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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.
Players use /wnt raid <colony> to begin a targeted looting run.
Similar to 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 raid command.
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Guard Protection:
EnableRaidGuardProtectionprevents veteran cities from easily wiping out infant towns. Target colonies usually require a minimum count of specific buildings or active guards to be eligible for raiding, preventing complete wipe-outs of brand new towns. - Raid Target War Chest: The attacking player is usually charged an initial "Raid Cost" directly corresponding to a percentage of the opponent's total tax.
During an active raid, your objective is not strictly capturing the colony's flag, but depleting their amassed Tax Revenue.
- Every time a defending Guard or Militia member is slain, a fixed percentage (
TaxStealPercentagePerGuard) of the target colony's Treasury is siphoned into the attacker's inventory. - The raid will cap out after stealing a maximum threshold (
MaxRaidTaxPercentage), ensuring you cannot leave the colony entirely bankrupted in a single raid interval.
Unlike standard Minecolonies where citizens flee into buildings during night-time raids, War 'N Taxes empowers them!
- When a raid initiates, a flat percentage of the targeted colony's standard civilian population (
MilitiaConversionPercentage) immediately converts into heavily-armed temporary guards. - To prevent defenseless level 1 children from being mass-sacrificed, there is a
MilitiaMinCitizenLevel. - They behave exactly as standard guards, attempting to slay the hostile attackers and preventing tax-theft. Once the raid concludes, survivors immediately revert to their 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.
- A configurable
RaidDefenseRewardPercentageactively rewards the defenders with the attacker's drained wealth. -
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.
If a colony is successfully raided, its economy crumbles.
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Tax Reduction: The raided colony natively takes a hit to all tax regeneration cycles for the next several hours due to panic and stolen logistics (
RaidPenaltyTaxReductionPercent). -
Ransom: 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. The defender has seconds to respond (
RansomTimeoutSeconds), or hostilities immediately resume.
Not all Raids involve players! War 'N Taxes integrates completely with Minecraft's PvE mechanics.
- If enabled (
EnableEntityRaids), natural spawns like Pillager patrols wandering too close to your borders (EntityRaidDetectionRadius) can dynamically trigger massive NPC raid sequences directly on your colony. - Admins use
/wnt entityraidcommands to toggle whitelists, check cooldowns, or forcefully summon PvE raids for testing.
/wnt raid <colony>/wnt entityraid test/wnt raidstop