Siege & Wars

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Looking for how to protect your town? Check out Protecting your town

On Pactoria you can launch an attack on an enemy town and steal goodies from their Nexus Silos and blow up their base with TNT cannons.Whether through alliances, negotiations, or strategic planning, diplomacy can often prevent conflicts. But when peace isn’t an option, Pactoria provides the tools and systems to engage in war fairly and strategically.

The Basics

  1. Both your nation and the defending nation meet the siege requirements listed below.
  2. You find an enemy town use /siege to see when each nation is vulnerable.
  3. Wait until 30 minutes before they are in their Vulnerability Window
  4. Place a Warcamp outside their town, right-click the spawner and select the town to launch the attack. You may place multiple warcamps.
  5. The town's builds will automatically be saved to a backup location.
  6. Once the Warcamp is activated there is a 30 minutes prelude time which both teams can prepare for war. Deaths during this time do count.
  7. Players who are allied to ether the attackers or defenders can use /siege tp to teleport in.
  8. When the prelude ends the town looses its block protection. Cannons are recommended.
  9. The goal for the attackers is to get to the towns Nexus and defeat it by hitting it, then steal anything in the Silos, then shift right click the nexus to pick it up and take it back to their Warcamp.
  10. The defenders win if the bar at the top of the screen runs out. Killing attackers makes it run out faster.
  11. When the battle ends there is a 5 min postlude time where players can leave using the portal in the Warcamp.
  12. After the postlude time ends an exclusion zone is put around the town that makes its members invincible.
  13. After a few minutes the town is restored using the backup copy and everything is back to normal. Defenders can use /siege restore to make it restore immediately.
  14. After winning all required battles, you may use /siege usurp [YourNation] [EnemyNation] [NewFounder] to take control over the town.
  15. If the town is an outpost, it will transfer to the winner at the end of postlude.

Siege Phases

Sieges are split into 3 phases

Prelude Phase

A time to prepare on both sides. Attacker deaths still count during this time.

Did you know? You can cancel a siege during prelude and it won't cause a siege cooldown for the defender!

Main Phase

Block protections are reduced. TNT works. Attackers must get to the nexus, defeat it, then carry it back to the warcamp.

Postlude Phase

Use this time to escape from the town. There will be a portal inside your warcamp to get home.

Siege Requirements

Requirements you need to meet before declaring war:

  • Attacker town level 10+
  • Defender town is more than 1 week old.
  • Casus Beli approved by staff, unless its you are attacking an outpost.
  • The siege is declared during the Defenders vulnerability window. Check vulnerability time with /siege vulnerability [TargetNationName]

Winning and Losing Consequences

For player towns (not outposts) If you lose 3 sieges in a row, your town will be claimed by the enemy, so every battle counts!

Looking for how to start your first siege? Check out Siege & Wars/How to start a siege!

Vulnerability Window

To accommodate players with varying schedules, Pactoria uses a system where towns define 8 one-hour blocks per week as their vulnerability window. These are the times when your town is open to attack, and you’re expected to be ready to defend. Attacking nations can only attack your town during these times.

Before anything else, make sure to set your personal time zone using the /nation timezone command.

Once your time zone is set, it’s time to define your town’s vulnerability hours. Use the /siege vulnerability YourNation command to access the Vulnerability Screen. The screen displays each hour of the week as colored squares. Use the arrow banners to scroll up and down through different hours.

  • Each item slot is an hour of a day.
  • The Nether Star is now.
  • Each day has a color.
  • Click to toggle it's vulnerability.
  • Iron swords are hours you are vulnerable to enemy sieging.
  • The number of clocks is the vulnerable hours you still need to set.
  • The banners scroll to the next/previous pages.
  • When the clock becomes a diamond, you are done.
  • Next week will copy this week. You can change it then too.
  • You cannot change the next 48 hours from now.

Attackers must keep in mind that the prelude must END inside the defenders vulnerability window, since prelude is 30 mins they need launch the attack BEFORE the vulnerability window time.

Warcamps

A warcamp will still spawn guards, but killing them will not affect the health of the siege. The health of a siege will slowly decrease over time and when attacking players spawn at it.

The bar at the top of the screen represents the health of the siege. The amount it looses per attacker death varies based on how many attackers are present.

Large nations should consider using multiple warcamps at the same time.

ANY nation is allowed to join an existing siege provided they have a two-way alliance with ether the attackers OR defenders. Players just need to show up at the fight. We recommend nations that wish to join the attacker team to set up their own warcamp and right click its spawner and target the town.

Nations that wish to join the defenders can just show up at the fight, they will spawn at the defending town's default spawn. Defender allies can setup a warcamp if they prefer.

Blocks, Chests, and items

When prelude ends the protections of the town are reduced, but not entirely eliminated. Attackers can break any Soft Block using tools as normal, although at a slower speed.
Attackers cannot break Hard Blocks using tools, but must instead use explosives.See the list below for what blocks are considered softAny block placed during the siege is always considered a soft block.

Attackers are not permitted to place any redstone related block in the town. Attackers are also not permitted to place blocks above the highest block in the town.

Chests and doors cannot be destroyed by explosives, if an attacker breaks a chest nothing will drop and the chest will respawn in a few minutes.

Attackers cannot open chests, but can open the silos but only after they defeat the Nexus. There will always be items in the Silos for attackers, even if the defenders empty them beforehand.

The Siegezone

When the attack is launched by a warcamp an imaginary rectangle is drawn around the town and any warcamps that are attacking it. This area is called the siege zone. You can tell you are in a siege zone by the bar at the top of the screen.

There must always be an attacker present in the siege zone, if the attackers leave the zone they lose automatically.

When a new warcamp is joins the attack the zone will expand to include it.

Death and Spawning

Attacks will spawn at their warcamps, which is block protected and spawns guards to help defend it. If your nation has a warcamp your will be sent there, otherwise you will be sent to an allied warcamp.

Defenders should consider where they want to spawn. Players of the defending nation can set their personal spawn point anywhere in the town using /town spawn command. You can also set the default spawn for the town using /town default-spawn. During a siege your allies will also spawn at your town spawn!, unless there is a camp for them to spawn at instead. Make sure you have considered that and don't trap them inside your town. You may want to place a camp inside your own town so that your allies have somewhere to spawn. It will also provide an Exit Portal so that they can get home.

The starter exploration camp is NOT allowed to be used in siege, it will not function inside a siege zone nor will it respawn you if you die in a siege.

Casus Belli

See also: Casus belli

On Pactoria, wars are meant to be driven by diplomacy and roleplay. This is to ensure that wars are meaningful and engaging rather than arbitrary. To uphold this principle, we’ve introduced the Casus Belli system a structured way to determine valid reasons for declaring war.

Casus Belli is a system that ensures every war has a justified reason. Nations must meet specific criteria, or check marks, to make their war declaration valid.

You do NOT need a Casus Belli to attack an outpost.

Curious about Casus Belli? Check out the main page!

Hard & Soft Blocks

During a siege soft block can be broken by the attackers. Hard blocks require explosives.

Hard Blocks

  • Sandstone
  • End Stone
  • Quartz
  • Dripstone Blocks
  • Wood Planks
  • Any block with an explosion resistance more than 1 and less than 100 (unless otherwise listed)

Soft Blocks

  • Dirt
  • Sand
  • Glass
  • Shulker Boxes
  • Cobwebs
  • Lanterns
  • Dried Kelp
  • Iron/Diamond/Gold/Emeral/Coal blocks
  • Cocoa
  • Obsidian (which is also able to be removing using explosives)
  • Chests (which will not drop but will respawn)
  • Any block placed during the siege (Includes shulkers!)