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Festivals & Events

Date-driven Roman festivals, scheduled holiday events, and the season system — global multipliers and rewards.

Imperium keeps the empire alive with three overlapping layers of time-based content: passive festivals that toggle global multipliers on real-world dates, scheduled holiday events that fire discrete activities (bosses, double drops, sales, tournaments), and the season system that resets the long-term progression ladder and pays out the tax vault. Together they mean there is almost always something boosting your earnings — and the calendar is worth paying attention to.

All three layers stack. A festival multiplier, a holiday multiplier, and your prestige multiplier all apply on top of each other multiplicatively, so logging in during a stacked weekend can mean two or three times your normal income.

Festivals — Passive Date-Range Multipliers

Festivals are the simplest layer: they activate automatically based on the real-world calendar. Each festival has a start and end date (or recurs every weekend), and while it is active, it applies a global multiplier to every player on the server. No command needed — the bonuses just kick in.

The bonus fields a festival can carry:

Bonus FieldWhat It Affects
Money BoostDenarius earned from mining and rewards
Token BoostAuctoritas earned from mining and rewards
Crystal BoostCivitas earned from legion activity
XP BoostPickaxe experience gained per block
Proc BoostFlat bonus % added to enchant proc chances
Double DropsBlock drops are doubled while active

When multiple festivals are active at once, their multipliers multiply together(so two 1.5× money festivals stack to 2.25×), while proc boosts add together. The service checks the calendar hourly and broadcasts start/end messages so you always know when something kicks off.

On login, if a festival is active, you'll get a chat message listing every active bonus (e.g. “2.0× Denarius | 1.5× Auctoritas | +20% proc”) so you can plan your session around it.

Holiday Events — Scheduled Activities

Where festivals are passive multipliers, holiday events are active things that happen at scheduled times. Each event has a type, a schedule, a duration, and its own multiplier overlay layered on top of the festival multipliers. Check them any time with /events.

Event Types

TypeWhat Happens
BOSS_SPAWNSpawns world bosses (Caesar, Pluto, Jupiter) for the community to fight.
DOUBLE_DROPSDoubles block drops for the duration.
XP_WEEKENDBoosts pickaxe XP gain.
SALEStore discount plus a special crate unlock.
TOURNAMENTOpens a PvP, parkour, race, or Olympics tournament window.
PARTYPure celebration with multipliers and rewards.
HUNTSpecial mob spawns with unique drops.

Schedules

ScheduleCadence
ONCEFires once a year on a specific month/day (e.g. March 15 — Ides of March).
WEEKLYEvery week on a set weekday (1=Mon … 7=Sun).
MONTHLYFirst occurrence of a weekday each month (e.g. first Monday).
BIWEEKLYEvery other week on a weekday, anchored to even ISO weeks.
RANDOMRolled each hour with a configured percent chance — sporadic surprises.

When an event fires, it broadcasts a configured message, applies its multipliers, and (for boss/hunt types) spawns the relevant enemies or (for party/sale types) grants crate keys and currency to everyone online. Events auto-expire after their configured duration in hours.

The /events Command

Use the events command to see what's live and what's coming:

CommandWhat It Shows
/eventsCurrently active events (default — same as /events now).
/events nowList of all active events with remaining hours.
/events nextThe next upcoming event and its fire date.
/events allThe full configured calendar of every event.
/events reloadAdmin: reload the holiday_events.yml config.

The hourly check loop means events can fire at any hour of the day, so it's worth checking /events next when you log in to plan around an upcoming boss spawn or sale.

Seasons — The Long Game

A season is the longest arc in Imperium — a fixed-length period (configured in days) that ends with a full ladder reset for the season's leaderboards. Seasons are managed by admins and announced with a server-wide broadcast when one begins or ends.

Season Badges & the Sell Multiplier

Each season, players can earn a Season Badge that grants a permanent +1% sell multiplier, stacking up to a cap of +15%. Badges persist forever, so veteran players who've played many seasons sell their loot for noticeably more than a newcomer.

BadgesSell Multiplier
0 badges1.00× (base)
5 badges1.05×
10 badges1.10×
15+ badges1.15× (capped)

The Tax Vault Payout

When a season ends, the accumulated wealth tax vault is distributed equally among the top 10 players by Denarius balance. The payout is a server-wide broadcast and a serious windfall for the richest citizens — another reason to climb the leaderboard over the course of a season.

Season phase matters. The economy runs on a phase modifier — early in a season (first ~23%) prices run at 0.8×, the middle is 1.0×, and the final stretch (last ~23%) ramps to 1.3×. Time your big selling sessions for the end of a season.

How the Layers Stack

When you break a block, every active multiplier is applied in sequence. The effective rate for a Denarius drop looks like:

base × festivalMult × holidayMult × prestigeMult × seasonBadgeMult

That's why a stacked weekend — say, a festival money boost, a holiday DOUBLE_DROPS, your prestige multiplier, and 10 season badges — can turn an ordinary mining hour into a windfall. The block-break hook runs at high priority on every private-mine break, so the math happens automatically with no input from you.

Tips for Riding the Calendar

  • Check /events next on login. Plan boss fights and sales around it.
  • Mine hard during stacked windows. Two multipliers active at once is the best time to burn boosters.
  • Save big sells for season end. The 1.3× phase modifier plus a festival money boost is the ideal time to liquidate.
  • Log in for party events. PARTY and SALE types grant crate keys and currency to everyone online — you have to be present to collect.
  • Earn every season badge. Each one is a permanent +1% sell multiplier that never goes away.
  • Watch for RANDOM events. They can fire any hour and are often the most generous — keep chat visible.

Quick Reference

LayerScopeDriven By
FestivalGlobal passive multipliersReal-world dates (festivals.yml)
Holiday EventTimed activities + multipliersSchedule + hourly checks (holiday_events.yml)
SeasonBadges, tax vault, phase modifierAdmin-started, day-bounded (seasons.yml)