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 Field | What It Affects |
|---|---|
| Money Boost | Denarius earned from mining and rewards |
| Token Boost | Auctoritas earned from mining and rewards |
| Crystal Boost | Civitas earned from legion activity |
| XP Boost | Pickaxe experience gained per block |
| Proc Boost | Flat bonus % added to enchant proc chances |
| Double Drops | Block 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
| Type | What Happens |
|---|---|
BOSS_SPAWN | Spawns world bosses (Caesar, Pluto, Jupiter) for the community to fight. |
DOUBLE_DROPS | Doubles block drops for the duration. |
XP_WEEKEND | Boosts pickaxe XP gain. |
SALE | Store discount plus a special crate unlock. |
TOURNAMENT | Opens a PvP, parkour, race, or Olympics tournament window. |
PARTY | Pure celebration with multipliers and rewards. |
HUNT | Special mob spawns with unique drops. |
Schedules
| Schedule | Cadence |
|---|---|
ONCE | Fires once a year on a specific month/day (e.g. March 15 — Ides of March). |
WEEKLY | Every week on a set weekday (1=Mon … 7=Sun). |
MONTHLY | First occurrence of a weekday each month (e.g. first Monday). |
BIWEEKLY | Every other week on a weekday, anchored to even ISO weeks. |
RANDOM | Rolled 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:
| Command | What It Shows |
|---|---|
/events | Currently active events (default — same as /events now). |
/events now | List of all active events with remaining hours. |
/events next | The next upcoming event and its fire date. |
/events all | The full configured calendar of every event. |
/events reload | Admin: 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.
| Badges | Sell Multiplier |
|---|---|
| 0 badges | 1.00× (base) |
| 5 badges | 1.05× |
| 10 badges | 1.10× |
| 15+ badges | 1.15× (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 nexton 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
| Layer | Scope | Driven By |
|---|---|---|
| Festival | Global passive multipliers | Real-world dates (festivals.yml) |
| Holiday Event | Timed activities + multipliers | Schedule + hourly checks (holiday_events.yml) |
| Season | Badges, tax vault, phase modifier | Admin-started, day-bounded (seasons.yml) |