Siege War?

  • đŸ”Ĩ SiegeWar adds a war system to Towny.

  • ⚔ī¸ In SiegeWar, wars are decided by Sieges:

    • Each siege is a "King Of The Hill" battle, which takes place on the border of a town.

  • đŸ¤ŧ Each siege has 2 opposing teams:

    • Attackers: An attacking nation + its allies.

    • Defenders: A defending town + its nation + its allies.

  • 🌍 Geopolitical Results:

    • If the attackers win, they can Plunder the town.

    • If the attackers win, they can Capture the town and add it to their nation.

 

 

Assign Military Ranks

  • 👉 Before players can participate in sieges, kings/mayors must assign military ranks.

  • 💂 Nation Military Ranks:

    • Private, Sergeant, Lieutenant, Captain, Major, Colonel: Can gain Battle Points.

    • General: As above, plus can assign nation military ranks, start/abandon sieges, and plunder/capture.

  • 💂 Town Military Ranks:

    • Guard: Can gain battle points.

 

 

Start Siege

  • â›ŗ As a nation king or general, place a non-white banner in the wilderness near a town:

    • This is the Siege Banner.

    • This action will start a new siege at the town.

    • Each nation can have a maximum of 3 offensive sieges at any one time.

    • The nation deposits $450/plot into a War Chest:

    • This money will be automatically recovered later, by the eventual winner of the siege.

 

 

Siege Cost

Additionally, attackers must pay an upfront cost of $100/plot along with the $350/plot for a total of $450/plot. Whereas the $350 is deposited into the warchest for the winner to recover, the upfront cost is lost.

If the attacker wins the siege, they will earn a very handsome profit regardless of the upfront cost. In addition to the warchest, they can chose to plunder the town for $400 per plot.

Ex: If you wanted to attack a town of 100 chunks-

  1. You would need to pay a war chest of ($350*100 chunks) $35000.

  2. You would need to pay an upfront cost of ($100*100 chunks) $1000.

For a total cost of ($35000+$1000) $36000 to begin the siege.

If, as this attacker, you won the siege and returned your $35000 from the warchest, you can plunder the town and earn a total of ($400*100=$40000-$1000) $39000.
If as this attacker, you lost the siege, you now lost your $35000 warchest to the defender, ontop of the $1000 upfront cost, for a total loss of $36000.

 

 

Sessions, Days, and Times

  • To limit very active players from exploiting graveyard server times,

    • Sieges can only be started on Fridays, Saturdays, Sundays, Mondays and Tuesdays.
  • On each of these days, the first session will begin at 07:00EDT/EST. Each session lasts one hour, another session will not begin until eight hours after the last session ended. This means there is a session every eight hours. 

  • You can type /sw nextsession to see when the next session will begin. 

  • To win a siege, you must win the majority of the seven sessions. Winning 4 of the 7 sessions will secure you the overall win, but with each session you win after this you will earn more. A decisive victory will grant you the best awards and winner options.

  • â˜ĸī¸ During each Battle Session, PVP protections are disabled in a 200 block radius around the Siege Banner (the Siege Zone). 

 

 

Fighting a Siege

  • ⏊ Spawn to the Siege:

    • When a battle session starts, 2 Battle Commanders are automatically designated for each Siege, 1 for the attackers, 1 for the defenders.

    • To be designated a Battle Commander, a player must be a King or General, an official siege participant, in the Siege-Zone, and online.

    • During the battle Session, if your team's battle commander is alive and in the Siege-Zone, run /sw spawn <town>, to teleport to them.

  • đŸ’¯ Capture Banner:

    • As a Official Siege Participant (a military-ranked player on one of the teams), move close to the Siege Banner.

    • A Banner Capture Session will start.

    • If you remain close to the Siege Banner for 3 minutes, you will Capture the Banner for your team, and will be added to the Banner Control List.

    • Your team will automatically get 30 Battle Points each minute for each player on the Banner Control List.

    • If a team steals battle control from the enemy team, this is a Banner Control Reversal. The reversing team get an x3 boost to their timed-point-generation rate.

  • đŸ’¯ Kill Enemy Players:

    • As a soldier in the Siege-Zone, kill an enemy Official Siege Participant of military rank, for a reward of 300 Battle Points.

  • đŸĻ Win Battle:

    • When the Battle Session ends:

      • The team with the best Battle Points score is declared the battle-winner.

      • Both teams get their battle points applied to the Siege Balance.

    • The Siege Balance is capped on either end, at -20,000 and +20,000.

  • đŸŗī¸ Abandon attack:

    • As a siege attacker, place an all-white banner in the wilderness near the town to abandon the attack.

  • đŸŗī¸ Surrender defence:

    • As a siege defender, place an all-white banner in the wilderness near the town to surrender the defence.

 

 

Winning a Siege

  • 📝 Siege Outcome

    • After 16 battle sessions have occurred, the Siege Outcome is determined:

      • Conquest Siege:

        • Siege Balance more than +4999 (or Town Surrender): Decisive Attacker Victory

          • Warchest: Attacker

          • Plunder: Full

          • Invade: Yes

        • Siege Balance 0 to +4999: Close Attacker Victory

          • Warchest: 50/50 split attacker/defender

          • Plunder: 1/2

          • Invade: Yes

        • Siege Balance 0 to -4999: Close Defender Victory

          • Warchest: 50/50 split attacker/defender

          • Plunder: No

          • Invade: No

        • Siege Balance less than -4999 (or Attacker Abandon): Decisive Defender Victory

          • Warchest: Defender

          • Plunder: No

          • Invade: No

      • Revolt Siege:

        • Siege Balance more than +4999 (or Town Surrender): Decisive Attacker Victory

          • Plunder: Full

          • Invade: Yes

          • Demoralization: No

        • Siege Balance 0 to +4999: Close Attacker Victory

          • Plunder: 1/2

          • Invade: Yes

          • Demoralization: No

        • Siege Balance 0 to -4999: Close Defender Victory

          • Plunder: No

          • Invade: No

          • Demoralization: No

        • Siege Balance less than -4999 (or Attacker Abandon): Decisive Defender Victory

          • Plunder: No

          • Invade: No

          • Demoralization: Yes ... attacker gets -1500 Siege Balance to all sieges they start, for 5 days.

  • đŸ”Ĩ ❌ Siege Immunity After the siege, the town receives Siege Immunity for 5 days. During this time the town cannot be re-attacked.

  • 🧑‍🌾 ❌ Revolt Immunity After the siege, the town received Revolt Immunity for 3 days. During this time the town cannot revolt.

 

 

Plunder & Invade

  • 💰 Plunder Town:

    • As king/general whose nation has won a siege, place a chest in the wilderness near the town.

    • This action will rob the town of $400/plot, and deposit it in the nation bank.

    • A plundered town cannot fall due to the money loss (it can only go 'bankrupt', preserving the town completely but blocking building/claiming/recruitment).

  • 🚩 Capture Town:

    • As king/general whose nation has won a siege, place a non-white banner in the wilderness near the town:

      • This action will capture the town, adding it to the victories nation.

    • If the capture town was the last town in nation, that nation will be disbanded!

      • This money can collected using /sw collect

    • The captured town will be in an Occupied state, and cannot leave the nation using /n leave

      • Rather, to leave the nation, it must revolt (see next section).

 

 

Escape Occupation

As the mayor of a town which has been captured, you can free your town via a Revolt Siege:

  • Place a non-white banner outside the town.

  • This action will immediately remove the occupation, and will start a Revolt Siege.

  • If the town wins the Revolt Siege, it remains free from occupation.

  • If the town loses the Revolt Siege, the occupier can re-invade, and plunder.

 

 

Player Commands

  • 🛡ī¸ Assign Military Ranks:

    • Town - /t rank add [player name] [rank] - As a mayor, assign Guard ranks.

    • Nation - /n rank add [player name] [rank] - As a king, assign any nation military rank e.g. private, sergeant, lieutenant, captain, * ⏊ Spawn to Siege

    • /sw spawn <besieged town> - Spawn to a siege.

  • ℹī¸ View Information:

    • Siege - /sw hud [town name] - Toggle a HUD on/off, to monitor the progress of a particular siege.

    • Town - /t or /t here or /t [town name] - View detailed information about the siege on the town (if any).

    • Nation - /n [nation name] - View the list of sieges the nation is involved in (if any). major, colonel, or general. As a general, assign any of these except general.

  • 💸 Pay Soldiers:

    • /sw nation paysoldiers <amount> - As a king, make a military salary payment to your soldiers. Each soldier receives a share of the money, based on their military rank.

  • đŸ’ĩ Collect Money:

    • /sw collect - As a soldier, collect any income due to you from Military Salary or Nation Refunds.

  • 🤑 Set Occupation Tax:

    • /n set occupationtax <rate> - As a king, set your nation's occupation tax-rate. Generally you don't need to run this command, as your nation will automatically use the highest rate. Once you run this command, your nation's rate will no longer track the server configured maximum.

    • /n set occupationtax max - As a king, set your nation's occupation tax to track the server configured maximum.

  • ☎ī¸ Make Town Peaceful:

    • /sw town togglepeacefulness - As a mayor, declare your town to be peaceful. This will add a new upkeep to your town, the peacefulness upkeep. This upkeep is an additional $2000 a day. The peaceful state will be confirmed in 24 hours.

      • Advantages:

        • Town becomes immune to siege attack.

      • Disadvantages:

        • Town cannot move homeblock.

        • Residents cannot receive nation-military ranks.

        • Town cannot be the capital of a nation. 

        • +$2000 to your daily upkeep.

  • ☎ī¸ Make Town Non-Peaceful:

    • /t toggle neutral - As a mayor, declare your town to be Non-Peaceful. The Non-Peaceful state will be confirmed in 24 hours.

  • 🔧 Configure Personal Preferences:

    • /sw preference bossbar on|off - Toggle the bossbars on and off.

    • /sw preference beacon on|off - Toggle the beacon beam on and off.

Last edit by: Logic @ 2024-11-15 15:55:54 pm EST