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- version:
- # This is the current version. Please do not edit.
- version: 2.5.1
- # This is for showing the changelog on updates. Please do not edit.
- last_run_version: 2.5.1
- war:
- ############################################################
- # +------------------------------------------------------+ #
- # | Siege-War settings | #
- # +------------------------------------------------------+ #
- ############################################################
- siege:
- ############################################################
- # +------------------------------------------------------+ #
- # | Switches | #
- # +------------------------------------------------------+ #
- ############################################################
- switches:
- # If true, the Siege-War system is enabled.
- # if false, the Siege-War system is disabled.
- enabled: 'true'
- # If true, then nations can start conquest sieges.
- conquest_sieges_enabled: 'true'
- # If true, then towns can start revolt sieges.
- revolt_sieges_enabled: 'true'
- # If true, then attackers can abandon sieges.
- abandon_enabled: 'true'
- # If true, then defenders can surrender sieges.
- town_surrender_enabled: 'true'
- # If true, then invasions are enabled.
- invade_enabled: 'true'
- # If true, then a king can pay their soldiers using '/sw nation paysoldiers <total amount>'.
- # The amount will be distributed among the soldiers according to their ranks.
- # The permission of siegewar.nation.siege.pay.grade.x, determines how much a rank is paid. x=100 is a normal share, x=200 is double
- military_salary_enabled: 'true'
- # If true, then land cannot be claimed near a siege zone.
- # This setting is generally considered critical, otherwise one side could wall off the siege zone.
- claiming_disabled_near_siege_zones: 'true'
- # If this setting is true, then only town residents are permitted to spawn into siegezones OR besieged towns.
- # This setting is recommended to:
- # 1. Protect players from accidentally spawning into a warzone while unprepared.
- # 2. Discourage 'fake' sieges, by making the automatic siege impact harsher.
- # 3. Even the spawn-advantage between attacking and defender.
- non_resident_spawn_into_siegezones_or_besieged_towns_disabled: 'true'
- # If this value is true, then a town under active siege cannot recruit new residents.
- # This setting is recommended because it helps discourage 'fake' sieges just for the purpose of of gifting immunity.
- besieged_town_recruitment_disabled: 'true'
- # If this value is true, then a town under active siege cannot claim new plots.
- # This setting is recommended because it helps discourage 'fake' sieges just for the purpose of of gifting immunity.
- besieged_town_claiming_disabled: 'true'
- # If this value is true, then a town under active siege cannot unclaim.
- # This setting is recommended if invasion/occupation is enabled, to avoid occupation escape exploits.
- besieged_town_unclaiming_disabled: 'true'
- # If this value is true, then a town which is a capital of a nation that is under siege, cannot
- # change capital to another city via /n set king|capital.
- besieged_capitals_cannot_change_kings: 'false'
- # If this setting is true, then Siegewar statistics will be shown on nation status screens.
- nation_statistics_enabled: 'true'
- # When true, if an attackers wins the battlesession against a sieged town, that
- # town's jailed players that belong to the attacking nation will be freed from the town's jail.
- unjail_residents_when_attackers_win_battle_session: 'false'
- # When true, players will have a glowing effect.
- enabled_glowing_on_players: 'true'
- ############################################################
- # +------------------------------------------------------+ #
- # | Money | #
- # +------------------------------------------------------+ #
- ############################################################
- money:
- # This value determines the money amount of the 'upfront' siege cost.
- # Any nation/town which wants to initiate a siege, must pay this money.
- # This money is paid to the server.
- # TIP 1: This cost helps deter fake sieges.
- # TIP 2: Be aware that unlike the warchest, the money is removed from the in-game economy.
- upfront_cost_per_plot: '0.0'
- # This value determines the money amount of the siege 'warchest'.
- # In Conquest sieges, this money is a 'deposit' paid by the attacking nation.
- # If the attacking nation wins the siege, the warchest is returned to the nation bank.
- # If the defending town wins the siege, the warchest is recovered by the defenders.
- warchest_cost_per_plot: '20.0'
- plunder:
- # This is the amount which an attacking nation will plunder if they choose to do so after a siege victory.
- amount_per_plot: '40.0'
- # When true, plunder will function differently, when a town cannot afford to pay the full plunder costs.
- # Initially the money is paid to the plunderer in full, from either the Towny server-account (used in closed_economies),
- # or else from thin air.
- # The money is then paid back on a daily basis from the plundered town, using the set number of days.
- # The goal of this system is to make sure that attackers get paid, while giving plundered towns a
- # chance to pay their debt over time.
- plunder_paid_over_time: 'false'
- # When plunder_paid_over_time is true, how many days will the plunder debt be paid over?
- number_of_payments: '7'
- # The percentage to increase the cost of sieging capitals by.
- # Example: If set to 50, with an attack cost of 20/plot, each plot would be 30.
- capital_siege_cost_increase_percentage: '0'
- # This value increases the monetary costs & gains of sieges, depending on town level.
- #
- # The value is useful to ensure that larger towns/nations will not feel unaffected by war moneys.
- # The value is applied to attack cost (war-chest) and plunder.
- # The value is appropriate in servers where town wealth does not correspond linearly to number of plots.
- # Example: On server x, small towns tend to have 10 plots + 100 gold, and large towns tend to have 100 plots + 999,999 gold.
- # Clearly on this server, wealth is heavily concentrated in larger towns. Thus this value should be high
- #
- # Example of how this value would affect attack cost (@20/plot), if the value was set to 50 :
- #
- # Level 1 (1 resident), 5 plots. Cost = (20 * 5) + 0% = 100
- # Level 2 (3 residents), 15 plots. Cost = (20 * 15) + 50% = 450
- # Level 3 (8 residents), 50 plots. Cost = (20 * 50) + 100% = 2000
- # Level 4 (12 residents), 80 plots. Cost = (20 * 80) + 150% = 4000
- #
- # If the value is 0, then money amounts are not modified.
- extra_money_percentage_per_town_level: '25'
- # The maximum that a nation can set for its occupation-tax, using /n set occupationtax.
- # Each nation's occupation tax will always track the above value, unless they use the above command.
- # This tax is applied to all the nation's occupied towns.
- max_occupation_tax_per_plot: '1.0'
- # The value specifies what proportion of the initial nation cost is refunded, when the nation is deleted or defeated.
- # This feature supports nations which actively participate in geopolitics but are ultimately defeated by stronger opponents.
- # Set to 0.0 to disable
- nation_cost_refund_percentage_on_delete: '80.0'
- ############################################################
- # +------------------------------------------------------+ #
- # | Non-Monetary Quantities | #
- # +------------------------------------------------------+ #
- ############################################################
- quantities:
- # The value specifies the maximum number of active conquest-attack sieges allowed per nation.# A low setting will generally reduce the aggression level on the server.
- # A low setting will also rebalance the system in favour of smaller nations.
- # This is because it will prevent larger nations from conducting as many sieges as their resources would otherwise allow.
- max_active_siege_attacks_per_nation: '1'
- ############################################################
- # +------------------------------------------------------+ #
- # | Siege-Assemblies | #
- # + Siege-Assemblies precede Sieges, when a banner is | #
- # + first placed. By default a 10 minute session in which| #
- # + the attacking town must score a given number of | #
- # + points in order to begin a siege. This feature is | #
- # + meant to mitigate towns creating mock-sieges, and | #
- # + using the resulting immunity to avoid sieges by real | #
- # + enemies | #
- # +------------------------------------------------------+ #
- ############################################################
- siege_assemblies:
- # When true, SiegeWar will begin each attempted Siege with a Siege-Assembly.
- assemblies_enabled: 'true'
- # When an attacker fails a Siege-Assembly, how long until they can attempt to attack the town again?
- failed_siege_assembly_cooldown: 24h
- # How many points an attacker must score in a Siege-Assembly to start a siege.
- points_required_to_succeed: '75'
- # How many points an attacker town gets per minute, when they are present at the Siege-Assembly TimedPointZone.
- points_per_minute: '5'
- # How many minutes does a Siege-Assembly last?
- duration_in_minutes: '18'
- ############################################################
- # +------------------------------------------------------+ #
- # | Times | #
- # +------------------------------------------------------+ #
- ############################################################
- times:
- # The duration of a siege, in battle sessions.
- # TIP 1: The higher this value, the more your server will experience aggression and toxicity.
- # TIP 2: The higher this value, the more your geopolitics will be dominated by ultra-hardcore gamers, who will find it easier to defeat players with normal/healthy hours-online-per-week.
- # The default value is 7.
- duration_battle_sessions: '7'
- # This value determines how long a town is safe from sieges, after the town is founded.
- # A high value allows more time to fortify new towns, but community engagement by mayors will be slower.
- # A low value allows less time to fortify new towns, but community engagement by mayors will be faster.
- # The default value is 168 (7 days).
- siege_immunity_time_new_town_hours: '120'
- # This value determines how long a town is safe from sieges, after a siege finishes.
- # The default value is 168 (7 days).
- siege_immunity_post_siege_hours: '168'
- # This value determines how long a town must wait before it can revolt against an occupying nation.
- # Revolt immunity begins after a town is defeated in a siege.
- # The configured value should be less than the configured post siege immunity hours (to ensure a town always gets the chance to revolt).
- # NOTE: A revolt siege breaks through siege immunity.
- # The default value is 72 (3 days).
- revolt_immunity_post_siege_hours: '72'
- # This value determines the duration of each banner control session.
- banner_control_session_duration_minutes: '7'
- ############################################################
- # +------------------------------------------------------+ #
- # | Distances | #
- # +------------------------------------------------------+ #
- ############################################################
- distances:
- # The radius of the 'siege zone'.
- # This radius applies only horizontally, so players can never get above a siegezone (e.g. to place lava there or something).
- # Various siege related effects can apply in this zone e.g. lose points on death, cannot TP in, cannot claim.
- siegezone_radius_blocks: '200'
- ############################################################
- # +------------------------------------------------------+ #
- # | Points Balancing #
- # +------------------------------------------------------+ #
- ############################################################
- points_balancing:
- # +------------------------------------------------------+ #
- # | Base Points #
- # +------------------------------------------------------+ #
- base_points:
- banner_control:
- # This value determines the number of battle points awarded every SiegeWar-tick (20 seconds) to an attacker with banner-control.
- # TIP: Always keep this value at 10, for easier comparison with other server configurations.
- attacker: '10'
- # This value determines the number of battle points awarded every SiegeWar-tick (20 seconds) to a defender with banner-control.
- defender: '10'
- deaths:
- # This value determines the number of battle points awarded if an attacker dies in a siege zone.
- # TIP: Set this value low enough so as not to exclude weak players from sieges, and high enough to avoid banner control being considered too OP.
- attacker: '150'
- # This value determines the number of battle points awarded if defender dies in a siege zone.
- # TIP: Set this value low enough so as not to exclude weak players from sieges, and high enough to avoid banner control being considered too OP.
- defender: '150'
- # +------------------------------------------------------+ #
- # | Banner Control Reversal Bonus | #
- # +------------------------------------------------------+ #
- banner_control_reversal_bonus:
- # If this setting is true, then the Banner Control Reversal Bonus is enabled:
- # If enabled, and a team reverses banner control during a battle,
- # the base generation rate of timed points is then multiplied by the configured value below (e.g. x3).
- # Subsequent reversals increase the rate further by that amount.
- # TIP: This feature grants small skilled armies a tactic to win battles against larger unskilled armies,
- # Tactic: Wait for the large army to cap the banner, then ambush/counterattack them, grabbing the reversal bonus, and holding the area to net an enhanced cap-point score.
- enabled: 'true'
- # This setting determines the strength of the bonus multiplier.
- # Example:
- # - Assuming this value is 3,
- # - If team A reverses banner control, any cap-points they get after that will be multiplied by 3.
- # - If team B re-reverses banner control, any cap-points they get after that will be multiplied by 6.
- multiplier_value: '3'
- # +------------------------------------------------------+ #
- # | Counter-Attack Booster | #
- # +------------------------------------------------------+ #
- counterattack_booster:
- # If this setting is true, then if a player from the banner controlling side dies,
- # the death points are increased by a certain percentage.
- # TIP: This feature delivers extra balance to battles in which one side is outnumbered by the other.
- enabled: 'true'
- # If the counterattack booster is enabled, this value determines the strength of the boost.
- # Example: If this value is 10.0, and there are 3 players on the banner control list, and a player from the banner-controlling side dies,
- # then the death points awarded to the attacker will be increased by +30%.
- extra_death_points_per_player_percentage: '10.0'
- # +------------------------------------------------------+ #
- # | Siege Balance Cap | #
- # +------------------------------------------------------+ #
- siege_balance_cap:
- # This value determines the siege balance cap.
- # Set to -1 to disable the cap.
- # The value applies to both positive and negative balances e.g. 20000 means a lower limit of -20000 and an upper limit of 20000.
- # TIP: Set this value HIGH to give advantage to big nations, and LOW to give advantage to small nations.
- value: '20000'
- # +------------------------------------------------------+ #
- # | End-Of-Battle Point Distribution | #
- # +------------------------------------------------------+ #
- end_of_battle_points_distribution:
- # If true, at the end of a battle, only the battle points of the winner are applied to the siege balance.
- # If false, the battle points of the losing side are also applied to the siege balance.
- winner_takes_all: 'false'
- death:
- # If enabled, a firework will get spawned whenever a player dies inside a siege zone.
- spawn_firework: 'true'
- ############################################################
- # +------------------------------------------------------+ #
- # | Siege Material Restrictions | #
- # +------------------------------------------------------+ #
- ############################################################
- siege_material_restrictions:
- # This setting is useful to help prevent extreme siege-zone grief such as obsidian forts.
- # The list is used to indicate the list of blocks which cannot be placed in the wilderness area of siegezones.
- # WARNING: Avoid putting 'common' blocks on this list as that may cause lag.
- wilderness_block_placement_prevention_materials: obsidian, ice
- # This setting is useful to help prevent extreme siege-zone grief such as obsidian forts or cobble monsters.
- # The list is used to indicate the list of forbidden buckets
- wilderness_bucket_usage_prevention_materials: lava_bucket, water_bucket, cod_bucket, pufferfish_bucket, salmon_bucket, tropical_fish_bucket, axolotl_bucket
- # This setting is useful to prevent the dropping of explosive tnt and tnt-minecarts onto the timed-point-zone.
- # This setting is used to indicate the list of entity types which will not explode in the wilderness area of siegezones
- wilderness_explosion_prevention_entity_types: primed_tnt, minecart_tnt
- neutral_towns:
- enabled: 'true'
- capitals_allowed_neutrality: 'true'
- confirmation_requirement_days: '5'
- new_town_confirmation_requirement_days: '2'
- subvert_enabled: 'true'
- revolt_enabled: 'true'
- sickness_warning_duration_seconds: '20'
- ############################################################
- # +------------------------------------------------------+ #
- # | Occupied Towns | #
- # +------------------------------------------------------+ #
- ############################################################
- occupied_towns:
- # If this value is true, then a town under occupation cannot unclaim.
- # This setting is recommended, to avoid occupation escape exploits.
- occupied_town_unclaiming_disabled: 'true'
- ############################################################
- # +------------------------------------------------------+ #
- # | Punishing unofficial siege participants | #
- # +------------------------------------------------------+ #
- ############################################################
- punish_non_siege_participants_in_siege_zones:
- # If true, players that are not participating in a siege will receive war sickness
- # A non-participant is a player who does not have a military rank, is not allied to either the attacker or the defender, or is neutral.
- # There are two types of war sickness, full and special.
- # Special war sickness is only given if a non-participant is at his town that happened to be in a siege zone
- # - Effects: Weakness V
- # Full sickness is given to all players that are not allied to either side, do not have a military rank, or is neutral, and are not in their own town.
- # - Effects: Health 1, Nausea V, Poison V, Weakness V, Slowness III, Mining Fatigue III
- enable_sickness: 'true'
- # This is how many seconds a player has to leave the siege zone before he gets war sickness
- # If this is set to 0, no warn will be given and non-participants will receive war sickness instantly, if enabled
- seconds_warning: '20'
- ############################################################
- # +------------------------------------------------------+ #
- # | Beacon Markers | #
- # +------------------------------------------------------+ #
- ############################################################
- beacon_markers:
- # If enabled, client-side beacons will be shown for players at the siege banner while they are in a siege zone.
- enabled: 'true'
- # The color that the beacon will be while a player is capturing it. Only visible to the player.
- # Accepts any of the following colors (case insensitive): White, Orange, Magenta, LightBlue, Yellow, Lime, Pink, Gray, LightGray, Cyan, Purple, Blue, Brown, Green, Red & Black.
- # Defaults to yellow if no valid color is entered.
- capture_color: yellow
- # The color that the beacon will be for a player when their side has control of the banner.
- # See above for valid colors.
- # Defaults to green if no valid color is entered.
- captured_color: green
- # The color that the beacon will be for a player when the enemy side has control of the banner.
- # See above for valid colors.
- # Defaults to red if no valid color is entered.
- enemy_color: red
- ############################################################
- # +------------------------------------------------------+ #
- # | Banner XYZ Text | #
- # +------------------------------------------------------+ #
- ############################################################
- banner_xyz_text:
- # The banner xyz text is an alternative to beacon markers for siege banners (but they can also be used together).
- # If enabled, besieged towns will show the XYZ of the siege banner on their town screens.
- enabled: 'false'
- nation_siege_immunity:
- enabled: 'false'
- duration_modifier: '0.5'
- home_town_contribution_to_attack_cost: '0.1'
- ############################################################
- # +------------------------------------------------------+ #
- # | BANNER CONTROL | #
- # +------------------------------------------------------+ #
- # #
- # FYI: Most banner-control-related settings are above, #
- # and not in this section. #
- ############################################################
- banner_control:
- # This setting determines the color of the boss bar message,
- # which players see while they are capturing the banner.
- capturing_message_color: yellow
- ############################################################
- # +------------------------------------------------------+ #
- # | SIEGE START DAY LIMITER | #
- # +------------------------------------------------------+ #
- # #
- # The feature allows a server to limit the days when #
- # players can start sieges. #
- ############################################################
- siege_start_day_limiter:
- # This setting determines the days (in server timezone) when players can start sieges.
- # Multiple entries should be separated by a comma.
- # Permitted values: monday, tuesday, wednesday, thursday, friday, saturday, sunday.
- # By default, sieges are started only on Thursday
- allowed_siege_start_days: monday,tuesday,wednesday,thursday,friday,saturday,sunday
- ############################################################
- # +------------------------------------------------------+ #
- # | Battle Session Scheduler | #
- # +------------------------------------------------------+ #
- ############################################################
- battle_session_scheduler:
- # The entries in this section determine the start times (in server timezone), of battle sessions.
- # By default, battle sessions start only on Saturday and Sunday, except for one early morning Monday entry to accommodate Sunday evening in later timezones.
- # Each entry is in the format HOUR:MINUTE.
- # TIP 1: Less battles is bigger battles --> A handful of well placed battle session times will generate bigger battles, by allowing multiple players to synchronize their online fight times.
- # TIP 2: Less fight-time is less-toxic players --> With default settings, an individual player can fight in sieges for a total of 7 hours a week. Be wary of making more fight time available, as it can increase toxicity.
- start_times:
- saturday: 03:00,11:00,19:00
- sunday: 03:00,11:00,19:00
- monday: 20:00,23:00
- tuesday: 20:00,23:00
- wednesday: 20:00,23:00
- thursday: 20:00,23:00
- friday: 20:00,23:00
- # This value determines the duration in minutes of each battle session.
- # The default value is 60
- session_duration_minutes: '60'
- # Should sessions be cancelled when there are no active sieges?
- cancel_session_when_no_active_sieges: 'true'
- capping_limiter:
- weekday_battle_sessions: '3'
- weekend_day_battle_sessions: '6'
- ############################################################
- # +------------------------------------------------------+ #
- # | PVP Protection Overrides | #
- # +------------------------------------------------------+ #
- # #
- # Other plugins, including Towny, can protect players #
- # from PVP, even when those players are in Siege-Zones. #
- # #
- # This section allows server owners to stop those #
- # protections from working in Siege-Zones during #
- # Battle Sessions #
- ############################################################
- pvp_protection_overrides:
- # If true, then Towny plot protection is disabled in Siege-Zones during Battle Sessions.
- # TIP: This value is generally set to true, to avoid having unnatural safe claims within Siege-Zones.
- stop_towny_plot_protection: 'true'
- # If true, then Towny friendly-fire protection is disabled in Siege-Zones during Battle Sessions.
- stop_towny_friendly_fire_protection: 'false'
- # If true, then all PVP protections are disabled within Siege-Zones during Battle Sessions, including from non-TownyAdvanced plugins.
- # WARNING : This setting may result in incorrect pvp-protection messaging information!.
- stop_all_protection: 'false'
- trap_warfare_mitigation:
- besieged_town:
- enabled: 'true'
- radius: '32'
- wilderness:
- enabled: 'true'
- radius: '32'
- upper_height_limit: '10'
- lower_height_limit: '0'
- domination_awards:
- artefact_offers:
- default_0_8_0_official:
- tier1: '{cobble_eater, 1, diamond_pickaxe, efficiency:7}{tree_feller, 1, diamond_axe, efficiency:7}{ground_digger, 1, diamond_shovel, efficiency:7}{sword_of_searing, 1, golden_sword, fire_aspect:4}{poison_blade, 1, golden_sword, custom_effect:poison_on_hit}{potion_of_enhanced_regeneration, 3, potion, regeneration:3:60:true:true:true}{potion_of_enhanced_strength, 3, potion, increase_damage:3:120:true:true:true}{potion_of_enhanced_absorbtion, 3, potion, absorption:3:120:true:true:true}'
- tier2: '{potion_of_true_invisibility, 3, potion, invisibility:1:180:false:false:true}{splash_potion_of_enhanced_regeneration, 3, splash_potion, regeneration:3:60:true:true:true}{splash_potion_of_enhanced_strength, 3, splash_potion, increase_damage:3:120:true:true:true}{splash_potion_of_enhanced_absorbtion, 3, splash_potion, absorption:3:120:true:true:true}'
- tier3: '{arrow_of_enhanced_hunger, 5, tipped_arrow, hunger:12:50:true:true:true}{potion_of_great_resistance, 3, potion, damage_resistance:4:30:true:true:true}{splash_potion_of_true_invisibility, 3, splash_potion, invisibility:1:180:false:false:true}{arrow_of_knockup, 5, tipped_arrow, levitation:20:1:true:true:true}{super_spiky_helmet, 1, golden_helmet, thorns:8, unbreaking:2}{bountiful_pickaxe, 1, diamond_pickaxe, fortune:5, efficiency:8}'
- tier4: '{sword_of_immolation, 1, golden_sword, fire_aspect:7}{axe_of_the_berserker, 1, golden_axe, sharpness:10, efficiency:10}{bow_of_displacement, 1, bow, punch: 7}{blade_of_the_viper, 1, golden_sword, custom_effect:strong_poison_on_hit, custom_effect:slow_on_hit}'
- tier5: '{arrow_of_doom, 5, tipped_arrow, harm:20:1:true:true:true}{vorpal_sword, 1, golden_sword, sharpness:15}{chicago_typewriter, 1, crossbow, quick_charge:5}{trident_of_zeus, 1, trident, channeling:1, loyalty:2, custom_effect:lightning_strike_on_hit}{trident_of_poseidon, 1, trident, riptide:12}{chestplate_of_mars, 1, golden_chestplate, protection:10}{antimatter_potion, 1, potion, poison:1:7:true:true:true, custom_effect:delayed_massive_self_explosion_on_consume}'
- custom:
- tier1: ''
- tier2: ''
- tier3: ''
- tier4: ''
- tier5: ''
- legacy: ''
- artefact_chest_signs: artefacts, artifacts
- artefact_expiry:
- lifetime_days: '1'
- percentage_chance_per_short_tick: '90'
- explosions:
- enabled: 'true'
- base_power: '2'
- extra_power_per_expired_artefact: '1'
- max_power: '5'
- global:
- enabled: 'false'
- assessment_criterion: num_residents
- assessment_period_hours: '150'
- grant_day_of_week: Saturday
- granted_money: 2000,1500,1250,1000,750,500,250
- granted_artefact_offers: '{0,0,0,0,0} {0,0,0,0,0} {0,0,0,0,0} {0,0,0,0,0} {0,0,0,0,0} {0,0,0,0,0} {0,0,0,0,0}'
- ############################################################
- # +------------------------------------------------------+ #
- # | Peaceful Towns | #
- # +------------------------------------------------------+ #
- ############################################################
- peaceful_towns:
- # If this is true, then a town can toggle peacefulness using /t toggle peaceful,
- #
- # By activating peacefulness, a town receives complete immunity from attack.
- #
- # EFFECTS:
- # - Town is immune to siege attack (but not to SiegeZone-forced-PVP from nearby sieges).
- # - Residents cannot get nation military ranks.
- # - Town is vulnerable to getting instantly subverted (captured and occupied).
- # (see user guide for full details)
- #
- enabled: 'true'
- # If this is true, a nation capital can be a peaceful town. If false, any capital will not be able to turn peaceful.
- nation_capital_can_be_peaceful: 'false'
- # If this is true, all new towns will be peaceful when created.
- new_town_peacefulness: 'false'
- # This value determines how long it takes to confirm a town peacefulness status change.
- confirmation_requirement_time_days: '7'
- # This setting applies only in the first week after a town is founded.
- # The value determines the countdown duration to be applied to any peacefulness switch.
- new_town_confirmation_requirement_days: '2'
- # If this is true, peaceful towns have a public spawn.
- #
- # TIP 1:
- # In Towny in 2023, many peaceful-builder players have a Critical Requirement to own public spawns,
- # so that they can run-shops/demonstrate-builds.
- # In Servers configured for public /n spawns, but no public /t spawns, players often create 'Shell Nations',
- # which they use just for the /n spawns.
- # SiegeWar cannot/will-not protect 'Shell Nations',
- # Thus, if your server is configured as indicated, set this value to 'true' to meet a critical requirement for peaceful-builder players.
- #
- # TIP 2:
- # In Towny in 2023, the reason some servers disable public /t spawns, is to encourage 'infastructure' between towns.
- # While this is an interesting goal, it is probably not as important as meeting the critical player requirement outlined above,
- # Thus although this feature could potentially interfere with infrastructure,
- # the problems it solves are probably more important than the problems it creates
- public_spawn_enabled: 'true'
- # If this setting is true, then subversion (instant capture and occupation) of peaceful towns is enabled.
- subvert_enabled: 'true'
- # Given any peaceful town, the largest-by-townblock, non-peaceful, non-sieged town, in this radius around the homeblock, is considered to be the guardian town.
- # If a nation owns the guardian town, that nation can instantly subvert & occupy the peaceful town
- guardian_town_search_radius: '1200'
- ############################################################
- # +------------------------------------------------------+ #
- # | KEEP INVENTORY ON SIEGEZONE DEATH | #
- # +------------------------------------------------------+ #
- ############################################################
- keep_inventory_on_siegezone_death:
- # If this value is true, all players who die IN ACTIVE SIEGEZONES keep inventory.
- # TIP 1: This makes battles less stressful, as a death doesn't mean gifting a 'god set' to the enemy.
- # TIP 2: This makes battles more welcoming to new players, as they will be the most likely to die.
- # TIP 3: This help keep the server geopolitics sustainable, as powerful nations will snowball less.
- # TIP 4: It may seem surprising to grant this benefit to non-siege-participants, but remember that non-belligerent towns may have their PVP protections turned off by the Siege-Zone.
- enabled: 'false'
- # The percentage by which a player's tools (including swords & armour) degrade when they die.
- # TIP: If this is set too high, new / casual / prone-to-dying players will be effectively excluded from sieges.
- # The default value is 5.0
- tool_degrade_percentage: '5.0'
- ############################################################
- # +------------------------------------------------------+ #
- # | Special Victory Effects | #
- # +------------------------------------------------------+ #
- ############################################################
- special_victory_effects:
- # If the siege ends without surrender/abandon, and if the siege points are at this threshold (positive or negative),
- # then a decisive victory is declared, otherwise a close victory is declared.
- decisive_victory_threshold: '5000'
- # After a close victory, where a warchest is applicable, the warchest will be reduced by this amount.
- # The losing side will receive the remainder.
- warchest_reduction_percentage_on_close_victory: '50'
- # After a close victory, where plunder is applicable, plunder will be reduced by this amount.
- plunder_reduction_percentage_on_close_victory: '50'
- # After a decisive defender victory in a revolt siege,
- # the former occupying nation is subject to a starting-siege-balance-penalty to any conquest sieges it initiates.
- # If another such defeat occurs, the penalty is increased by this amount
- siege_balance_penalty_on_decisive_rebel_victory: '-1500'
- # this value determines the duration of the starting-siege-balance-penalty.
- # If another such defeat occurs, the the duration is refreshed.
- siege_balance_penalty_duration_days: '7'
- ############################################################
- # +------------------------------------------------------+ #
- # | SURFACE WARFARE | #
- # +------------------------------------------------------+ #
- # + This feature does 4 things: + #
- # + + #
- # + 1. Mostly prevents Safe-Claim Ganks. + #
- # + 2. Rewards towns for building walls / towers /gates. + #
- # + 3. Encourages surface combat (rather than in holes). + #
- # + 4. Reduces terrain destruction during sieges. + #
- # +------------------------------------------------------+ #
- ############################################################
- surface_warfare:
- # +------------------------------------------------------+ #
- # | SURFACE WARFARE - BESIEGED TOWN | #
- # +------------------------------------------------------+ #
- besieged_town:
- # If this setting is true, then:
- # 1. Safe-claim Ganks are mostly prevented, because defenders cannot build near the siege banner.
- # 2. Defenders are compensated, by forcing the siege banner to be right on the town border, which encourages walls / towers / gates.
- enabled: 'true'
- # The protected area consists of every location which is both within this radius around the siege banner, and within the besieged town.
- # This protection applies at all heights.
- radius: '32'
- # If true, the siege banner must be placed right at the border of the target town.
- banner_at_border_enabled: 'true'
- # +------------------------------------------------------+ #
- # | SURFACE WARFARE - WILDERNESS | #
- # +------------------------------------------------------+ #
- wilderness:
- # If this setting is true, then :
- # 1. Traditional surface combat is encouraged, rather than fighting in holes.
- # 2. Terrain destruction during sieges is reduced.
- #
- # TIP: If this feature is enabled, then it is recommended to also have a server rule requiring attackers to remove all holes in the area before the banner is placed.
- enabled: 'true'
- # The protected area consists of every location which is both within this radius around the siege banner, and in the wilderness.
- radius: '32'
- # Within the protection radius, players cannot build above this height.
- # The height is relative to the siege banner height
- upper_height_limit: '10'
- # Within the protection radius, players cannot build below this height.
- # The height is relative to the siege banner height
- lower_height_limit: '0'
- ############################################################
- # +------------------------------------------------------+ #
- # | TOXICITY REDUCTION | #
- # +------------------------------------------------------+ #
- ############################################################
- toxicity_reduction:
- # If this value is true, the following chat effects apply:
- # 1. Local Chat is not possible in Siege-Zones.
- # 2. General Chat is not possible during Battle Sessions (and for 10 mins after).
- # TIP 1: This feature reduces aggression and toxicity among siege participants.
- # TIP 2: This feature also helps save the rest of the server from being spammed with siege-related smack-talk.
- enabled: 'false'
- # This value determines when the general chat will be restored after each battle session.
- # The default value is 10.
- general_chat_restoration_after_battle_session_minutes: '10'
- # If this value is not blank,
- # Then players attempting general chat during battle sessions, will be directed towards the server discord.
- discord_link: ''
- ############################################################
- # +------------------------------------------------------+ #
- # | BAD CONFIG WARNINGS | #
- # +------------------------------------------------------+ #
- ############################################################
- bad_config_warnings:
- # If this value is true, then whenever the server starts, or whenever a SiegeWarAdmin logs in,
- # a warning will be displayed if any important configs are set badly.
- #
- # NOTE:
- # If you have 'test/debug' towns or nations, make sure their bank balances are not too high,
- # otherwise the warnings will be inaccurate.
- feature_enabled: 'true'
- # This setting determines the tolerance of the bad-config-warnings.
- # Example: If the 'ideal plunder rate' is set to 15%....then if the actual plunder config works out at below 10% or over 20%, a warning will be given.
- tolerance_percentage: '5.0'
- # This value determines the ideal configured plunder value.
- # Example: If the ideal percentage is 15%, then on plunder, we want to take 15% of the estimated town value.
- # NOTE: The estimated town value is calculated by estimating all the money in the economy, dividing by total-num-townblocks on the server, then multiplying by num-townblocks in the town.
- # The default value for this config is 15.0
- ideal_plunder_percentage: '15.0'
- # This value determines the ideal configured warchest value.
- # Example: If the ideal percentage is 7.5%, then on siege-start, we want to take 7.5% of the estimated town value.
- # The default value is 7.5
- ideal_warchest_percentage: '7.5'
- # This value determines the ideal configured upfront-cost value.
- # Example: If the ideal percentage is 3.75%, then on siege-start, we want to take 3.75% of the estimated town value.
- # The default value is 3.75
- ideal_upfrontcost_percentage: '3.75'
- # This value determines the ideal configured occupation-tax value.
- # Example: If the ideal percentage is 0.375, then on each new day, we want to take 0.375% of the estimated town value.
- # TIP: Generally you want to keep this low enough so that fake sieges for immunity purposes are not worthwhile.
- # The default value is 0.375
- ideal_occupationtax_percentage: '0.375'
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