⚔️⠀ Siege War ⠀⚔️
- In SiegeWar, the general purpose of wars is geopolitical domination.
- The top 7 nations receive awards of money and Artefacts.
- Wars are decided by Sieges:
- A siege is a 3-day “King Of The Hill” battle, which takes place outside a town.
- Each siege has 2 opposing teams:
- Attackers: Usually an attacking nation + its allies
- Defenders: Usually a defending town + its nation + its allies.
- Depending on which team wins the siege, an Invasion of the town may be possible.
Plan for a Global Domination Award
- Rise through the nation ranks:
- As a king, if you conquer and invade a town via a Siege, that town is counted as part of your nation for the purposes of these awards.
- Become one of the top 7 nations on the server:
- If your nation achieves this objective (use
/n list
to check), it will be due for a Global Domination Award.
- If your nation achieves this objective (use
- Collect a Global Domination Award:
- Money, which goes into your nation bank will be deposited every Saturday, on new town day.
Assign Military Ranks
- Before players go to war, kings/mayors must assign military ranks.
- Nation Ranks:
- Private, Sergeant, Lieutenant, Captain, Major, Colonel, (new roles) – Can gain Battle Points.
- General (new role) – Can do everything the above ranks can, plus can assign nation military ranks, start/abandon/surrender sieges, and plunder/invade after victory.
- King – Same permissions as General
- Town Ranks:
- Guard (new role) – Can gain battle points.
- Sheriff – As above, plus can assign town military ranks.
- Mayor – As above, plus can start revolts, and surrender town defences.
Start a Siege
- As a nation king or general, place a non-white banner in the wilderness close to a town: This is the Siege Banner. Placing it begins a Siege assembly.
- Sieges can only be started on Fridays, Saturdays, and Sundays.
- To complete a Siege Assembly: Score 40 points over 5 minutes by staying near the siege banner. You gain 10 points per minute.
- This Siege Type will be ‘CONQUEST’. See the ‘Invade Town’ section below to learn about other Siege Types.
- Each nation can have a maximum of 3 offensive sieges at any one time.
- The nation deposits $1000/plot into a War Chest:
- This money will be automatically recovered later, by the eventual winner of the siege.
- PVP is force-enabled in a 300 block radius around the Siege Banner (the Siege Zone).
Fight a Siege
- Wait for a Battle Session to begin:
- A Battle Session must be active for players to gain Battle Points.
- Battle Sessions start every hour, at 10 past the hour, and each one lasts 50 minutes.
- Capture Banner:
- As a Official Siege Participant (a military-ranked member of one of the teams), walk into the Banner Capture Zone (a 16 block radius around the Siege-Banner). A Banner Capture Session will start.
- Remain alive for 7 minutes, then 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 called a Banner Control Reversal, and the reversing team has their base timed-point-generation rate multiplied 3.
- Each player is limited in how many Battle Sessions they can cap-at each day: 3 on weekdays, 6 on weekends.
- Kill Enemy Players:
- As a soldier in the Siege-Zone, kill an enemy Official Siege Participant of military rank, for a reward of 150 Battle Points.
- 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 -$50,000 and +$50,000.
- When the Battle Session ends:
- Win Siege:
- When the siege ends:
- If the Siege Balance is greater than zero, the attacker is declared the siege-winner, otherwise the defender is declared the siege-winner.
- The besieged town receives Siege Immunity, for half of the duration of the siege. Siege Immunity protects the town from further attacks.
- The besieged town also receives Revolt Immunity for 75% the duration of the Siege Immunity. Revolt Immunity stops the town from revolting.
- When the siege ends:
- Abandon attack:
- As a siege attacker, you can place an all-white banner in the wilderness close to the town to abandon the attack.
- Surrender defence:
- As a siege defender, you can place an all-white banner in the wilderness close the the town to surrender the defence.
Invade
- Invade Town:
- As king or general whose nation has won a siege, place a non-white banner in the wilderness near the town:
- This action will invade the town, setting the victorious nation to be its occupier.
- The occupied town remains a full part of the home nation, except for the following areas, where it is considered a part of the occupying nation:
- Dynmap colour.
- Nation rankings (/n list).
- Global Domination Awards.
- Nation bonus plot generation.
- Towny Influence on nearby Peaceful Towns.
- As king or general whose nation has won a siege, place a non-white banner in the wilderness near the town:
Escape Occupation
- As the mayor of a town which has been defeated in a siege and invaded, you have a few options.
- Free yourself via a Revolt Siege:
- Place a non-white banner outside the town.
- If the town wins, the occupation will be removed.
- If the town loses, the occupier can plunder.
- Get a friendly nation to free the town using a Liberation Siege.
- The king/general from the friendly nation starts this siege by placing a non-white banner outside the town.
- If the Liberator wins, the occupation will be removed.
- The Liberator can (optionally) invade.
- If the Liberator loses, the occupier can invade.
- Fight off a Suppression siege by the occupier.
- The king/general from the occupying nation starts this siege by placing a non-white banner outside the town.
- If the occupier wins, they can invade, and the revolt timer is reset.
- If the occupier loses, the occupation is removed.
- Go Neutral
- As described in the Player Commands section below, you can take the town Neutral.
- In this way, it may escape occupation.
- WARNING: If the town ever switches back to non-neutral, it will get automatically reoccupied by the original occupier.
Player Commands
- View Information:
- Guidebook –
/sw guide
– Opens a book which explains how SiegeWar works, with precise values reflecting the server’s SiegeWar configuration file. - 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).
- Guidebook –
- 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.
- Assign Military Ranks:
- Town –
/t rank add [player name] [rank]
– As a mayor, assignguard
&sheriff
ranks. As a sheriff, assignguard
ranks. Guards, sheriffs, and mayors can gain Battle Points if the town is sieged. Mayors can also execute siege surrenders. - Nation –
/n rank add [player name] [rank]
– As a king, assign any nation military rank e.g.private
,sergeant
,lieutenant
,captain
,major
,colonel
, orgeneral
. As a general, assign any of these exceptgeneral
. The king, or any soldier, can gain Battle Points in nation/ally sieges. Kings and generals can also execute siege attacks/abandons/invasions/plunders.
- Town –
- 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.
- Collect Military Income:
/sw collect
– As a soldier, collect any income due to you from Military Salary.
- Manage Occupation Peacefully:
/sw nation removeoccupation <town>
– As a king, peacefully remove your nation’s occupation of a town./sw nation transferoccupation <town> <nation>
– As a king, invite another nation to peacefully occupy a town which you currently occupy./sw town inviteoccupation <nation>
– As a mayor, invite a nation to peacefully occupy your town.
- Make Town Neutral:
/t toggle neutral
– As a mayor, declare your town to be neutral. The neutral state will be confirmed in 5 days (2 if the town is new).- Advantage
- Town becomes immune to siege attack.
- Disadvantages
- Town cannot move homeblock.
- Residents cannot receive nation-military ranks.
- Residents are afflicted by war sickness if they enter a Siege-Zone.
- Town becomes vulnerable to being Subverted by nearby nations.
- Advantage
- Make Town Not-Neutral:
/t toggle neutral
– As a mayor, declare your town to be not-neutral. The not-neutral state will be confirmed in 5 days (2 if the town is new).- Effects:
- Neutrality & all its effects will be removed.
- Any occupier the town had, prior to turning neutral, will be restored.
- Neutrality Related Actions:
- Subvert neutral Town.
- As a nation king or general, become the nation with the highest Towny-Influence in a 1500 radius of the target Neutral town.
- Place a non-white banner outside the target Neutral town, which will instantly get Subverted and occupied by your nation.
- Note: Towny influence is generated at a rate of 1 point for every townblock you own:
- Your Neutral towns do not contribute.
- Your sieged towns do not contribute.
- Your towns which are under foreign occupation, do not contribute.
- Foreign towns which are under your occupation, do contribute.
- Peacefully Revolt
- As a mayor of an occupied neutral town, place a non-white banner outside the town.
- This action will succeed if the town occupier has zero Towny-Influence on the town.
- If the action succeeds, the neutral town Peacefully Revolts i.e. instant de-occupation
- Subvert neutral Town.