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Raid_System

mchivelli edited this page Jul 3, 2026 · 2 revisions

Raids & Combat

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.

1. Initiating a Raid (/wnt raid <colony>)

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 raid command (RaidBuildingRequirements).
  • Defending Limitations: EnableRaidGuardProtection prevents veteran cities from easily wiping out infant towns. Target colonies usually require a minimum count of specific buildings (e.g. 1 Guard Tower MinGuardTowersToBeRaided) or active guards (e.g. 2 Guards MinGuardsToBeRaided) before they are eligible to be raided.

2. Plundering the Treasury

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.

3. The Citizen Militia

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 MilitiaMinCitizenLevel requirement.
  • 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.

4. Defending Against Raids

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 EnableGuardResistanceDuringRaids provide base damage resistance effects (levels 1-255) to defenders operating inside their colony boundaries to tip the scales against fully-enchanted PvP attackers.

5. Post-Raid Penalties & Ransom

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.

6. Entity Raids (PvE System)

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 entityraid commands to toggle whitelists, check cooldowns, or forcefully summon PvE raids for testing.

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