> For the complete documentation index, see [llms.txt](https://www.hubsmp.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://www.hubsmp.com/other/living-villages.md).

# Living Villages

## Living Villages | HUBSMP

HUB SMP is not a trading-hall server.

Villagers here have to live like villagers. They need a bed, a workstation, a gathering place with a bell, and room to walk. If those needs are not met, our custom plugin **blocks the trade**. You cannot stuff them in a 1×1 cubicle and print emeralds.

That rule came first — from wanting villages that still feel like villages. The emerald economy came later. Together they do something most SMPs never get: **the town that builds the best living village becomes the town other players want to join.**

### Why this is different

On most servers, villagers are a machine in a box. Fast. Ugly. Same everywhere.

On HUB SMP a village is infrastructure.

* You grow crops, hunt gravel for flint, make paper, smelt iron — whatever your **villagers** will buy for their profession. A fletcher buys flint. A farmer buys crops. This is not the same as player jobs.
* You walk the streets and trade. Villagers keep their vanilla quirks. They change houses. They gather at the bell. In a large enough city they drift between neighborhoods. That is intended.
* Trades put **emerald items in your inventory**. You decide whether to bank them with `/wallet add` or `/wallet add all`. The wallet is what pays for ranks, chest shops, the auction house, player orders, and Towny land.
* A mayor who builds a real village with farms and many **villager professions** is offering something a lone player cannot match: a place to sell, a place to live, and a faster road to `/rankup`.
* Players join that town. The town gets bigger. Nations form around the towns that work.

Influence on this server is supposed to look like a city square with a bell in it — not a store page.

### The loop

1. Found a town and claim land. See [Towns & Nations](/other/towns-and-nations.md).
2. Build houses, job sites, and at least one open gathering place with a **bell**.
3. Bring villagers in the vanilla way. Do not box them.
4. Farm what those **villager professions** buy.
5. Trade. Emeralds land in your inventory. Deposit them only if you want them in your wallet.
6. `/rankup` when you can. Higher ranks unlock more homes, shops, warps, and orders.
7. Invite players with `/t add`. The village is the advertisement.

A small village already works. A large one changes the map.

### What every tradable villager needs

* A bed they can reach
* A workstation they can reach
* A gathering place — a **bell** — they can reach
* Enough room to move. No sealed work cubicles.

Fail any of those and the trade window is closed. Full rules: [Villager Rules](/other/villager-rules.md).

Build more than one bell once the place gets big. Villagers treat large cities like several villages sharing the same streets. Give them more than one square to meet in.

<figure><img src="https://1792205283-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FRdgHa83qcRiKE5PMRogV%2Fuploads%2Fgit-blob-8d1358ae0666ab0b2362a732618ce73aac063e74%2Fnewvillagerpanel.png?alt=media" alt="Villager needs on HUB SMP"><figcaption><p>Beds, workstations, a bell, and space — or you cannot trade.</p></figcaption></figure>

### Emeralds are the currency

Jobs, villager trades, chest shops, the auction house, player orders, town upkeep, and ranks all use **emeralds**. There is no fake coin.

Emeralds live in two places:

* **Inventory** — where villager trades put emerald items. They stay there until you deposit them.
* **Wallet** — your account. Vault plugins spend this. `/rankup`, `/ah`, chest-shop creation, and town costs come from the wallet.

Nothing auto-banks a villager trade. If you want those emeralds in your account, you run the command.

### Wallet commands

Use these every time you come back from the village.

* `/balance` — your account
* `/wallet balance` — wallet only
* `/wallet add <amount>` — move that many emeralds from inventory into your wallet
* `/wallet add all` — deposit every emerald you are carrying
* `/wallet withdraw <amount>` — take emeralds back out as items
* `/pay <player> <amount>` — send emeralds to another player
* `/emeraldbank leaderboard` — richest players

Example: you sell flint to your fletcher villagers and now have a stack of emeralds. Run `/wallet add all`. Then `/rankup` or buy something on `/ah` (the auction house).

### Two different “banks” — do not mix them up

**Towny town account** is the official town treasury. Upkeep comes from here. This is the one mayors should use.

* `/t deposit [amount]` — put emeralds from your wallet into the town
* `/t` — see town info, including the town balance
* Daily upkeep is charged to this account (25 emeralds per chunk per day, minimum 100)

Full town commands: [Towns & Nations](/other/towns-and-nations.md).

**EmeraldBank shared account** is a separate named pot from the EmeraldBank plugin. It is *not* your Towny town. `/bank` will not pay Towny upkeep.

* `/bank account create <name>` — create an extra shared account
* `/bank account add <bank> <player>` — add a member
* `/bank account addowner <bank> <player>` — add an owner
* `/bank deposit <bank> <amount>` — put emeralds in
* `/bank withdraw <bank> <amount>` — take emeralds out
* `/bank balance <bank>` — check that account
* `/bank pay <bank> <player> <amount>` — pay someone from it
* `/bank account list` — list EmeraldBank accounts you can see

Use Towny (`/t deposit`) to put emeralds into the **town account**. That is what pays daily upkeep and keeps the claim. EmeraldBank `/bank` is a different pot. Use it only if you want an extra shared stash — a build fund or a farm co-op. `/bank` will not pay Towny upkeep. If `/bank account create` fails, that extra feature is not open to your rank.

### How a village makes you the mayor people follow

A trading hall makes one person rich and gives nobody a reason to live near you.

A living village does the opposite:

* Residents can sell without leaving town.
* New players rank up faster inside a working village than they can alone in the wilderness.
* Farms, beds, and **villager professions** are a reason to `/t add` someone instead of making them start from zero.
* When several strong towns exist, they form nations. That is the late game this server was built for.

You do not need 100 villagers on day one. Start with a square, a bell, a few houses, and one farm that supplies the **villager profession** you placed — flint for fletchers, crops for farmers. Grow it until other players ask to move in.

### Related guides

* [Villager Rules](/other/villager-rules.md)
* [Economy & Marketplace](/other/economy-and-marketplace.md)
* [Jobs & Money Boosts](/other/jobs-and-money-boosts.md)
* [In Game Ranks](/other/in-game-ranks.md)
* [Towns & Nations](/other/towns-and-nations.md)

Need help in-game? Ask in [Discord](https://discord.hubsmp.com).
