Territories

## Overview

Territories are the building blocks of occupation in Panem. In every District, three territories exist to be conquered by competing Squads, each territory corresponding to one of the three unique quota outputs of the District it resides in. For each quota completed, 80% of the payment made to the District worker is matched and distributed among the members of the squad which have claimed that quota's territory.

## Territories List

### District 1

* Grand Ave (Perfumes Quota)
* Waterfront (Wine Quota)
* Train Station (Mining Quota)

### District 7

* North Corso (Construction Paper Quota + Toilet Paper Quota)
* Railyard (Logs Quota)
* Industrial (Cardstock Paper Quota + Parchment Quota + Paper Quota)

### District 12

* Merchant (Hunting)
* Peacekeeper Base (Medicine Quota)
* Train Station (Coal Quota)

## Territory Capture Process

### Starting an Attack

To initiate a battle, the following requirements must be met:

* You are in a squad
* You are either the founder of the squad OR a squad co-leader
* It is within the vulnerability period of the squad which the territory belongs to
* If a battle occurred at this territory and ended within the last two hours, it ended as a result of the capture time limit expiring, NOT because a monument was destroyed.

Once these requirements are met, you are able to initiate your attack. Squads are able to attack any squad, regardless of whether their allegiance is shared or not.

To start your attack, you must **shift and left click one of the gold blocks at the Central Monument** for the territory which you wish to attack. The appearance of a Central Monument differs in each District, but their functions remain the same (examples of Central Monuments in each District can be found left). In District One, you must be above the white stained glass on the Central Monument to initiate an attack.

Once you shift and left click, a confirmation message should appear. If you are sure you want to begin an attack, **shift and left click again**. Then, an announcement should appear in chat stating the battle between your squad and the current squad owning the territory begins in thirty minutes. If this message does not appear, please contact an administrator.

At the same time, a message in #battle-pings on the Discord will alert the squad members of the territory under attack of the pending battle. **NOTE:** to receive pings in this channel when you are under attack, link your Minecraft and Discord accounts using /discord link.

Once thirty minutes has elapsed, squad members from both sides within the fountain within the tilted cube at spawn (surrounded by crates) will be teleported to the battle site, and the battle begins!

### The Battle

When the battle begins, squads will be teleported to the territory's battlefield which is in a separate world from the actual territory, and depicts a war-torn version of the territory. The Central Monument, which defenders spawn at and attackers attack, will be slightly adjusted in position, and the Attack Monument, which attackers spawn at and defenders attack, will appear across the territory.

The objective of the battle is to destroy the opponent's Monument. To do this, you **spam** **left-click the opposing Monument** (NOT the one you spawn at), and continue doing so until the bossbar at the top of your screen for the opposing Monument is entirely depleted. If thirty minutes elapse and no Monument is destroyed, the defenders automatically claim victory.

Upon death, you will be teleported to an enclosed room and held for one minute until you may respawn using "/battlerespawn".

#### Events

Throughout your battle, events will occur as Monuments are depleted in health. This feature is still in progress, however one event is currently implemented, which is an explosion around the Monument for every 10% of health depleted.

## Occupation

When two of the three territories are claimed by one allegiance, and a squad of the allegiance with two claims attacks the third territory not claimed by the allegiance, a battle for the occupation status of a District begins. In a battle for occupancy, **all players may participate**, regardless of whether they belong to one of the involved squads or not. These players fight for the side which shares their allegiance.

When a District is under occupation of an allegiance, certain effects are imposed onto the citizens of that District dependent on the allegiance and District. For example, while District 12 is under loyalist (Capitol) occupation, the fence is electrified.

This feature is still under development, and any suggestions for effects should be directed here. Requirements for consideration for implementation are:

* Must be feasible. Effects which require the manual work of staff members, players, or any other source which may not be consistently reliable will not be considered for implementation. One way to ensure that this condition is not applicable to your idea is the simple question: "Could this be coded?" If the answer is no, then it unfortunately is not possible to implement (at least currently).
* Must hold the ability to be turned on or off at any given moment. The status of a District's occupation can switch fast, and the effects of occupation must reflect that. Effects which occur gradually or are not able to be halted at any given moment will not be considered for implementation.
* Must be canonically realistic. Does this effect reflect the agenda of the allegiance in canon? If not, it will not be considered for implementation, unless it is of a gameplay value great enough which surpasses the downsides of straying from absolute canon recreation.

1. ↑ To check vulnerability, use /vuln (squad). This will give you the hours in Eastern Standard Time which you may attack this squad.
2. ↑ A structure which serves as a physical representation for a territory--usually located in the center of a territory. Within close proximity, a chat message will appear stating the current owner of the territory which the Central Monument corresponds to.