There are two types of war on Towny that we can use - global war and flag war.
Global War
During war nations fight each other. Towns without a nation are not included and cannot score points.
Nations can also pay a daily neutrality cost to avoid taking part in a war. The cost of neutrality would be $20,000 a day (collected at the same time as taxes). You would be able to do this with /nation toggle neutral.
While war is in effect, each competing town has a health points property attached to it. Normal townblocks have an 60 HP while Home Blocks have 120 HP by default. A townblock loses HP when enemy nation residents stand within the townblock. When a townblock has lost all HP and fallen, the town to which the attacker belongs to gains one townblock along with points to their War Score.
During war, you can do ‘/towny war hud’ which will make a scoreboard appear which details points and properties of the townblock you are standing in.
When a townblock is under attack, fireworks appear above it. Red for damage, red creeperhead for a won townblock, and green when a townblock is being healed by a defender.
By default, only townblocks on the edge of the wilderness can be attacked first. You can not grief enemy plots during war - this includes townblocks that are conquered. Any griefing or stealing would be punished as normally done.
A town can be knocked out of a war when their homeblock falls. A nation is knocked out of a war if its capital city is knocked out of the war.
Points in war are given for the following:
- A enemy killed: 1
- A townblock stolen: 1
- A town knocked out of the war: 10
- A nation knocked out of the war: 100
Towny war ends when there is only one nation who’s homeblock has not been conquered or when we toggle war off (after 24 hours). At the end of war, townblocks are restored to their original owners. The winning nation receives an automatic monetary reward.
Flag War
Nation A decides that Nation B sucks. The King declares them enemies. Towns not in a nation can not go to war.
/nation enemy add NationB
The residents of Nation A can now attack the towns of Nation B. In order to attack, the attackers first need to obtain some fenceposts and the defending town must have at least 4 players online.
The fenceposts are placed on the border townblocks of the defending town. The flag bearer is the player who will be placing the fence. When the fence has been placed, it will transform into a flag. Defending residents must destroy this flag to prevent the capture of the townblock. A beacon will appear in the sky above the flag so defenders know where to go. If a defender breaks the flag, the attacker is forced to pay a fee.
The attackers must keep the flag standing for 1 minute (we can change this, however) to capture it. After 1 minute, the townblock will be claimed as part of the flag bearer’s town (so make sure they have extra plots available to claim).
While a plot is disputed, the attackers can use, break and place doors, ladders, fences and TNT (explosions will not grief, however).
Unlike Global War, the attackers keep the territory they conquer. The war lasts until the two nations negotiate a peace, or one nation is disbanded/destroyed.






