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Besiege_System

mchivelli edited this page Jul 3, 2026 · 1 revision

Besiege System

The Besiege system lets a player raid another player's colony and, on victory, extract tribute from it — without triggering a full server-wide war. Several players can besiege the same colony at once and share the spoils.


When to Use It

Use besiege when you want to contest a player's colony for tax income. Besieging carries lower political costs than a full war: a winning besieger collects ongoing tax tribute from the colony and a one-time cut of its treasury.

Colony tiers matter. Every player's first colony is their Primary (capital); the rest are Secondary (outposts).

  • A Secondary colony can be besieged and, after a long-enough campaign, permanently claimed.
  • A Primary colony can be besieged and have its taxes occupied, but its ownership cannot be permanently taken unless the server enables EnablePrimaryColonyTransfer (default off). Normally the owner reclaims a tax-occupied capital by winning a counter-besiege.

Abandoned colonies cannot be besieged — use the colony claiming raid for those.


Starting a Besiege

/wnt besiege <colony>

Requirements before the raid begins:

  • You must own at least one colony yourself.
  • The target must have at least 5 citizens (BesiegeMinColonySize).
  • You must not be on cooldown from a recent attempt.
  • The target colony must not already be your vassal.
  • If BesiegeRequireOnline is on (default), you must stay online for the siege to count — see Online and "Not Solo" Rules below.

A colony may already have an active besiege from another player — you can join in as an additional besieger rather than being blocked. See Multiplayer Sieges.


The Raid

Once started:

  1. Guards in the target colony turn hostile and hunt the besieger.
  2. Militia — up to 60% of eligible non-guard citizens — receive wooden swords and fight alongside guards.
  3. Mercenaries — approximately 1 per 3 colony buildings — are spawned as extra defenders.
  4. A boss bar appears showing remaining defender count and time.

The besieger has a limited window (default 20 minutes) to kill every defender. Leaving the colony area (beyond 100 blocks of centre) cancels the raid.

Allies: Any player who attacks a defender is tracked as an ally and is also hunted by defenders. Allies can be disabled in the config.


Screenshot placeholder: The besiege in progress: boss bar at the top of the screen showing remaining defender count and timer, hostile guards charging the besieger

Victory Conditions

Outcome Result
All defenders killed within the timer Attacker wins: vassal tribute established
Timer runs out Defenders win: besieger on cooldown
Besieger leaves the area Raid cancelled: besieger on cooldown

After Victory

On a successful besiege:

  • The target colony is force-vassalized — it pays a percentage of its tax income (BesiegeTributePercent, default 30%) to the besieger each tax cycle.
  • The winner also takes a one-time cut of the loser's treasury (BesiegeSpoilPercentOfLoserTreasury, default 25%). The transfer is cap-aware, so no coins are ever lost. If several players besieged the colony together, this lump sum is split among all participating besiegers (see Multiplayer Sieges).
  • The vassalage lasts for a configurable duration (BesiegeTributeDurationHours, default 72 hours), after which it expires automatically.

The Former Owner Keeps Their Colony

By default, the former owner is NOT locked out. They keep full access to their own colony — chests, building GUIs, and block placement all still work. Only the tax tribute is siphoned away each cycle. This keeps a vassalized colony playable while still costing its owner income.

A server can switch to the old hard-lockout behaviour by setting VassalLockOutFormerOwner to true. With that on, the former owner cannot interact with their colony at all until they reclaim it.

Looting During the Siege

While a siege is in progress, attackers cannot open the colony's chests or use its villagers by default — a siege is combat-only. A server that wants attackers to loot containers mid-siege can set BesiegeAllowChestAccess to true.

Notifications

When a besiege starts:

  • The colony owner and all officers receive a direct chat alert regardless of where they are on the server: "WARNING: [player] is besieging your colony [name]!"
  • Players who happen to be physically near the colony see a separate area broadcast: "Nearby colony [name] is under siege by [player]!" — this is a local alert for bystanders, not a personal colony warning.
  • If the owner or an officer is offline when the besiege starts or completes, they receive a chat message and on-screen title alert the next time they log in.

Colony GUI Status

While the besiege is active, the Events tab in the colony management GUI shows a live entry at the top: Under Siege by [player] (red bar). Tax claiming is disabled for the colony during this time. The entry disappears automatically when the besiege ends.


Multiplayer Sieges

Several players can besiege the same colony at the same time — each simply runs /wnt besiege <colony> on it. They fight as individual besiegers (a besieger's own colony-mates cannot damage the defenders), but they all contribute to bringing the colony down.

  • Shared spoils: When BesiegeShareSpoils is on (default), the one-time treasury cut is split across all participating besiegers' colonies on victory, instead of going only to whoever happens to resolve the siege first. With it off, the first to break through takes the whole cut.
  • Tribute stream: The ongoing tax tribute goes to the lead besieger (the one whose siege established the vassalage).

Online and "Not Solo" Rules

Two settings govern how presence and numbers affect a siege:

  • Stay online (BesiegeRequireOnline, default on): A siege cannot be run from the lobby. If a besieger logs off for longer than BesiegeOfflineGraceMinutes (default 5 minutes), their participation is cancelled. When multiple players are attacking, one of them logging off does not collapse the siege for the rest.
  • Minimum attackers (BesiegeMinAttackers, default 1): This is the "not solo" gate. If fewer than this many distinct besiegers take part, the defenders can be wiped out but the colony is not captured. Leave it at 1 to allow solo sieges; set it to 2 or more to force players to band together before a colony can fall.

Reclaiming Your Colony

If your colony has been besieged, you can take it back:

/wnt besiege <your besieged colony>

The same raid plays out — you must kill all defenders within the time limit. If you win, the vassalage ends, the lockout is lifted, and your colony is fully restored.


Cooldowns

After any besiege attempt (win or loss), you must wait before attempting another (default 24 hours). This applies to both the initial besiege and reclaim attempts.


Relationship to Other Systems

System Scope Outcome
Raid Single colony, short Tax theft per guard killed
Besiege Single colony (solo or multiplayer) Tax vassalage + one-time treasury cut; owner keeps colony access by default
War Multiple colonies, server-wide Occupation, vassalage (with a money grab), or colony transfer
Claiming Abandoned colonies only Full ownership transfer

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