Old Siegewar rules

*This article is about a Suppressed Feature, no longer available on the server.*

## About

Ancar Earth hosts a non-destructive, war-on-demand system, focusing on geo-politics.

Ancar War is a more strategic & political option. The system is completely non-destructive to buildings, because town build perms are completely unaffected. Towns can only be captured in their entirety, leaving the mayor in place, and casting the victorious nation as an 'occupying power'.

Ancar War also supports 'casual' and 'cross-timezone' player bases. Each siege is typically of a moderate duration (e.g. 3 days), which has the advantage of allowing both 'dedicated' and 'casual/cross-timezone' players to become involved and contribute meaningfully to most wars.

Ancar War also provides a 'Peacefulness' mechanic for towns which want to live in peace. This feature allows a town to become immune to sieges and taxes, in return for giving up some control over its national destiny, and causing its residents to experience 'war allergy' if they approach a siege zone.

## Mechanics

**The mechanics of a War are quite straightforward. Here are the basics:**

* **Start a Siege**: Place a coloured banner next to an enemy town.
* **Score Siege Points** - Banner Control: As an attacker or defender, occupy the wilderness area close to the siege-banner for 10 minutes, thus gaining 'banner control', which provides small but constant point increases every few seconds.
* **Score Siege Points** - Kill: As an attacker or defender, score high siege points by killing enemy players in a wide radius around the the siege banner.
* **Win Siege:** When the siege-victory-timer hits 0, the side with the best siege-points total wins.
* **Plunder Town:** If the attacker has won, they may place a chest outside the the town. This will 'plunder' the town of X gold, and transfer the loot to the victorious nation. Towns which run out of money will go 'bankrupt', where perms are still protected, but the town is in debt.
* **Capture Town:** If the attacker has won, they may place a second coloured banner outside the town. This will capture the town, and forcibly add it to the victorious nation. (which it cannot leave for a few days)

## Features of Siege War

* **Start Siege:**
	+ Place a non-white standing banner in the wilderness close to a town.
		- This item is called the Siege Banner.
		- It cannot be destroyed until the siege ends.
		- This action will start a new siege at the town.
	+ **The type of siege depends on the scenario:**
		- King/general outside foreign unoccupied town - Conquest.
		- King/General outside foreign town occupied by another nation - Liberation.
		- King/General outside foreign town already occupied by the nation - Suppression.
		- Mayor outside their own occupied town - Revolt.
	+ **In all sieges except Revolt, the attacking nation automatically deposits $20/plot into a War Chest:**
		- The War Chest will later be automatically recovered by the eventual winner of the siege.
	+ **Some restrictions apply to the besieged town:**
		- PVP is forced on.
		- Only residents can spawn/teleport into the town.
		- The town cannot recruit new residents.
		- The town cannot claim/unclaim land.
		- The town cannot move its homeblock.
	+ **Some restrictions apply to the wilderness around the Siege Banner:**
		- No obsidian or ice placement.
		- No lava or water bucket usage.
		- TNT & TNT minecarts will not explode.
	+ Each nation can have a maximum of 3 attack sieges at any one time.

* **Wait for a Battle Session to begin:**
	+ Only while a battle session is active, can Battle Points be gained.
	+ Battle Sessions start on weekdays at 19:10 and 21:10 UTC.
	+ Battle Sessions start on weekends at 12:10, 14:10, 16:10, 18:10, and 20:10 UTC.
	+ Battle Sessions last 50 minutes.

* **Gain Battle Points:**
	+ Kill Enemy Players:
		- The Siege Zone is a 150 block radius around the Siege Banner.
		- Whenever a siege participant of military rank dies in the Siege Zone (regardless of cause), 150 battle points are awarded to the opposing side.
		- Dead players keep their level and inventory, but their weapon/armour/tool durability is degraded by 20%.
	+ Gain Banner Control:
		- The Timed Point Zone is a 16 block radius around the Siege Banner.
		- As a siege participant of military rank, move into the timed point zone. A Banner Control Session will start
		- You will be revealed on the Dynmap for the duration of the Banner Control Session.
		- If an enemy player enters the Timed Point Zone while you are in a Banner Control Session, you will glow.
		- If you remain alive and still within the Timed Point Zone, for 7 minutes, you will gain Banner Control for your side, or be added to the Banner Control List.
		- Your team will automatically gets 30 Battle Points every minute for each player on the Banner Control List.
		- If a team steals battle control from the opposing team, the stealing team get an instant Banner Control Reversal Bonus, equal to twice the number battle points the enemy earned from capping the banner.
		- Allied nations can fully contribute to each other's banner control.

* **Win Battle:**
	+ Be the team with the highest Battle Points when the current battle session ends.
	+ The winner gets their Battle Points applied to the Siege Balance (added for attacker; subtracted for defender).
	+ The loser's Battle Points are lost.

* **Win Siege:**
	+ Each siege lasts a maximum of 3 days, but this duration can be cut short if the attacker abandons, or the defender surrenders.
	+ When the siege ends, if the Siege Balance is greater than zero, the attacker wins.
	+ When the siege ends, if the Siege Balance is zero or less, the defender wins.
	+ After the siege ends, the besieged town receives Siege Immunity, for x3 times the duration of the siege:
		- This immunity protects the town from further attacks.
	+ After the siege ends, the besieged town also receives Revolt Immunity for 75% the duration of the Siege Immunity:
		- This immunity stops the town from revolting.

* **Plunder town:**
	+ This option is available to:
		- Victorious attacking nations, in Conquest, Liberation, & Suppression sieges.
		- Victorious defending nations, in Revolt sieges.
	+ To execute this action, as king or general, place a chest in the wilderness close to the town.
		- This action will rob the town of $40/plot:
		- The plunder is divided between the bank of the victorious nation, and the soldiers who contributed to the victory, at a ratio of 3:1.
		- Soldiers contributions are measured by banner control: a soldier receives exactly one share if they gain banner control at least once during a battle.
	+ A plundered town cannot fall due to the money loss (it can only go 'bankrupt', preserving the town completely but blocking building/claiming/recruitment).

* **Invade town:**
	+ This option is available to victorious attacking nations, in Conquest and Liberation sieges.
	+ To execute this action, as a king/general, place a non-white banner in the wilderness close to 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, with the exception of the following areas, where it is counted as part of the occupying nation:
		- bonus plots contributions.
		- /n list rankings.
		- dynmap town colour.
		- guardian town effects.

* **Abandon attack:**
	+ As a siege attacker (king/general/mayor, depending on siege type), place an all-white banner in the wilderness close to the town.

* **Surrender town:**
	+ As a siege defender (king/general/mayor, depending on siege type), place an all-white banner in the wilderness close the the town.
* **Report on Conflicts:**
	+ The players who observer conflicts, and often write relevant journalistic pieces, are Battlefield Reporters
	+ Siege-War gives special protections to Battlefield Reporters:
		- First, server staff decide via some process, which players are to be designated as official Battlefield Reporters.
		- Then, server staff assign to such players the permission of `battlefield.reporter`
		- The selected players are now official Battlefield Reporters, and receive the following effects:
			* Benefits:
				+ Notifications from all sieges. (e.g. deaths, banner control etc.)
				+ In siegezone, immune to damage.
				+ In siegezone, immune to war nausea.
			* Restrictions
				+ Cannot get banner control.
				+ In siegezone, cannot damage other players.
				+ In siegezone, thrown splash/lingering potions have no effect.
				+ In siegezone, any inventory is dropped & scattered on each SW tick.

## Commands

* View Information:
	+ Guidebook - `**/sw guide**` - Opens a book which explains how Wars works.
	+ 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).
* Assign Military Ranks:
	+ Town - `/t rank add [player name] [rank]` - As a mayor, assign `guard` & `sheriff` ranks. As a sheriff, assign `guard` 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`, or `general`. As a general, assign any of these except `general`. The king, or any soldier, can gain Battle Points in nation/ally sieges. Kings and generals can also execute siege attacks/abandons/invasions/plunders.
* 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:
		- Plunder
		- Military Salary
* Collect Nation Refund:
	+ `/sw collect` - As a king, if your nation gets deleted for any reason, including capture of your last town, you will be refunded(80%) of the initial setup cost. This command collects that refund.
* 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.
* Manage Town Peacefulness
	+ Make Town Peaceful:
		- `/t toggle peaceful` - As a mayor, declare your town to be peaceful. This status will give your town complete immunity to siege attack, in exchange for a number of disadvantages.
		- Confirmation Time:
			* The status will be confirmed in 5 days (or 2 if the town is new).
		- Advantages:
			* The town is immune to sieges
		- Disadvantages:
			* Town cannot move homeblock.
			* Residents cannot receive nation-military ranks.
			* Residents are afflicted by war sickness if they enter a siege zone.
			* The town might get peacefully occupied, using the following rules:

* Make Town Not-Peaceful:
	+ `/t toggle peaceful` - As a mayor, declare your town to be not-peaceful.
	+ Confirmation Time:
		- The status will be confirmed in 5 days (or 2 if the town is new).
	+ Effects:
		- Peacefulness & all its effects will be removed.
		- Occupation will NOT be removed.
		- Any occupier the town had, prior to turning peaceful, will be restored.

* Manage Nation Peacefulness
	+ If all towns in a nation are Peaceful, the nation is considered to be Peaceful.