Start with the gamemode core

Build the faction claim and raid loop before adding combat and economy extensions. FactionsUUID and KingdomsX offer different land, diplomacy and combat systems; they are alternatives to evaluate, not two required components of one stack.

Core selection

Choose a faction system based on the rules you intend to operate: territory claiming, raiding, power or kingdom upgrades. Create two test factions, make an enemy claim, then confirm who can build, open containers and attack in claimed land. Do not install two independent land-claim cores to manage the same territory.

Combat and abuse controls

Decide whether combat logging should be punished, whether PvP is always enabled and how staff review anti-cheat alerts. CombatLogX and PvPManager overlap in parts of combat management; only combine them after testing rules on your target versions. Test reconnects, protected regions, teleports and legitimate high-ping combat.

Trading and money flow

Pick one economy authority and one shop or auction workflow. An economy manager provides balances, while PlayerAuctions or QuickShop provides transactions; these are not interchangeable. Make a test purchase, withdrawal and refund, including a full inventory and a failed transaction.

Progression control

Crates and custom enchants can affect raid balance. Start with a small reward table, then test whether rewards bypass land protections, combat restrictions or your intended economy sinks. Keep backup copies of reward and enchant configurations before tuning.

How to choose the stack

Minimal launch path: one faction core, permissions, logging and a tested combat policy. Add a shop only after two-player economy tests; add crates last. Check faction ownership, raid explosions and rollback on a staging copy of your world before inviting players.

  1. Download each selected plugin from its official publisher and verify the exact server/version requirements.
  2. Start a disposable staging world; inspect startup logs and dependency warnings before inviting players.
  3. Test the main gameplay loop as a non-operator, including failure and restart cases.
  4. Back up plugin data and world files, document ownership of each feature, then expand the stack one component at a time.
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