4.4 War & Sieges
A war is a formal state between two countries. While at war, you can place War TNT on each other's walls and ultimately capture territory. While not at war, walls and territory are completely off-limits.
Declaring war
Set the target country to enemy:
/c enemy <country>
War starts as soon as both countries are mutually marked enemy, or as
soon as the first War TNT is detonated against the other side's wall.
Once at war, the relation is shown in /c info for both
countries and on /cmap.
War TNT
War TNT is the only block that can damage walls. It is a custom item — not the same as the vanilla TNT recipe. You get War TNT by:
- Buying it from
/shop. - Crafting it from a War TNT recipe (if enabled in your season).
- Receiving it from an admin (
/c admin givetnt).
Place War TNT directly against a wall block and ignite it. When it explodes:
- It deals fixed damage to every wall block in its blast radius.
- Damage is applied to wall HP — the block doesn't disappear immediately unless its HP hits zero.
- The siege state is set on the territory for a short cooldown, blocking enemy repair.
The siege state
A territory enters siege state the moment its wall takes damage. While in siege state:
/c repair wallis locked for the defenders.- The defending country sees a chat warning naming the territory.
- The hologram on the city core changes to indicate siege.
If no further wall damage happens for a few minutes, the siege state ends and defenders can repair again.
Capturing a city
To capture a city:
- Break a hole through the wall with War TNT.
- Walk in. Your team can build/dig/PvP normally inside.
- Reach the ender rod at the centre.
- Break the ender rod.
The territory immediately transfers to "unowned" and the defending
country loses it. The attacking country can claim it normally with
/c city create, provided it's adjacent to one of their
territories.
Capturing a capital
The capital is special. To capture it:
- Every other city the country owns must already be captured.
- Break through the capital's wall.
- Destroy the beacon block.
When the beacon falls, the country is disbanded. All members are removed, the bank is frozen, and the territory becomes unowned for the attacker to claim.
Diplomacy quick reference
| Relation | Wall damage allowed? | Set with |
|---|---|---|
| Ally | No | /c ally <country> (mutual) |
| Neutral | No | /c neutral <country> |
| Enemy | Yes — War TNT damages walls | /c enemy <country> |
You can switch a country to ally or neutral at any time, but a freshly made enemy can't immediately attack — there's a brief grace period before war effects activate.