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Siege Camps

Siege camps provide a temporary base for the attacking nation & a temporary teleport destination for the attacking nation. While the siege camp is active, defenders can also use the /sc tp command to teleport to the defending town.

Siege camps can also be placed during revolt sieges. The occupying nation is the attacker and can place a camp under the usual rules. The rebels and their assisting nation are defenders and cannot place a camp for their side.

  • Setup: On Thursdays & Fridays (UTC time), when wars are declared, attackers may set up a siege camp outside the defending town by placing a bed in the desired chunk. The siege camp is a temporary one-chunk claim granted to the attacking nation until the end of the weekend. If not captured, the claim is removed after this time.
  • Location: A camp attaches to the closest eligible besieged town. The siege camp must be placed at least 2 chunks away from the defending town’s borders but no farther than 16 chunks.
  • Features: The siege camp includes a banner with a fake beacon visible to players in the siege zone. Particles display a 4-block radius around the banner to indicate the capture area. Allies and members of the attacking nation can access the siege camp and teleport to it using command /sc tp <town besieged> (assuming it’s not an active battle session), with a 10-second cooldown between teleports. During an active battle session, siege weapons can be used to destroy blocks in the claimed siege camp chunk. Defending allies and nation members can also /sc tp <town besieged> to teleport to the town spawn (not the siege camp) of the besieged town.
  • Respawn: On death, attackers respawn at the nearest permitted siege camp. If the player’s town is closer than the siege camp, they will respawn at their town instead. Only happens during active battle session
  • Capture: Living members of the defending town can capture the siege camp by standing within a 4-block radius of the banner on the same y-level for 60 seconds. If the banner is captured, the siege camp is removed, and attackers can no longer reclaim it for that siege. Siege camps can only be captured during active battle session.
    • Capturing a siege camp does NOT cancel a siege, it just means the attackers don’t spawn at the camp and can’t /sc tp to the camp anymore, and can’t place another. Defenders also cannot /sc tp to the besieged town if there’s no camp.
  • Post-Siege: If the attacking nation captures the defending town, the siege camp remains until its timer expires, and defenders can no longer capture it. This allows attackers to travel to the captured town for roleplay purposes.

Admin Commands

  • /swa siege <town> start conquest <nation> starts an individual conquest siege.
  • /swa siege <town> start revolt starts a revolt siege.
  • /sc admin place <town> places a camp for that siege where the admin stands.
  • /sc setspawn <town> moves an existing camp’s spawn to the admin’s position.

/swa battlesession start starts a battle session, rather than an individual siege.