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Raid_System

mchivelli edited this page Feb 24, 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

Players use /wnt raid <colony> to begin a targeted looting run.

Raid Requirements

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.
  • Guard Protection: EnableRaidGuardProtection prevents 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.

2. Tax Stealing Mechanics

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.

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 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.

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.
  • A configurable RaidDefenseRewardPercentage actively rewards the defenders with the attacker's drained wealth.
  • 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.

5. Post-Raid Penalties & Ransom

If a colony is successfully raided, its economy crumbles.

  • 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.

6. Entity Raids (PvE System)

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

Key Commands:

  • /wnt raid <colony>
  • /wnt entityraid test
  • /wnt raidstop

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