War

### **Features**

Wars on the Flat Earth SMP are quite complex, which allows for diverse and entertaining gameplay. Features are as listed:

* A nation can start a siege against a nation at any time, but new nations are immune, as are recently besieged nations.
* Nation structures & stored items remain safe, unless the nation is plundered.
* Nations can be captured, which costs 10000 power plus an additional 0.005 power/meter2.
* Nations will lose 10% of their nation's power balance after a lost battle.
* Players can disappear from the battle map at any time, by using `/nation invis`.
* Spawn camping is prevented. Newly-spawned players are temporarily immune to both receiving and giving damage, until they deal damage or join / create a nation.
* Casual & cross-time zone players can contribute to most wars due to sieges occurring over 3 day time periods.

### **Actions**

#### **Attack a Nation**

As a king or general, place a colored banner in the wilderness close to a nation. This action will initiate a new siege on the nation. While under siege, the nation has PVP forced-on, cannot recruit new residents, cannot claim new land, and only residents can spawn there.

#### **Gain Siege Points**

##### Banner Control

As a military-ranked attack or defender, gain banner control for your side, by remaining alive and within 16 blocks of the siege-banner for 10 minutes (a glow effect will show you the remaining time). Once your side has banner control, 30 siege-points will be awarded automatically every minute for each player on the banner control list. Banner control is lost once all players on the list log off.

##### Kill an Enemy

As an attacker or defender, kill enemy players of military rank, within 150 blocks of the siege-banner. Each kill gives a base 150 siege-points, regardless of how the player was killed.

#### **Win the Siege**

Be the side with the best score when the siege-victory-timer hits zero. The attacker requires positive points to win. The defender requires negative points to win.

#### **Plunder a Nation**

As an attacking king or general, after the siege is won, place a chest in the wilderness close to the nation. This action will rob the nation of 0.015power/m2 (rounded up to the nearest 10 power), transferring it to the bank of the plundering nation.

#### **Capture a Nation**

As an attacking king or general, after the siege is won, place a colored banner in the wilderness close to the nation. This action will forcibly add the captured nation as part of the capturing nation. All residents of the captured nation can then decide to join the capturing nation, or join / create another nation.

#### **Abandon an Attack**

As an attacking king or general, place an all-white banner in the wilderness close to the nation.

#### **Surrender**

As the defending mayor, place an all-white banner anywhere in the nation.

### **Commands**

#### **Go Invisible On Maps**

Sneak up on enemies with the `**/map**` **`invis <on|off>`** command.

#### **View Nation Siege Info**

View detailed information on a siege currently affecting a nation with the **`/war info affecting <nationShortName>`** command. You can also view the list of nations the nation is attacking with the `**/nation info attacking <nationShortName>**` command. View both via the `**< collectType: all >**` parameter.

#### **Assign Military Ranks**

As a leader, assign the **guard**, **captain**, and **general** roles. Captains have a leadership aura which affects nearby kill points. Generals can execute siege attacks, invasion, plunders, and abandonment. Guards gain x1.2 damage during sieges. You can assign these roles using the `**/nation assign <guard|captain|general> <nationMember>**` command. As a guard, captain, or general, you are able to resign using the `**/nation resign**` command.

#### **Ruin Nation**

As a leader, ruin your nation (allowing free claim from anyone) using `**/nation ruin**`. Your nation will enter a ruined state for 48 hours, after which full deletion occurs. In this state, all members of the nation will receive a *ruined fee;* for every hour after the initial ruining occurs, you will lose 100 power.

#### **Reclaim Nation**

As a resident, if your nation falls into ruin, you may reclaim the nation after 24 hours using the `**/nation reclaim**` command. Please note that you will still receive a ruined fee.

#### **Nation Command Syntax**

```
nation
 reclaim
 < nation >
 ruin
 < nation >
 assign
 { role: guard | captain | general }
 < nationMember >
 resign
 info
 { collectType: all | affecting | attacking }
 [ nationShortName ]

```

### **Nation Military**

As a nation leader, you are able to assign roles to nation members. Each roles grants unique and exclusive privileges. Roles can be granted with the `**/nation assign**` command.

Nation Roles
 Able to execute operations of generals.