War Plugin: Difference between revisions

>Bobberson
Updated the info to July 4th, 2020 ~Bobberson07
>Bobberson
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== '''How it will work''' ==
== '''How it will work''' ==
'''Basic Info'''
'''Basic Info'''
All current nations will opt-in to wars when they are ready. Nations will be immune to wars if they have not opted in. It will not be possible for kings to switch back to immunity after it has been removed. This system makes the transition to wars smoother and respects current nations that built their nation with the presumptions that wars does not exist. Individual towns will always have the option to be peaceful. Peaceful towns are unaffected by wars but will be added to the winning nation. Wars will be enabled for everyone during the beta.
All current nations will opt-in to wars when they are ready. Nations will be immune to wars if they have not opted in. It will not be possible for kings to switch back to immunity after it has been removed. This system makes the transition to wars smoother and respects current nations that built their nation with the presumptions that wars does not exist. Individual towns will always have the option to be peaceful. Peaceful towns are unaffected by wars but will be added to the winning nation. Wars will be enabled for everyone during the beta.


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Wars are fought over several irl days. This ensures that everyone can participate regardless of timezones and queue wait times
Wars are fought over several irl days. This ensures that everyone can participate regardless of timezones and queue wait times
'''Features'''
'''Features'''
*Sieges are between nations - who attack, and towns - who defend
*Sieges are between nations - who attack, and towns - who defend
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*Win 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.
*Win 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 town - As an attacking king or general, after the siege is won, place a chest in the wilderness close to the town. This action will rob the town of 0.2G/plot, transferring it to the plundering nation.
*Plunder town - As an attacking king or general, after the siege is won, place a chest in the wilderness close to the town. This action will rob the town of 0.2G/plot, transferring it to the plundering nation.
Capture town - As an attacking king or general, after the siege is won, place a colored banner in the wilderness close to the town. This action will forcibly add the town to the nation, and will put the town into an 'occupied' state, in which its residents cannot affect siege points.
 
* Capture town - As an attacking king or general, after the siege is won, place a colored banner in the wilderness close to the town. This action will forcibly add the town to the nation, and will put the town into an 'occupied' state, in which its residents cannot affect siege points.
*Abandon attack - As an attacking king or general, place an all-white banner in the wilderness close to the town.
*Abandon attack - As an attacking king or general, place an all-white banner in the wilderness close to the town.
*Surrender town - As the defending mayor, place an all-white banner anywhere in the town.
*Surrender town - As the defending mayor, place an all-white banner anywhere in the town.