C.01 — War
Sieges
How war works on Meridian: attacking towns, battle sessions, the banner, and what winning gets you.
Starting a siege
- Who can attackA nation's leader or its generals. Towns must be in a nation to attack.
- WhenSieges can only be started on Fridays. A nation can run 2 attacks at once.
- HowPlace a coloured (non-white) banner in the wilderness right next to the enemy town, within 1 chunk of its border.
- War chestStarting a siege costs 16 gold per chunk the town owns (25% more for a capital). Whichever side wins the siege gets it.
- Who can't be attackedPeaceful towns, towns founded in the last 7 days, and towns that were besieged in the last 7 days.
Battle sessions
Fighting only counts during battle sessions. Each one lasts 90 minutes, and a siege lasts 12 sessions. A war horn sounds in siege zones when one starts.
| Day (UK time) | Sessions start at | Your time |
|---|---|---|
| Fri | 23:00 | Sat 06:00 am |
| Sat | 02:00, 05:00, 08:00, 11:00, 14:00, 17:00, 20:00, 23:00 | Sat 09:00 am, Sat 12:00 pm, Sat 03:00 pm, Sat 06:00 pm, Sat 09:00 pm, Sun 12:00 am, Sun 03:00 am, Sun 06:00 am |
| Sun | 02:00, 05:00, 08:00, 11:00, 14:00, 17:00, 20:00, 23:00 | Sun 09:00 am, Sun 12:00 pm, Sun 03:00 pm, Sun 06:00 pm, Sun 09:00 pm, Mon 12:00 am, Mon 03:00 am, Mon 06:00 am |
Scoring
- The siege zoneEverything within 300 blocks of the siege banner. A beacon beam marks the banner.
- Holding the bannerStand near the banner for 6 minutes to take control of it. Your side then scores points every minute you hold it. Taking it back from the enemy scores double.
- DeathsEvery death in the zone during a session gives the other side 150 points. A side that's badly outnumbered earns extra.
- WinningWhen the last session ends, the side ahead on points wins. A big lead is a decisive or crushing victory.
War ranks and honor
- Earning honorYou gain one point of honor each day you play while in the same nation. Leaving the nation sets it back to zero; being away for 14 days or more loses a point every day.
- What it's forMilitary ranks (private up to general, and a town's guards) need 3 honor, so nobody can join a nation the night before a siege and fight for it. Players who stop qualifying lose their war rank at the next new day.
- Peaceful townsMembers of peaceful towns or nations can't hold war ranks at all.
- Check it
/honorshows your honor,/honor <player>someone else's.
In the siege zone
- Keep your gearDying in a siege zone keeps your inventory (tools lose 5% durability), and during battle sessions everyone keeps their inventory.
- BystandersPlayers on neither side get sick if they stay in the zone for more than 20 seconds. They can't place TNT, and during sessions they can't fight.
- No building tricksIn the wilderness of a siege zone you can't place obsidian, ice, ender chests, enchanting tables, chests, glass or bamboo, can't empty buckets, and explosions don't break blocks.
- No claimingTowns can't claim land near an active siege zone, and a besieged town can't unclaim.
- No escapesTotems don't work, chorus fruit won't teleport you, and
/home,/tpaand similar commands are blocked. Combat-logging kills you. - Siege spawnsLeaders can set a spawn for their side with
/siegetp setspawn <town>, and fighters teleport there with/siegetp tp <town>.
After the siege
- PlunderIf the attackers win they can plunder the town: 24 gold per chunk from its bank.
- Surrender or retreatDefenders can surrender and attackers can abandon a siege at any time.
- Siege statsEvery siege's kills, deaths, captures and more are on the stats website, and
/siegestatsin game.
Peaceful towns
- Going peaceful
/t toggle peaceful. It takes 3 days to take effect (2 for new towns). Capitals can't be peaceful, and World Tension can lock peacefulness too. - What it meansPeaceful towns can't be besieged and their people can't hold military ranks or fight in sieges. A nearby nation can peacefully take a peaceful town over.
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