually high amount of lag for the task they are built to perform; all redstone clocks must have a way to be disabled if they are not of finite duration)
    • Explicitly sexual or offensive builds
    • Pixel art that serves no realistic purpose (advertisements for in-game companies are allowed)
    • Piston-powered minecart lines

Each world on the Minecraft server has additional construction rules specific to that world.

  1. New (“Gamma” / “Epsilon”) World: This is the default world where most construction activity happens.
    1. 300-block proximity rule: Players are required to obtain permission from town mayors or building owners within 300 blocks of their own buildings. This rule includes any lakes, oceans, and rivers within 300 blocks of the town or building in question. Players wishing an exception to this rule to build roads or railways near or through an inactive town must make a GSM proposal. Mayors may deny permission for any reason.
    2. 500-block communication rule: Players are required to make a reasonable effort to establish communication with town mayors or building owners within 500 blocks of their own buildings. This rule includes any lakes, oceans, and rivers within 500 blocks of the town or building in question. These town mayors are required to accommodate new buildings in a reasonable manner. This requirement is waived for towns with an inactive mayor.
    3. Land claiming: Players may reserve land for future development. Land claims must be reasonable in size and clearly marked with signs or a border.
    4. Two-week development rule: Players claiming land must add significant development within 14 days of making the claim in order to retain ownership of the land beyond 14 days. “Significant development” is evaluated on a case-by-case basis, but generally a small handful of completed buildings in close proximity is enough to qualify.
  2. Old World: The Old World exists primarily to preserve the MRT’s history and should not have active construction. Maintenance and small-scale construction, for instance re-arranging planes at an airport or correcting signage, is acceptable. Buildings on the Old World must not be removed or renovated significantly. Deviating from this policy requires GSM approval. Old World assets are not eligible to be transferred through the Inactive Asset Transfer (IAT) process.
  3. Space World: Only small asteroids, spaceships, and related spacecraft are allowed in the space world. Planets and large asteroids should not be built there.
  4. Games World: Please be considerate with your space usage and don’t take up more than you need. If a game is no longer functional, please remove it.
  5. Lab World: You may use the space to design and store small assets, for example franchises, vehicles, signage, or redstone devices. Please be considerate of the amount of space you use and remove old assets when they are no longer needed.
  6. Map World: The Map World is for the construction of in-game maps, which can be used to display graphics, logos, signs, or any image that you wish to make. All members are free to use the map world as an alternative to emailing data files to administrators.
    1. Plots on the map world are first-come, first-served and you may take any unused plot available. Some members have their maps bunched near each other, so showing courtesy around these areas is much appreciated (e.g. don’t block the line of letters making up the alphabet near the southern border).
    2. The Map World also features a library at the spawn point. To have your maps displayed, give all of the maps you wish to submit a short descriptive name e.g. “MRT Logo”, then place these maps into a shulker box with your username on it, and drop the shulker box in the designated drop chest at the world spawn.
    3. Existing static image files may be converted to .dat files and uploaded to the server. This is preferred to using the map world.
    4. The lab world is not to be used for construction of in-game maps.
  7. Staff World: Players who are not staff are not allowed onto the staff world at any time.

Finally, the OpenTTD server has additional rules specifically to it.

  1. OpenTTD access is provided to MRT players at or above the Member rank; this service is not provided to Guests. Please ask a member of staff for connection details if you’d like to join.
  2. You must join the server with a recognizable username.
  3. Do not block the construction or routes of other players.
  4. Do not block off industries from other players.
  5. Do not steal companies from other players, even if the company does not have a password.
  6. The OpenTTD map is reset periodically, typically on Fridays at around 5 am UTC. Announcements for the settings of the next map will be made in Discord on the #openttd channel and to anyone that has the OpenTTD role.
  7. There is a “purge” period starting from 6 hours before the reset, typically from 11 pm Thursday to 5 am Friday (both times UTC), where chaos, shenanigans, and any sort of trashing of the map is allowed. If you would like to save the current map to your own computer, you should do so before the purge period starts.
  8. Companies that do not have any vehicles are automatically deleted by the server after 12 in-game months. Please take advantage of this if you decide to start your company over instead of asking an admin to delete your company for you.


  1. An airfield is defined as any facility that permits the movement of air and space craft, and which is 7,500 square meters or smaller. This includes heliports, spaceports, and airfields for traditional aircraft. It does not include seaplane bases.
  2. Once a city reaches the Senator rank, any number of facilities up to a combined maximum of 7,500 blocks in area may be built. No staff permission is required.
  3. The space used for a single airfield must be one contiguous space, and all facilities used for air traffic (terminals, gates, runways, etc) are included.
  4. If an airfield has a fence or other player-made boundary, that boundary is included as a part of the 7,500 block limit.
  5. Airfields which lack player-made boundaries will be evaluated on a case-by-case basis. To avoid ambiguity, we strongly encourage players to add their own fence to mark the border of their airfield.
  6. “Land-side” roads and footpaths leading up to the front door of an airfield’s terminal building do not count towards the 7,500 block limit. “Air-side” roads and footpaths used to bring passengers between aircraft are included in the limit.
  7. Aircraft must board and deplane passengers and cargo at designated gates. Gates may be attached to a terminal or a detached, remote stand. Gates may not be marked on a runway.


  1. An airport is defined as any air facility which is larger than 7,500 blocks.
  2. Airports are permitted once a city reaches the Governor rank.
  3. Airports in a Governor-ranked city may take up a maximum of 7,500 blocks or one-half of the city’s total area, excluding airports (whichever is larger). For example, a city which takes up 100,000 blocks of space without counting airports is permitted to have up to 50,000 blocks used for air facilities.
  4. Staff approval via email is required to begin construction of any airports over 7,500 blocks in size, in addition to any expansions to these airports. Once a city has 7,500 blocks of air facility space in use, all facilities – including those built at the Senator rank – require staff approval to expand.
  5. A Governor-ranked city may elect to split its allocation of airport space between multiple air facilities. This includes the original airfield from the Senator rank, which may be retained, replaced, or expanded upon promotion to Governor.
  6. A Governor-ranked city may elect to combine its allocation of airport space with those of one or more neighboring cities, subject to the following rules:
    1. A Governor-ranked city sharing its airport allocation with other cities can only share its unused airport allocation. For example, if a Governor-ranked city of size 100,000 blocks (without airports) has a 7,500 block airfield, that city only has 42,500 blocks of airport allocation remaining that can be combined with other cities.
    2. There is no minimum rank which other neighboring cities must meet in order to participate in the combined airport.
    3. Neighboring cities wishing to combine airport allocations must be reasonably close together.

Boats, ferries, and waterbuses

  1. A realistic method of boarding must be present at each port of call. Docks, piers, and tender ships are all examples of acceptable boarding methods.
  2. Boats must be able to travel realistically between all ports of call, meaning there must be a physical waterway between all ports of call.
  3. Warp signs between ports of call must be placed on or inside the boat itself.


  1. Road connections must be built between all stops along a bus route.
  2. Buses need not be present at each stop along their route.

Helicopters, heliports, airships, and blimps

  1. Helipads are defined as a marked area for a helicopter to take off or land.
    1. Helipads are considered “functional” if they have a helicopter on them with active warps.
    2. Helipads are considered “decorative” in all other circumstances, including if a helicopter is present without any active warps.
  2. Councillor-ranked towns are permitted to have one functional helipad.
  3. Mayor-ranked towns are permitted to have two functional helipads.
  4. Cities ranked Senator and above are permitted an unlimited number of functional helipads, with any helipads above the first two being treated as part of an air facility and subject to the appropriate space limits.
  5. Towns of all ranks are permitted an unlimited number of decorative helipads. Groups of decorative helipads in close proximity may be interpreted as a heliport, so mayors should make the decorative nature of a decorative helipad unambiguous (for example, by keeping decorative helipads relatively far from each other, or by placing helicopters on helipads that are clearly not intended for passenger service).
  6. There are no restrictions on airborne helicopters.
  7. Helicopters servicing functioning helipads must be touching the ground.
  8. For the purposes of these rules, blimps and airships are treated as helicopters.


  1. The following rules apply to all rail lines, including inter-city rail, intra-city metro or suburban rail, and tram lines.
  2. Railways must be reasonably realistic (in particular, pillars must be used over elevated sections, and trains must be able to pass through tunnels).
  3. Railways must be built with the intention of providing service to existing towns. (Railways can’t be built in the middle of nowhere for no reason.)
  4. Stations on a rail line may be a maximum of 4,000 blocks apart (measuring from the ends of the platform, and along the center of the track). Players wishing to have stations further apart than 4,000 blocks may ask a member of staff for approval via email.
  5. Railways being constructed in an existing town must respect existing buildings and infrastructure. Town mayors are encouraged, but are not required, to accommodate the needs of railways built after the town was founded.
  6. (“Railway Right-of-Way Rule”) Towns founded along an existing railway are not permitted to modify the railway infrastructure without permission of the railway owner. Railway owners in this instance are not obligated to add a station at the newly founded town, but are highly encouraged to do so.
  7. MRT lines are built by staff after receiving approval at a GSM. Other railways do not need staff approval, but do need approval of any towns they pass through, pass near, or serve directly.
  8. Players wishing to modify rail lines or stations owned by other players need permission first. Modification of MRT lines, including relocation of stations, need staff approval by email, and staff will determine if the modification needs to be discussed at a GSM.
  9. MRT stations at towns may be modified if the town has reached the Mayor rank. Exits and entrances to MRT stations may be modified at any town rank.
  10. Warp rail train lines, where players use sign warps to travel from one station to the next, must have a vehicle present at each station along the line. Exception: Local tram lines and monorails that exist only within a city or other localized area are exempt from this requirement.


  1. The following rules apply to all inter-city roads. Roads within a town are not subject to these rules.
  2. All roads must be reasonably realistic (in particular, pillars must be used on elevated sections, and vehicles must be able to pass through tunnels).
  3. Roads must respect existing builds and towns along their route.
  4. Roads that connect between cities are assigned a classification of “A” or “B” along with an identifying unique number.
  5. “A” roads are major artery roads that run between far-away cities and allow for high-speed traffic. The following procedure must be used to build a new “A” road, or provide a significant extension an existing “A” road:
    1. All new “A” roads require GSM approval.
    2. Your GSM proposal must include an “A” road number that is not currently in use. “A” road numbers for new roads may not end in a letter.
    3. Your GSM proposal must include annotated dynmap screenshots of your proposed route. You must mark any towns that currently exist along your route, including any towns that are not yet rendered on dynmap. You must state whether or not you have permission from the mayors of these towns.
  6. “B” roads are smaller roads that run between nearby towns, from a town to a nearby “A”-road, or run through more scenic areas of the world.
  7. “B” roads require approval at a GSM, using the same procedures as an “A” road proposal, except in the following circumstances:
    • They are connecting an “A” road to a town within 300 blocks, or
    • They are connecting two towns together directly within 300 blocks.
  8. Players building “B” roads which are exempt from GSM approval are still encouraged to email staff to reserve a “B” road number and have it marked on dynmap.


  1. Seaplanes are defined as aircraft which use water as a surface for taking off and landing, rather than a traditional runway.
  2. Seaplane bases do not count against a city’s airfield and airport land allocations.
  3. There are no restrictions on the size of gates permitted for seaplanes, however a given town may only have a certain number of functional seaplanes depending on its rank.
    1. Councillor-ranked towns may have 1 seaplane.
    2. Mayor-ranked towns may have 3 seaplanes.
    3. Senator-ranked cities may have 5 seaplanes.
    4. Cities ranked Governor and above may have 10 seaplanes.
  4. Seaplanes may only transport passengers to other seaplane bases. Seaplanes may not travel to traditional airfields or airports, or vice versa.
  5. Seaplane bases may only be constructed on the 52 numbered lakes and oceans. Cities on the coast of other bodies of water may request an exception at a GSM. Please note that it will be very difficult to receive approval for seaplane bases on artificially built lakes.

Warps and destinations

  1. Air-based transportation methods such as planes and helicopters are the only vehicle types subjected to the following rules.
  2. A single vehicle is permitted to allow players to travel to up to six (6) destination, where a “destination” is defined as any vehicle that can be reached by following a single sign warp.
  3. Warp signs may only be placed on the inside of vehicles.
  4. There is no limit to the number of warp signs that may be used for a single destination, provided the other constraints of this rule are followed.

Having warps to multiple sections of the same destination vehicle is not a violation of this rule. For example, airlines are allowed to have separate warps for business and economy class cabins (where each cabin has a warp taking players to the corresponding cabin in the destination plane), and have them be combined as one “destination”, as long as the warps all point to the same vehicle.

Arenas and stadiums

Please note that these rules only apply to arenas which are added to the PVPArena plugin. Stadiums and arenas within towns that are not added to the PVPArena plugin are not subjected to these rules, regardless of if they are used for actual games or events.

  1. Arenas and stadiums may be built at any rank.
  2. Arenas which are to be added to the PVP Arena plugin should be built on the Games world, unless they are thematically appropriate to a town or landscape on the New World (for example, a colosseum).
  3. Spleef and PVP arenas can be configured by administrators upon request. New PVP arenas must be approved by the PVP Arena Review Committee.
  4. Staff members on the PVP Arena Review Committee can be identified with the “PVP Arena Committee” Discord role. If you wish to submit an arena to the committee, you should contact one of the members of this committee.
  5. There is no minimum rank needed to submit arenas to the PVP Arena Review Committee.
  6. All arenas are assigned a name. Arenas may optionally be assigned a number in addition to their name if they meet all of the following requirements:
    • The arena operates in a “Free-For-All” game mode (no teams, no objectives other than see who survives the longest)
    • The arena is constructed on the Games world (except for old arenas 1-12)
    • The arena uses a provided lobby, rather than its own
    • The arena is thematically unique within the set of numbered arenas
    • The arena is approved by MinecraftYoshi26
  7. All PVP arenas must be at least 40×40 blocks, and contain at least two spawn points and a spectators’ area (spectators’ areas can be set up with barrier blocks above the top of the arena).
  8. Arenas which are Free-For-All can have a maximum size of 100×100 (not counting walls). Arenas for other game modes don’t have defined maximums, but should not be unreasonably large.

Asset transfers, IAT, and TMS

  1. “Assets” are anything owned by a player, including towns, buildings, companies, or parts thereof.
  2. Assets owned by active players can be voluntarily transferred to another player. In order for the transfer to be officially recognized, the original owner of the asset must email staff informing them of what asset(s) are being transferred and to whom. Staff will NOT accept emails from the player receiving the asset, even if they are accompanied with logs or screenshots showing approval from the original owner.
  3. Assets owned by inactive or banned players can be requested by an active player to be transferred to them. (“Inactive” status is reached when a player has not connected to the Minecraft server for 90 days or more. This can be checked with the /seen command.)
    1. In the event where a player is suspected to be “inactive” but they have connected to the Minecraft server within the last 90 days, then other players may ask staff to evaluate the inactive player’s assets and activity and request an auction for those assets. Staff will evaluate this on a case-by-case basis. This means players connecting once every 89 days solely for the purpose of “resetting the clock” may still be treated as inactive.
  4. Players who know they will be inactive for a significant period of time may request a transfer hold by emailing the admins. Players should include the reason a hold is requested and an estimated date of return. Generally, transfer holds will extend the “inactive” timer to 180 days (90 days longer than normal), however this time limit will be defined by admins at the time of request.
  5. Cities which have reached the Premier rank are exempt from automatic transfers, but the mayor may still voluntarily transfer the town to another player if they wish.
  6. Inactive Asset Transfer (IAT) Procedure: Players wishing to take over assets (either a town or a business) from an inactive player must submit an Inactive Asset Transfer request to a General Staff Meeting. This is done by sending an email to staff, including as much of the following information as possible.
    1. The name, location (if applicable), and portion (if applicable) of the asset being requested, along with as much information as possible about who currently owns it.
    2. The reason the asset is being requested, including plans for the future.
    3. If only a portion of a town is being taken over or the location is ambiguous, an annotated dynmap screenshot is needed.
  7. Town Mayor Succession (TMS) Procedure: If the mayor of a town becomes inactive or indefinitely banned, the Deputy Mayor may initiate the Town Mayor Succession (TMS) procedure to assume control of the town, bypassing the IAT process. The TMS procedure is accomplished as follows:
    1. Once the Mayor of a town has become inactive or banned, the Deputy Mayor may, at any time, choose to take over ownership. It is highly encouraged for Deputy Mayors to attempt to establish contact with the Mayor before initiating TMS.
    2. The Deputy Mayor sends an email to all staff indicating that they wish to perform TMS and take over ownership as Deputy Mayor. The email must include the name and location of the town, the name of the current mayor, the name of the current DM (who will become the new mayor), and the name of the next Deputy Mayor.
    3. The new Mayor does not take official ownership until they have received notification from staff that the transfer is complete.


  1. Companies can have any number of owners.
  2. Companies owned by more than one person can divide ownership in any manner they choose, so long as all owners agree.
  3. Companies owned by more than one person are strongly encouraged (though not required) to establish governance procedures and post them on the wiki. All owners must agree to the governance procedures, which should include:
    1. A list of who the owners are and precisely what stake they own in which assets of the company.
    2. The procedure for handling an owner’s voluntary exit from the company.
    3. The procedure for approving new owners.
    4. Whether or not owners can be involuntarily removed from the company, and if this is permitted, the procedure to do so.
    5. The procedure for changing the governance procedures.
  4. If a dispute arises within a company, owners should make a good faith attempt at resolving the dispute before requesting assistance from outside staff.
  5. If staff are requested to assist a dispute resolution within a company, they will use the governance procedures and any defined bylaws. If none exist, or if they do not address the points listed above, staff will use the following defaults:
    1. Companies owned by more than one person are assumed to have all equity and asset ownership distributed equally among all owners.
    2. Voluntary exits are assumed to be permitted, in which case the owner exiting the company is assumed to redistribute their assets and equity equally among all other owners.
    3. Involuntary exits are assumed to be permitted only for owners who have been banned. If this happens, the affected owner’s equity and assets are redistributed equally among all remaining owners (much like a voluntary exit).
    4. New owners and changes to the governance procedures are assumed to require unanimous approval from all owners.


  1. Players may purchase and sell their own assets (as defined in the Asset Transfers section) using the balance in their account.
  2. Financial service companies (including but not limited to loans, lines of credit, banks, etc) that use the economy plugin are not permitted. Players are permitted to build banks and other financial services in game, so long as they don’t have any economic function to them.
  3. Players wishing to loan each other in-game money or wager a bet using in-game money must do so privately and at their own risk.
  4. Players may not use their in-game money to gamble or place bets, except in the following circumstances:
    1. Private, informal arrangements between two or more players may be conducted at your own risk.
    2. Participation in approved, automatically managed activities, such as the daily lottery, is allowed.
    3. Participation in other games is only permitted when an administrator is present to either actively manage all transactions or monitor them in real time through the Minecraft console, and the administrator is willing to facilitate the game.
  5. Players running an auction must observe the following rules:
    1. Bidders must have a clear understanding of exactly what they are bidding on, including its location and duration, if applicable. Auctioneers are responsible for providing this information.
    2. Auctioneers may set any opening bid and minimum bid interval, so long as these are declared from the onset.


  1. Players wishing to host an event and give away in-game money as a prize may submit an Event Funding Request as a GSM item. This must be submitted to a GSM taking place before the event in question starts.
  2. Event grants are available in any size, though should be sized appropriate to the event. Larger event grants are awarded to longer, more prestigious, and significant events, such as server-wide contests and game shows.
  3. Event hosts must provide a breakdown of how their grant money will be allocated, including exactly what amount is available to winners of which prize(s).
  4. Events must be open to all MRT members and must have a wiki page detailing the date(s) and time(s) of the event, prizes, and all participation and voting rules.
  5. Event hosts are permitted to sell sponsorships in addition to grant funding.
    1. When submitting the Event Funding Request, event hosts must declare their intent to seek sponsorship funding, the proposed usage of sponsorship funds, the estimated amount of funding to be received through sponsorships, and how sponsors will be rewarded for their funding.
    2. Sponsorships may be used for any reasonable purpose; the most common reasons include compensation to the host city or builders of event sites.
  6. If an event is approved for funding, event hosts are responsible for notifying administrators of the list of players who should be paid, and the amounts to be paid to each winner, at the conclusion of the event. Funds will then be distributed by administrators directly to each participant.
  7. Staff reserve the right to revoke funding grants at any time, even if the event has passed. Potential reasoning for this includes but is not limited to:
    1. Not open to all server members,
    2. Operating in violation of the MRT rules,
    3. Not run in a fair and honest manner (for instance, organizers and judges of a contest should not be allowed to participate themselves), or
    4. Being run in a manner significantly different than proposed (including if hosts are misusing funds or encouraging participants to break the rules of the event).
  8. Event organizers are permitted to make minimal additions and changes to another person’s build or town for an event, as long as the following rules are observed.
    1. The event host must restore the build or town to its original condition after the conclusion of the event.
    2. “Minimal additions and changes” mean only what is necessary for the event. This may include decorations, banners, signs, and temporary buildings, vehicles, tents, or the like.
    3. Temporary modifications may not be in place for more than 24 hours without approval of the town’s mayor or build’s owner.
    4. If a build/town owner indicates that they do not want an event held at their creation, the event organizer must respect that wish. It is recommended that event organizers get permission from build/town owners beforehand whenever possible.
  9. Events are not funded retroactively. Event hosts are responsible for ensuring their Event Funding Request is approved in advance of their event. Event Funding Requests will be automatically denied if they are submitted to a GSM that occurs after the start of the event.


  1. A “franchise” is defined as any commercial building designed to sell goods or services. A franchise may be a part of a chain, which is a collection of franchises in one or more towns that are all owned by the same parent entity (player or company) and all share a common brand, design, or name.
  2. A “franchisor” is the entity (player or company) that owns and operates a particular franchise. A “franchisee” is a town mayor who orders and permits the construction of a franchise within a their town, or a building owner who orders and permits the construction of a franchise within a building they own.
  3. Franchises are the exclusive property of the franchisor; franchisees may not claim ownership of franchises within the towns of buildings that are otherwise within their control.
  4. Franchisees have the authority to relocate a franchise within the building or town over which they hold jurisdiction without notifying the franchisor. For example, if a town is served by an airport that is owned by someone other than the town’s mayor, the airport owner has the authority to relocate a franchise within the airport, and the mayor may relocate the franchise from the airport to anywhere in the town.
  5. Franchisees wishing to relocate a franchise from one town to another must receive approval from the franchisor to do so.
  6. Franchisees have the authority to remove a franchise from the building or town over which they hold jurisdiction without notifying the franchisor. Franchisors are not obligated to refund any purchase costs if this rule is exercised.
  7. Franchisees may define restrictions that must be honored at the time of franchise construction. These restrictions generally include space restrictions or which blocks may be modified, but may also include agreements on future modification permissions, or any other reasonable restrictions or conditions of construction. Franchises that are built in areas with these restrictions are assumed to have accepted the restrictions.
  8. For franchises built on or after February 9, 2020: The authority to modify the interior or exterior of a franchise is exclusively reserved to the franchisor, except for any boundaries that were defined at the time of construction as per Franchise Rule 7.
  9. In the event that a franchisor cannot be determined by any available means (including signage, verified wiki documentation, and CoreProtect logs), franchisees may make any modifications they wish to the interior or exterior of a franchise, but they may not claim the franchise as their own without going through the IAT process. Franchisors are strongly encouraged to place identifying signs in conspicuous places on their property to prevent this from happening.
  10. Franchise Rules 3, 5, and 7 may be relaxed or waived by mutual agreement between the franchisor and the franchisee.

Metropolitan Planning Organizations (MPOs)

  1. Metropolitan Planning Organizations (MPOs) are groups of multiple players who have banded together to facilitate project development and planning between their cities, and/or provide a means to roleplay political procedure, discussion, and decision-making in a safe, friendly environment.
  2. MPOs may be regional (only accepting members based on New World geography) or at-large (accepting members from anywhere).
  3. Players do NOT need prior staff approval to form an MPO.
  4. All MPOs are subject to the MRT server rules. These rules cover any behaviour performed on any Discord servers and other means of communication that hosts the MPOs members.
  5. MRT staff will not actively monitor each and every MPO, as that is an unrealistic use of staff’s time. However, we strongly encourage members of MPOs to report any rule infractions to the MRT staff immediately. Players will not be punished for making a report in good faith, especially if it turns out to be a non-issue after staff have completed their investigation.
  6. If an MPO is found to be suppressing players from reporting rule infractions, or has been actively covering up unacceptable behavior, MPO leadership and involved players will be severely punished. In extreme cases, the MRT administrators may take actions to forcibly dissolve the MPO.

Staff are responsible for rules enforcement and will step in to address situations that violate the rules above. Generally speaking, most rule violations will first incur a verbal warning, which is an informal request for you to stop or undo a particular action. Verbal warnings are not recorded. Continued or egregious misbehavior may result in a formal warning issued against you.

Warnings issued against you carry one warning point and remain on your account for 30 days from the date they are issued. Severe violations of the above rules, especially Most Important Rule #1 and General Rule #1, may result in a double warning, which carry two points and remain on your account for 60 days.

What happens as warnings accumulate?

Members who receive formal warnings will have privileges reduced as follows:

  • 1 point: No punitive action is taken if you only have one single warning active, however you will not be able to request a promotion to the next rank until the warning expires.
  • 2 points: If you accumulate a second point, either from a double warning or two single warnings, you will be demoted back to the [Member] rank and will lose any privileges associated with any higher rank you previously held. Your rank will not be automatically restored when your warnings expire: instead, once you no longer have any active warnings, you must send an email to the admins where you must include details on what you did to get the warnings, an acknowledgement that you understand that it was the wrong thing to do, and a promise to not repeat such behaviour again. If the admins believe that you are sincere in your reflection email, then your rank will be restored, otherwise your rank will be held for a further 30 days.
  • 3 points: Accumulation of a third point will result in a temporary ban from the server for 7 days. This ban cannot be appealed.
  • 4 or more points: Reaching four or more points at once will result in an indefinite ban, which generally can be appealed after 180 days using the procedure below.

Players at the Guest rank do not receive warnings. Rule violations by Guests that would ordinarily result in a formal warning will instead result in an indefinite ban.

Moderators who receive a warning are issued sanctions by administrators depending on the severity of the violation, which may include immediate removal from the staff team. At a minimum, moderators with one active point are demoted to the Trial Moderator rank, and any previously awarded titles are removed (as Trial Moderators are not eligible to receive official titles). Points for staff are active for a minimum of 90 days and must be cleared by administrators at an Administrative Staff Meeting.

Ban appeals

Players who have been indefinitely banned may appeal this ban using the procedure below.

  • Ban appeals may not be submitted until 6 months (180 days) after the indefinite ban was placed.
  • Each player has only one chance to appeal their ban. Additional attempts will be denied. Attempting to appeal a ban before the 180 days will use up your one and only attempt.
  • For your ban appeal to be successful, you must thoroughly convince the admins why you should be unbanned. Please give this a lot of thought before you submit an appeal.
  • If a ban appeal is successful, you will be held at the [Member] or [Guest] rank for 30 days, after which your previously held rank will be restored and you may request promotion to any higher ranks available to you. Any further infraction of the rules during this time will result in a permanent ban with no chance of appeal.
  • Players who have been permanently or IP banned may not appeal their ban.

Please note the distinction between indefinite and permanent bans. While the word “permaban” is commonly used to refer to both types of ban, only indefinite bans are eligible for appeal. Bans are generally indefinite, unless they have had a failed appeal, you have been the reason that an IP ban has been issued, or you have been informed that your ban is not eligible for appeal.

Bans issued to guests who have submitted an excessive number of member applications are considered permanent and cannot be appealed.

Players who are banned for using unauthorized Virtual Private Networks (VPNs) should email administrators to explain their case, however this does not count as a ban appeal. Repeat offenders may be warned or banned.