Wars and sieges

## overview

* 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, Plunder and/or Invasion of the town may be possible.

## 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.
	+ This action will start a new siege at the town.
	+ The 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 $20/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).
* If enabled, complete the SiegeAssembly Minigame: Score 50 points over 10 minutes, to successfully begin the Siege.

## 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 Weekend-days.
* 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.
		- 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.
		- 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 x3 times 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.
* 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 defense:
	+ As a siege defender, you can place an all-white banner in the wilderness close the the town to surrender the defense

## .Plunder & Invade

* Plunder Town:
	+ As king or general whose nation has won a siege, place a chest in the wilderness close to the town.
	+ This action will rob the town of $40/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).
* 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.
		- Towny Resources, if installed.

## 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) plunder and/or invade.
	+ If the Liberator loses, the occupier can plunder and/or 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 plunder and/or 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).
* 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, 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 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.
* 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.