-
Notifications
You must be signed in to change notification settings - Fork 3
Raid_System
While full-scale Wars center around territory control and long-term vassalization, Raids are rapid incursions strictly focused on plundering the defending colony's treasury.
Just like Wars, Raiding relies on server configuration to strike a balance between Risk and Reward.
-
Building Dependencies: Attackers must meet a defined quota of military infrastructure (like level 2 Guard Towers) to trigger the
/wnt raidcommand (RaidBuildingRequirements). -
Defending Limitations:
EnableRaidGuardProtectionprevents veteran cities from easily wiping out infant towns. Target colonies usually require a minimum count of specific buildings (e.g. 1 Guard TowerMinGuardTowersToBeRaided) or active guards (e.g. 2 GuardsMinGuardsToBeRaided) before they are eligible to be raided.
During an active raid, the primary objective is not to capture a flag or kill the owner. Your goal is to bleed their Treasury dry by slaying defenders.
-
Tax Stealing: Every single time an attacking player kills a defending Guard or Militia member, 10% (
TaxStealPercentagePerGuard) of the target colony's total amassed Treasury is instantly siphoned directly into the attacker's inventory. -
Raid Caps: The system prevents complete wipeouts. A raid will forcefully cap out after stealing a maximum threshold, typically 50% (
MaxRaidTaxPercentage) of the colony’s total tax. Once you hit that cap, further guard kills yield no money.
Unlike standard Minecolonies where citizens flee into buildings during night-time raids, War 'N Taxes empowers them!
- When a raid initiates, a flat 30% (
MilitiaConversionPercentage) of the targeted colony's standard civilian population immediately converts into heavily-armed temporary guards. - To prevent defenseless level 1 children from being mass-sacrificed, there is a strict
MilitiaMinCitizenLevelrequirement. - The Militia behaves exactly as standard guards. Because they count as guards, killing a Militia member also steals tax! This forces defenders to strategically manage their population.
- Once the raid reaches its
MaxRaidDurationMinutes, any surviving Militia immediately revert back to their peaceful civilian duties.
Defending is highly lucrative and severely punishes careless attackers.
-
Attacker Penalties: If the defending Owner, Officer, Guard, or Militia member successfully kills an attacker during the raid window, the attacker suffers a massive financial penalty, usually dropping 25% (
RaidPenaltyPercentage) of their personal balance. -
Defender Reward: The server then takes that stripped wealth and actively rewards the successful defenders (
RaidDefenseRewardPercentage), directly injecting the attacker's drained cash into the colony. -
Guard Resistance: Guards and Militia are often granted extreme buffs. Configuration values like
EnableGuardResistanceDuringRaidsprovide base damage resistance effects (levels 1-255) to defenders operating inside their colony boundaries to tip the scales against fully-enchanted PvP attackers.
If an attacker successfully raids a colony and escapes with the loot, the colony's economy crumbles.
-
Tax Reduction: The raided colony natively takes a massive hit to all tax regeneration cycles for the next several hours due to panic and stolen logistics (typically a 25% reduction via
RaidPenaltyTaxReductionPercent). -
Owner Ransoms (
EnableRansomSystem): A brutal mechanic. If the defending Owner or Officer is slain by the attacker during the raid, the attacker can demand a Ransom. They freeze the raid timer and demand a massive percentage of the defender’s balance (default 15%RansomDefaultPercent). The defender has mere seconds (RansomTimeoutSeconds) to respond by typing a command, or hostilities immediately resume.
Not all Raids involve players! War 'N Taxes integrates completely with Minecraft's PvE mechanics.
- If enabled (
EnableEntityRaids), natural hostile spawns like Pillager patrols wandering within 50 blocks of your borders (EntityRaidDetectionRadius) can dynamically trigger massive NPC raid sequences directly on your colony. - These mobs will attempt to slaughter your guards just like a player would, meaning they can actively ruin your tax generation if left unchecked.
- Admins use
/wnt entityraidcommands to toggle whitelists, check cooldowns, or forcefully summon PvE raids for testing.