Outside war everything a civilization owns is protected: nobody can damage its structures or land. War changes that, but only at fixed times and only between civs that really are at war.
- WarTime from 16:00 to 18:00
- Saturday
- a Town Hall control block
- 20 HP
- a Capitol control block
- 100 HP
- coins per day for the aggressor
- 3,000
Relations
Two civilizations always have one of five relations.
- Neutral: the default. Nothing special.
- Hostile: your towers fire at each other's people. No war.
- War: during WarTime you can attack and capture each other's towns.
- Peace: peace after a war.
- Ally: allies. They may come to your aid when you are attacked.
Diplomacy is for leaders and advisers.
/civ dip showshows your relations;/civ dip show <civ>those of another civ./civ dip globalshows all relations on the server and/civ dip warsall wars./civ dip declare <civ> hostileorwardeclares a relation. No agreement is needed./civ dip request <civ> peace,neutralorallyproposes a relation. The other civ answers within 30 seconds using/civ dip respond yesorno. So a leader or adviser of that civ has to be online.
Declaring war
- You cannot declare war in the 3 days before WarTime. An ally of the attacked civ may still join the war for 24 hours after the declaration.
- A civ in debt cannot declare war, and loses its wars of aggression if it stays in debt too long.
- The civ of the spawn cannot be attacked.
Whoever declares war is the aggressor and pays for it:
- 3,000 coins of upkeep per day per war, and more the stronger you are than your opponent;
- 3 unhappiness in each town per war. A Barracks removes that.
WarTime
War is only fought during WarTime: each Saturday from 16:00 to 18:00, server time. /civ time shows when the next one starts. /res timezone <zone> shows those times in your own timezone.
At the start of WarTime you are sent to your own town if you were standing in enemy territory.
What you may do during WarTime
- In an enemy town you may break and place blocks.
- In enemy culture, outside its towns, you only break blocks using TNT, and you only place grass, dirt and TNT.
- Structures are damaged by hitting them. Each hit deals 1 damage.
- Everything that changes in WarTime is put back afterwards. Craters, broken walls and placed blocks disappear when WarTime ends.
During WarTime you cannot invite anyone to your town, trade goods yield nothing and Windmills do not plant.
Capturing a town
You capture a town through the control blocks in its Town Hall or Capitol. The Town Hall itself cannot be knocked down.
- A control block of a Town Hall has 20 HP.
- A control block of a Capitol has 100 HP.
Once all control blocks of a town are destroyed, the town is defeated. If the Capitol falls, the whole civilization is conquered. The capture takes effect when WarTime ends.
A captured town belongs to the victor, but remembers which civ it belonged to. It loses three quarters of its income and hammers, and makes the victor's other towns less happy.
Dying in WarTime
If you die while your civ is at war, you respawn in the War Room of your Capitol. After 30 seconds you are taken to your own Town Hall. Each destroyed control block of your Capitol adds 30 seconds.
Attacking
War Camp
A War Camp is an outpost near the enemy. Your civ respawns there instead of at home.
- Only leaders and advisers place it, only during WarTime.
- One per civ. If it is destroyed, you can only place a new one after 30 minutes.
- It has control blocks of 20 HP.
- At the end of WarTime it disappears.
War Camp
Fixed shape
War Cannon
A cannon fires over walls and damages structures from a distance.
- Only during WarTime. Right-click holding the item to set it up.
- Each shot costs 10 TNT and has a 30-second cooldown.
- The signs set the angle (−35 to 35) and the power (0 to 50). Left-click is −1, right-click +1.
- A hit deals 100 damage to structures of a civ you are at war against and 200 to people. The range is 300 blocks at most.
- The cannon itself only has 10 HP. Protect it.
War Cannon
Fixed shape
Defending
You build this block by block along a line; there is no fixed building.
Wall
Advanced Masonry · unlimited
- Cost
- 50
- Upkeep per day
- 400
- Hammers
- 300
- HP
- 1,000
Arrow Tower
Artillery · 6 per town
- Cost
- 50,000
- Upkeep per day
- 1,500
- Hammers
- 2,500
- HP
- 500
Cannon Tower
Advanced Artillery · 1 per town
- Cost
- 250,000
- Upkeep per day
- 3,500
- Hammers
- 5,000
- HP
- 1,000
Scout Tower
Masonry · 4 per town
- Cost
- 15,000
- Upkeep per day
- 800
- Hammers
- 1,500
- HP
- 500
All numbers in one table
| Name | Technology | Cost | Upkeep per day | Hammers | Max per town | HP | Effect |
|---|---|---|---|---|---|---|---|
| Wall | Advanced Masonry | 50 | 400 | 300 | unlimited | 1,000 | — |
| Arrow Tower | Artillery | 50,000 | 1,500 | 2,500 | 6 | 500 | — |
| Cannon Tower | Advanced Artillery | 250,000 | 3,500 | 5,000 | 1 | 1,000 | — |
| Scout Tower | Masonry | 15,000 | 800 | 1,500 | 4 | 500 | — |
- Arrow Tower. Fires an arrow each second at the nearest enemy within 100 blocks that the tower can see. 7 damage per hit.
- Cannon Tower. Fires a projectile once per 2 seconds that deals area damage: 8 damage, range 130 blocks, not closer than 30. Two Cannon Towers have to stand 130 blocks apart.
- Scout Tower. Does not fire, but reports once per 2 minutes which enemies are within 400 blocks.
- The Capitol has turrets of its own.
Towers fire at people of civs you are Hostile to or at War against, and at people you declared outlaws using /town outlaw add. They do so always, not only during WarTime. A tower that is destroyed or stands on bad ground does not fire.
Walls
Type /build Wall and place two marker torches: the wall goes between them. A wall is 6 blocks high, 300 blocks long at most, costs 50 coins per block of length and can only stand in your own culture. Outsiders cannot break a wall or build on or under it. In WarTime enemies can damage it; /build repairnearest repairs it.
After an attack
- A destroyed structure stops working until you repair it using
/build repairnearest, for half the price. - Town Halls and Capitols repair themselves after WarTime.
After the war
/civ dip liberate <town>: the victor gives a captured town its freedom back./civ dip capitulate <town> yes: a captured town surrenders to the victor for good./civ revolution yes: a conquered civilization rises up from its old capital. That is possible 7 days after the conquest at the earliest and costs 50,000 coins, plus 20,000 per town, plus an amount based on your civ's score. You are then at war against whoever holds your towns.
Giving away a town or civ
/civ dip gift town <town> <civ>gives a town to another civ./civ dip gift entireciv <civ>merges your whole civ into another.
The receiver pays 150,000 coins per town and has to accept within 30 seconds. Your civ has to be at least 14 days old, and it is not possible just before WarTime or during a war.
PvP outside war
- New arrivals are protected for 120 minutes.
/res pvptimerturns that off early. - There is no PvP in the spawn city.
- If someone hits you, do not log out for 120 seconds: a zombie carrying your name stays behind for 30 seconds, and whoever kills it gets your items.
