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Update siege camp & siege capital rules
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src/guides/war/siege_camps.md

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# Siege Camps
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Siege camps replace general spawning for attackers during a siege and provide a temporary base for the attacking nation.
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Siege camps provide a temporary base for the attacking nation & a temporary teleport destination for the attacking nation. While the siege camp is active, defenders can also use the `/sc tp` command to teleport to the defending town.
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- **Setup**: On Fridays, when wars are declared, attackers may set up a siege camp outside the defending town by placing a bed in the desired chunk. The siege camp is a temporary one-chunk claim granted to the attacking nation for up to 48 hours (until the end of the weekend). If not captured, the claim is removed after this time.
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- **Setup**: On Thursdays & Fridays (UTC time), when wars are declared, attackers may set up a siege camp outside the defending town by placing a bed in the desired chunk. The siege camp is a temporary one-chunk claim granted to the attacking nation until the end of the weekend. If not captured, the claim is removed after this time.
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- **Location**: The siege camp must be placed at least 2 chunks away from the defending town’s borders but no farther than 16 chunks.
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- **Features**: The siege camp includes a banner with a fake beacon visible to players in the siege zone. Particles display a 4-block radius around the banner to indicate the capture area. Allies and members of the attacking nation can access the siege camp and teleport to it using command `/sc tp <town besieged>` (assuming it's not an active battle session), with a 10-second cooldown between teleports. During an active battle session, siege weapons can be used to destroy blocks in the claimed siege camp chunk. Defending allies and nation members can also `/sc tp <town besieged>` to teleport to the town spawn (not the siege camp) of the besieged town.
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- **Respawn**: On death, attackers respawn at the nearest permitted siege camp. If the player’s town is closer than the siege camp, they will respawn at their town instead. Only happens during active battle session
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- **Capture**: The defending town can capture the siege camp by standing within a 4-block radius of the banner on the same y-level for 60 seconds. If the banner is captured, the siege camp is removed, and attackers can no longer reclaim it for that siege. Siege camps can only be captured during active battle session.
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- Capturing a siege camp does **NOT** cancel a siege, it just means the attackers don't spawn at the camp and can't `/sc tp` to the camp anymore, and can't place another. Defenders also cannot `/sc tp` to the besieged town if there's no camp.
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- **Post-Siege**: If the attacking nation captures the defending town, the siege camp remains until its 48-hour timer expires, and defenders can no longer capture it. This allows attackers to travel to the captured town for roleplay purposes.
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- **Post-Siege**: If the attacking nation captures the defending town, the siege camp remains until its timer expires, and defenders can no longer capture it. This allows attackers to travel to the captured town for roleplay purposes.

src/guides/war/starting_a_siege.md

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# Starting a Siege
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Siege banners can only be placed on Thursday & Fridays, right before Battle Sessions.
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Siege banners can only be placed on Thursdays & Fridays (UTC time), right before bi-weekly [Battle Sessions](./battle_sessions.md).
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- You **need a nation** to attack a town. It does not matter if the defending town has a nation, but if they do, your nation must be enemies with the defending town's nation before you can start the siege.
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- You need to be able to annex the town to siege it. So you need to be less than 6k blocks away. Use Pytagore to test distances if you're not sure: `sqrt((x1-x2)^2 + (z1-z2)^2)`.
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- Siege weapons can be placed and destroyed in the defending town's claims, but other blocks cannot be placed or destroyed (by attackers).
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- Defenders have a 60-second block place and destroy cooldown, which also applies to attackers in the surrounding wilderness chunks of the defending town (attackers cannot build/destroy inside the defending town; only siege weapons can break blocks in the defending town).
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- Siege weapons only break blocks during active battle sessions to prevent griefing when no fights are happening.
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Check with **`/sw siegeinfo`**. It tells you if this is a siege week + some more info.
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## Sieging a capital
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Enemy **towns** can be sieged any siege week. Enemy **capitals** are locked until you've defeated enough of their towns **in the previous siege week**.
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| Defending nation level | Town siege wins required |
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| Their nation level | Town wins needed |
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|:---:|:---:|
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| 1–3 | 0 (capital always siegeable) |
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| 4–5 | 1 |
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| 6 | 2 |
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| 7+ | 3 |
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Nation level rules can be seen in [Towny](../towny.md).

src/guides/war/war.md

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# War Introduction
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Every towns (without new town protection) can be sieged every 2 weeks on Saturdays and Sundays at 18:30 UTC.
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Siege occure every 2 weeks, on Saturdays and Sundays at 18:30 UTC.
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[SiegeWar](https://github.com/TownyAdvanced/SiegeWar/wiki/Siege-War-User-Guide) is the plugin used on Mvndicraft for players to start war/diplomacy.
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Even if you are familiar with this system, it is recommended you read all related war guides to understand how it works on Mvndi, as it has been highly modified for the server's needs.

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