SiegeWar — War Guide
Diplomacy often fails. When it does, EarthStonks has SiegeWar — a structured, scheduled war system where battles have real stakes, sieges last days, and the losing side pays for it in land and resources. War is expensive. Plan accordingly.
War & Battle Schedule
When Can War Be Declared?
Siege banners can only be placed on Friday or Saturday (Server Time — MST). You cannot initiate a new siege on other days of the week.
Battle Sessions
Wars are not constant combat. Active point scoring and victory progress only happen during scheduled Battle Sessions (60 minutes each). Outside sessions, you can still visit the banner but will not score meaningful points.
| Day | Battle Session Times (MST) |
|---|---|
| Saturday | 03:00 · 08:00 · 13:00 · 18:00 · 23:00 |
| Sunday | 03:00 · 08:00 · 13:00 · 18:00 · 23:00 |
| Monday | 03:00 |
Siege Phases
Phase 1 — Siege-Assembly (10 Minutes)
Before the full siege begins, the attacker must prove they can hold the position. A Nation leader places a banner (any color) in the wilderness within 1 Town Block (16 blocks) of the target town's border.
Costs paid by the attacker:
- Upfront Cost: $250 per plot (removed from economy)
- Warchest Deposit: $500 per plot (prize money for the winner)
- Capital cities cost 150% more ($375 / $750 per plot)
Attackers must score 50 points in 10 minutes by standing near the banner. If defenders push them away and the assembly fails, the attacker is blocked from attacking that town for 12 hours.
Phase 2 — The Siege (7 Battle Sessions)
Once the assembly succeeds, the town is officially Under Siege. The war runs for 7 battle sessions. The side with the most points at the end wins.
Scoring Points
All points are scored inside the Siege-Zone — a 200-block radius around the banner:
- Banner Control: Stand near the banner for 7 minutes to claim control. Once held, your side earns 10 points every 20 seconds.
- Combat Kill: Killing an enemy in the Siege-Zone awards 150 points.
- Reversal Bonus: If the enemy holds the banner and your team retakes it, your point generation is tripled (×3). Each flip increases the multiplier further.
Combat Rules
- Keep Inventory: ENABLED — dying in the Siege-Zone does not lose items or XP
- Durability Loss: Armor and tools lose 5% durability per death instead
- No Obsidian or Ice may be placed in the Siege-Zone wilderness
- No Lava or Water buckets in the Siege-Zone
Phase 3 — Victory & Occupation
After the 7th battle session, the winner is determined by point lead.
If Attackers Win
- Plunder: Take $1,500 per plot from the defeated town's bank
- Occupy: Place the town under occupation — they must pay a daily tax (up to $25 per plot) to your nation and cannot unclaim land to escape
- Asset Seizure: 15% of the loser's Oil, Gold, and Iron are transferred to the victor's towns each day
If Defenders Win
- They receive the attacker's full Warchest Deposit
- Both sides receive 7 days (168 hours) of siege immunity
Warning for Neutral Players
SiegeWar Commands
Strategic Tips
- Check your bank first. Running out of warchest money mid-siege hands victory to the defender.
- Time your declaration. Start on Friday so you hit the Saturday 18:00 or 23:00 MST slot — highest player activity for NA players.
- Issue a War Bond. Use the bond market to raise capital from investors before declaring. They share the risk; you share the reward.
- Use Radar. Before battle, use Radar Control to hide your position and coordinate a surprise assembly.
- Target resource zones. Occupying a town that sits on an Iron or Oil zone gives you ongoing 15% seizure of those resources daily — potentially indefinitely.