StampedeMC
Player History
30 Days · Hourly
Daily History
| Day | Average ? | Change ? | % Change ? | Daily Peak ? |
|---|---|---|---|---|
| Sep 28 MondayToday · In progress | 2.7 | 0.0 | 0.00% | 3 |
| Sep 27 Sunday | 2.7 | -0.9 | -25.58% | 8 |
| Sep 26 Saturday | 3.6 | -0.3 | -7.53% | 7 |
| Sep 25 Friday | 3.9 | -0.2 | -4.12% | 7 |
| Sep 24 Thursday | 4.0 | +0.6 | +16.87% | 9 |
| Sep 23 Wednesday | 3.5 | +1.8 | +107.50% | 6 |
| Sep 22 Tuesday | 1.7 | -0.7 | -28.57% | 4 |
| Sep 21 Monday | 2.3 | -0.3 | -11.11% | 6 |
| Sep 20 Sunday | 2.6 | -0.2 | -5.97% | 5 |
| Sep 19 Saturday | 2.8 | -0.5 | -14.10% | 9 |
About StampedeMC
StampedeMC turns a 1:3000 real-world Earth map into a survival power struggle. Start with a town, claim land, join or found a nation, then use trade, Slimefun industry, custom weapons and block-built vehicles to defend your territory or push into rival towns through scheduled SiegeWar battles.
What Makes It Different
Real-world geography, Towny politics, timed SiegeWar battles, Slimefun industry and player-built war machines all feed into the same conflict. Ships, aircraft, tanks and other craft are built from blocks and piloted as working machines, making transport and warfare part of what players construct rather than separate minigames.
Vehicles servers make controllable machines a central way for players to move through and interact with the Minecraft world.
Players build and pilot block-based ships, aircraft, tanks, submarines, and other craft.
Slimefun is a server-side Minecraft progression system that adds technology-style items and machines to survival without requiring a client mod.
Slimefun technology, machines, factories, energy networks, and research provide a substantial progression path.
Geopolitical servers organize Minecraft play around player-run states that claim territory, manage borders, and compete or cooperate for influence.
Nations, alliances, enemies, borders, occupations, and territorial conflict shape the central experience.
Towny is a settlement system where players found towns, claim land, and control how residents use it.
Players found towns, claim chunks, manage plots, and organize settlements through Towny.
Earth servers use a Minecraft map based on real-world geography, giving building, travel, and settlement a recognizable setting of continents, countries, and cities.
The main world is a real-world Earth map rendered at 1:3000 scale.
PvP is Minecraft gameplay centered on direct combat between players.
Scheduled SiegeWar battles make organized player combat central to territorial expansion and defense.
Minecraft economy gameplay makes in-game money a central way to obtain resources, upgrades, or access.
Currency supports shops, upkeep, nation finances, war chests, payments, and military salaries.
The main loop combines survival gathering with settlement management and geopolitical conflict. Players find unclaimed land, establish towns, organize nations, develop industry, trade for resources and choose whether to pursue diplomacy, defense or conquest.
Progress starts with finding ground, founding a town, claiming chunks and keeping the town bank funded against daily upkeep. Players can add residents, join nations, build an economy, unlock Slimefun knowledge and machines, and use their growing resources to support military expansion.
Slimefun adds a technology tree with machines, factories, energy networks, cargo systems, jetpacks and advanced equipment. SlimefunWarfare adds firearms, ammunition, grenades, rockets and other explosives. Movecraft-based vehicles let players build and pilot ships, submarines, planes, helicopters, tanks, trucks, turrets and other block-built craft.
The main world uses a real-world Earth map at 1:3000 scale. Towny claims divide the map into protected towns, plots and nations, while alliances, enemies, capitals and occupied settlements give the geography a political purpose. A dedicated live Earth map is available for viewing the shared world.
PvP is organized around SiegeWar. Nation leaders place a war banner outside an enemy town, then attackers and defenders contest scheduled battle sessions at 03:00, 11:00 and 19:00 UTC. Battle Points come from kills and banner control, while a winning attacker can occupy or plunder the town. Siege zones override normal town protection during battles, and deaths can cost inventory.
A shared currency funds shops, towns and nations. Players buy and sell through the GUI shop, trade directly with one another, pay town upkeep, fund war chests, send payments and receive military salaries. Town plots can also be designated as player shops.
Town, nation, alliance, global and local chat channels support different layers of coordination. Players can recruit residents, form nations, propose alliances, declare enemies, manage ranks and communicate locally with players within roughly 100 blocks.
Hacked clients, exploits and slurs are prohibited. War is allowed, but griefing the server is not. Towny claims protect claimed land, while siege battlefields override that protection during active sessions. Players are expected to respect staff and keep rivalry in-character.
The store sells one-time ranks, crate keys, cosmetics and a seasonal pass. Listed purchases are presented as cosmetic or quality-of-life items and do not buy power, claims or a war advantage.
Siege warfare systems organize conflicts between settlements or factions around formal battles, objectives, scoring, and strategic territorial pressure.
Nation leaders place war banners outside enemy towns, then fight scheduled sessions for Battle Points, occupation, plunder, or revolt outcomes.
Constructible Minecraft machines assembled from blocks that can be piloted to transport players or support practical activities.
Movecraft enables players to build and pilot ships, submarines, aircraft, helicopters, tanks, trucks, turrets, and other craft.
Nation alliances are formal or informal cooperative relationships between player-led states for mutual defense, diplomacy, trade, or shared objectives.
Players form nations, create alliances, declare enemies, manage ranks, and coordinate through layered town, nation, alliance, and global channels.
Industrial automation uses machines, production chains, and connected systems to process resources with progressively greater efficiency.
Slimefun progression includes machines, factories, energy networks, and cargo systems that support industrial development and resource processing.
Combat equipment using explosive effects to damage opponents, structures, defenses, or areas during tactical engagements.
Players can use grenades, rocket launchers, rockets, and other explosives supplied by SlimefunWarfare.
Town upkeep is a recurring financial obligation settlements must meet to remain viable and maintain their claimed infrastructure.
Town banks must remain funded against daily upkeep, making economic planning necessary for maintaining claimed settlements.
Ranged projectile weapons modeled after guns, used as a distinct combat option in a Minecraft gameplay environment.
SlimefunWarfare adds firearms and ammunition for the server's settlement defense, conquest, and SiegeWar combat.
Recurring combat windows that concentrate organized player conflict into predefined times rather than allowing battles only as continuous open activity.
Siege battle sessions occur daily at 03:00, 11:00, and 19:00 UTC, giving attackers and defenders fixed engagement windows.
A warfare outcome that places a defeated settlement under the control or influence of the victorious attacking side.
A winning SiegeWar attacker can occupy or plunder the targeted town, while occupied settlements affect the surrounding political geography.
A combat scoring system that measures performance during organized battles and helps determine the result of an engagement.
Siege participants earn Battle Points through kills and banner control, with points contributing to SiegeWar outcomes.
Jetpacks are wearable or usable devices that provide powered aerial movement beyond ordinary Minecraft jumping and flight limitations.
Jetpacks are available through the server's Slimefun technology progression as advanced equipment for player mobility.
Separate communication channels organized by social scope, allowing local coordination alongside broader group or server-wide discussion.
Town, nation, alliance, global, and local channels support coordination, with local communication tied to nearby players.
A death consequence where players may lose carried equipment or items, increasing the material risk of combat.
Deaths during the server's PvP battles can cost inventory, making preparation and recovery important during SiegeWar sessions.
A server economy feature where organized military roles receive recurring financial compensation for service or participation.
The shared currency system supports soldier salaries alongside town upkeep, war chests, shops, and player payments.
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StampedeMC turns a 1:3000 real-world Earth map into a survival power struggle.

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