Next battle session in -- Sessions at 03:00, 11:00 and 19:00 UTC

Siege Warfare

War here is scheduled, scored and decisive. Plant a banner, win the battle sessions, and the town is yours to occupy or plunder.

Schedule

Sieges can be started on any day. The fighting that decides them happens in battle sessions: three a day, every day, each lasting 15 minutes. All times are UTC; the bar at the top of every page counts down to the next one in your local time.

03:00 UTC

03:00–03:15. Night raid.

11:00 UTC

11:00–11:15. Midday clash.

19:00 UTC

19:00–19:15. Prime time.

Sessions are skipped automatically when no siege is active. Check in game with /sw nextsession.

A siege, start to finish

7Battle sessions per siege (about 2⅓ days)
15 minLength of each battle session
200Block radius of the siege zone around the banner
3Sieges a nation can attack with at once
7 daysSiege immunity for new towns and after every siege

Declare

A king or nation assistant places a banner just outside an enemy town. The attacking nation pays a war chest into the siege, and a 200-block siege zone appears on the map.

Fight seven sessions

Each battle session, both sides score points by holding the banner and by killing enemy soldiers. Whoever wins a session adds its margin to the running siege balance.

Resolve

After the seventh session the siege ends. A positive balance means the attackers win and can invade or plunder; otherwise the defenders keep their town and the war chest.

Live with it

The town gets 7 days of siege immunity. An occupied town pays its occupier, and can later rise up with a revolt siege once its 72-hour revolt cooldown passes.

Starting a siege

Requirements

  • You must be the king or a nation assistant of a nation.
  • The target town must belong to another nation or be independent, must not be peaceful, and must be past its 7-day immunity.
  • Your nation may have at most 3 sieges running as attacker.
  • The nation bank must cover the war chest: $20 per claimed chunk of the target town.

Placing the banner

  • Use any coloured (non-white) banner.
  • Place it in the wilderness, within one chunk of the town's border, standing on solid ground with open sky above.
  • No command is needed. The siege starts the moment the banner is placed.
  • A beacon beam marks the banner for both sides.
While under siege a town can't claim, unclaim or recruit, and players who aren't residents can't teleport into the town or the siege zone. New towns can't be founded near a siege zone either.

Battle points

Every battle session is a fresh scoreboard. Turn on the HUD with /sw hud <town> to watch it live.

ActionEffect
Capture banner controlStand near the banner for 7 minutes without leaving or dying. Your side then gains control and scores 10 points per controlling soldier on each scoring tick.
Flip control from the enemyA ×3 reversal bonus on banner-control points for the side that took it back.
Kill an enemy soldierThe enemy's death gives your side 150 points. Dying near the banner also drops you from banner control.
Win the sessionThe winning side's margin is added to the siege balance. The balance is capped at ±20,000.

Victory size is judged by the final balance: 15,000 or more is a crushing victory, 5,000 or more is decisive.

Siege zone rules

For fighters

  • No keep-inventory. Die in a siege zone and you drop everything, like anywhere else. Bring gear you can afford to lose.
  • Town PvP toggles don't apply inside the zone. Walls won't save anyone.
  • Players with no side in the siege who loiter in the zone during a session get sick, after a 20-second warning.
  • General chat may be muted for fighters during sessions. Use /nc or /ac.

No cheese

  • In wilderness inside a siege zone you can't place obsidian or ice, or empty water, lava or fish buckets.
  • Primed TNT and TNT minecarts don't break wilderness blocks there.
  • Around the banner, terrain changes are limited near the surface, so nobody can bury it or wall it off.
  • Logging out mid-fight still kills you. The combat-log rules apply.

Victory & defeat

ResultWhat happens
Attackers winThe king can invade: the town becomes occupied by the attacking nation. A king or assistant can also plunder: $40 per chunk is taken from the town bank. The war chest returns to the attackers.
Defenders winThe town stays free and the defenders receive the attackers' war chest.
Attackers abandonCounts as a defender victory.
Town surrendersThe mayor can surrender at any time. Counts as an attacker victory.
  • Occupation: an occupied town is part of the occupier's nation and pays it an occupation tax of up to $1 per chunk per day. It can't unclaim land while occupied.
  • Plunder comes out of the town bank. A bank that can't cover it can bankrupt the town.
  • After any siege, the town gets 7 days of siege immunity.

Revolt

An occupied town's mayor can strike back with a revolt siege: place a banner outside your own town to start it. It plays out like a normal siege with the occupier defending. Win, and the town is free. A revolt can only be started 72 hours after the last siege on the town ended.

Peaceful towns

Going peaceful

  • The mayor toggles it with /sw town togglepeaceful.
  • It takes 7 days to confirm, or 2 days for a brand-new town. It's free.
  • Peaceful towns can't be besieged and their residents can't hold military ranks.

The catch

  • Peaceful towns can be subverted: a nation with enough military towns within 1,200 blocks can take one over without a fight.
  • Peaceful residents can't fight in sieges.
  • Dropping peaceful status also takes the confirmation period.

Who can do what

RoleSiege powers
EveryoneFight and earn battle points, check sessions, set preferences, collect a military salary.
MayorStart a revolt siege, surrender, toggle peaceful.
Nation assistantStart a conquest siege, abandon a siege, plunder, pay soldiers.
KingAll of the above for the nation, plus invade (occupy) a defeated town.

Commands

Every soldier
/swSiegeWar help.
/sw nextsessionTime until the next battle session.
/sw hud <town>Live siege scoreboard: points, timer, banner control.
/sw preferencePersonal siege settings, such as notifications.
/sw collectCollect the military salary your nation has paid you.
Leaders
/sw nation paysoldiers <amt>King or assistant: share money from the nation bank among your soldiers.
/sw town togglepeacefulMayor: start or cancel the switch to peaceful.
Invade, plunder, abandon and surrender are done by placing or breaking banners and by commands under /sw nation and /sw town; type them in game for the exact options available to you.