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Starting a Siege

Siege banners can only be placed on Thursdays & Fridays (UTC time), right before bi-weekly Battle Sessions.

  • You need a nation to attack a town. It does not matter if the defending town has a nation, but if they do, your nation must be enemies with the defending town’s nation before you can start the siege.
  • You need to be able to annex the town to siege it. So you need to be less than 6k blocks away. Use Pytagore to test distances if you’re not sure: sqrt((x1-x2)^2 + (z1-z2)^2).
  • Your nation bank needs enough money to pay both:
    1. A declaration fee of 100 Ducats per plot claimed by the defending town from your nation bank.
    2. A war chest worth 100 Ducats per plot claimed by the defending town from your nation bank.
  • To start the siege, go right outside the defending town’s border in unclaimed lands and place a non-white banner on the ground.
  • Newly established towns have 2 weeks of siege immunity
  • New nations that are protected by siege immunity can forfeit the immunity by placing a siege on another nation, the defending nation will then get an additional 2 hours past the siege war declaration period for an admin to place a counter siege so long as that nation has not reached its siege limit for the session.

Once the war chest is paid, the banner is MOVED TO THE DEFENDING TOWN’S SPAWN and the siege begins.

  • Siege weapons can be placed and destroyed in the defending town’s claims, but other blocks cannot be placed or destroyed (by attackers).
  • During battle sessions, the existing 60-second block place and destroy cooldown applies per player, including liquid placement and collection. Attackers cannot build or destroy ordinary blocks inside defending claims.
  • Outside battle sessions, the besieged town’s residents, its nation, allied nations, and any revolt-assist nation share a 30-second cooldown for placing solid blocks or liquids in the warzone. This allows at most 120 placements per hour across that defending side.
  • Siege weapons only break blocks during active battle sessions to prevent griefing when no fights are happening.

Check with /sw siegeinfo. It tells you if this is a siege week + some more info.

An occupied town cannot be attacked in a conquest siege by its former home nation; it must revolt against its occupier instead.

During an active revolt, the mayor can use /sw town revoltassist <nation> to choose a nation to fight alongside the rebels as defenders. The assisting nation must be an enemy of the occupier. The choice is locked when the first battle session starts; before then, use /sw town revoltassist none to clear it.

Siege Limits

Your nation’s level sets its maximum number of active offensive sieges. Each lost attacking conquest siege, including completed abandonment, removes one slot for the next scheduled siege week. Losses stack down to zero slots; administrative siege removal does not count. The normal limit returns the following siege week unless further losses apply. Use /nation <name> to see the current limit and the next week’s penalty.

Sieging a capital

Enemy towns can be sieged any siege week. Enemy capitals are locked until you’ve defeated enough of their towns in the previous siege week.

  • The defeated towns must all be from the attacking nations sieges for it to count towards the capital requirement. (alliance victories do not stack)
Defending nation levelTown siege wins required
1–30 (capital always siegeable)
4–51
62
7+3

Nation level rules can be seen in Towny.