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SiegeWar Quick Start

This is the practical "how do I actually run a siege" guide. For the full rules, session schedule and war chest costs, see the main SiegeWar page.

New to Towny? Read Towny Basics, Commands, Nations, Camps and Quarters first.

Before you start​

New towns start peaceful​

A new town is peaceful for 3 days as a grace period. After that it automatically switches to non-peaceful and can be sieged.

To stay out of sieges, toggle peaceful on before the grace period ends (see Peaceful Towns). There is no extra upkeep for peaceful towns. The switch takes 48 hours.

Check your target​

Siege zones are keep-inventory

Unlike the wilderness, you keep your inventory when you die in a siege zone.

You can't siege a peaceful town. Check a town with /town <name> or on the SolarCiv Map.

Step 1: Give your fighters ranks​

Only nation members with the Soldier rank can take part. A General (or higher) hands it out:

/n rank add <player> soldier
Siege sickness

Nation members without a military rank who enter the fight get siege sickness: health drops to half a heart and they get nausea. They don't count towards the score and can't capture the banner.

Step 2: Set up an outpost​

Outposts are remote claims that let your town reach other regions. On SolarCiv they're mainly used for sieges and can only be visited on siege days (weekends). Each town can have 3 outposts, across Earth and the Moon combined.

  1. Go to your chosen chunk. We recommend about 8 chunks away from the defending town.
  2. Set the outpost: /town set outpost
  3. Claim around it: /town claim outpost
  4. Build your gank (your siege base).
Claiming rules still apply

No noodle or donut claims, claims must be at least 3 chunks wide on each side, and you can't claim just to block others.

Gank rules​

  • Ganks can be no more than 10 blocks high above the ground.
  • Once the banner is placed, you can't break blocks at or below the banner's level.
  • When the siege ends, the siege area is rolled back to its original state.
  • Don't log out inside a gank or siege zone. Staff can't help you if you get stuck dying there.

Step 3: Set your siege spawn (important!)​

Before the first session starts, a General or higher must stand in your siege outpost and run:

/siegespawn set
Admins can't fix this for you

The siege spawn can't be changed once sessions begin, during or between sessions. If you forget to set it, staff cannot help.

Step 4: Place the banner​

  • You can place the siege banner from 24 hours before the first session, as long as 11 sessions are still left that weekend. A siege can't start with fewer than 11 sessions remaining.
  • Place it within 2 chunks of the defending town.
  • Starting a siege costs a war chest, paid from the nation bank. See War Chest.

Check when the next session starts with:

/sw nextsession

Step 5: Fight​

Reading the score​

ScoreWho's winning
PositiveAttackers
NegativeDefenders

Earning points​

  • Banner control: every player on the side controlling the banner earns points over time.
  • Kills: killing an enemy soldier earns points for your side.
SituationPoints per enemy soldier killed
Base80
Your side controls the banner150
Your side just took banner control back180

Combat changes in siege zones​

  • +33% damage. On average, a buffed (Strength) Sharpness V diamond sword hits for up to 3.5 hearts against full Protection IV diamond armor.
  • Shields: 3 critical sword hits on a raised shield disable it (on the third crit). Axes still disable shields instantly.

See also: Combat Mechanics.

Step 6: Victory and plunder​

WinnerWar chest goes to
AttackersThe attacking nation's bank
DefendersThe defending town's bank

Plunder: after an attacker win, a Nation Leader, Co-Leader or General can place a chest outside the defeated town to take gold from its town bank. How much depends on how decisive the win was and the size of the town. A decisive victory plunders 4g per claimed chunk.


Thanks to BlueSkull for the original wiki guide.