Towny Siege Information

## What is a Towny Siege War?

Siege War is a non-destructive, war-on-demand system, focusing on geo-politics.

Siege 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'.

Siege 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.

Siege 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.

## Commands

### For People Who Dont Want To Search For It.

* 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.

## 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.

## Assign Military Ranks

Before players go to war, kings/mayors must assign military ranks.

Nation Ranks:

* Private, Sergeant, Lieutenant, Captain, Major, Colonel, - Can gain Battle Points.
* General - 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.

## Mechanic

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)

## How To 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) (*0.7.9+*).
* If enabled, complete the SiegeAssembly Minigame: Score 50 points over 10 minutes, to successfully begin the Siege.

## Fighting 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 (*0.7.4+*), 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. (*0.7.10*)
		- Each player is limited in how many Battle Sessions they can cap-at each day: 3 on Weekdays, 6 on Weekend-days. (*0.7.12*)
	+ 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. (*0.7.8+*)
			* 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. Sumiege 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 defence:
		- As a siege defender, you can place an all-white banner in the wilderness close the the town to surrender the defence.

## 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

## Monkey Explanation of Starting a Siege

* Monkey Place colour banner outside town, monkey start siege, if monkey win, monkey can plunder or monkey occupy town
* if monkey plunder, monkey place chest outside town. if monkey want occupy town, monkey place second colour banner