War and Sieges

On Chorus you can launch an attack on an enemy town and steal goodies from their Silos and blow up their base with TNT cannons.

The TL;DR:
  1. Your nation opts into the war system by setting Vulnerability Windows which are the times during the week you are available to fight.
  2. You find an enemy nation (who is also opted in) use /siege to see when each nation is vulnerable.
  3. Wait until 30 minutes before they are in their Vulnerability Window
  4. Place a Camp outside their town, right-click the spawner to launch the attack, the camp will turn into a Warcamp.
  5. The town will automatically be saved to a backup location.
  6. Once the Warcamp is activated there is a 30 minutes prelude time which both teams can prepare for war
  7. Players who are allied to ether the attackers or defenders will be offered a one time teleport to the battle.
  8. When the prelude ends the town looses its block protection. Cannons are recommended.
  9. The goal for the attackers is to get to the towns Nexus and defeat it, then steal anything in the Silos, then take it back to their Warcamp.
    Be warned, the Nexus will defend itself.
  10. The defenders win if the bar at the top of the screen runs out.
  11. When the battle ends there is a 15 min postlude time where players can leave using the portal in the Warcamp.
  12. After the postlude time ends an exclusion zone is put around the town that makes its members invincible.
  13. After a few minutes the town is restored using the backup copy and everything is back to normal.

The system seems simple but there are a lot of things to know.

Getting Started

Example Camps for Sieges

The focus of Chorus warfare is besieging towns and outposts.

In sieges, plot protections come down - allowing you to break & place blocks in enemy towns. You can also burn and TNT to your heart's content. The town will be restored at the end.

To besiege a town you need to place down a warcamp near their town. Camps function as respawn points away from home.

Set your nation's vulnerability window:

Nobody wants to be besieged while they're asleep. You need to pick times when the enemy can besiege you - otherwise you can't siege.

  1. Type: /siege vulnerability to open your nation's vulnerability window for this week.
  2. Vulnerability Window Vulnerability Window
    • Each item slot is an hour of a day.
    • The Nether Star is now.
    • Each day has a color.
    • Click to toggle it's vulnerability.
    • Iron swords are hours you are vulnerable to enemy sieging.
    • The number of clocks is the vulnerable hours you still need to set.
    • The banners are next/previous page buttons.
    • When the clock becomes a diamond, you are done.
    • Next week will copy this week. You can change it then too.
    • You cannot change the next 5 hours from now.
    • Use to /nation timezone to set your personal timezone.

To place a camp/warcamp for a siege:

  1. Find a camp spawner in your silos or craft one with the below recipe.
  2. White Warcamp 5 x White Wool & 3 White Concrete & 1 Anvil
  3. Travel to the target town.
  4. Find a safe spot to respawn outside of the town with a space clear of obstructions.
  5. Siege Map
  6. Place the camp spawner on the ground and it will auto-construct.
Fun-fact: Camps spawn guards too.

To declare the siege:

  1. Right-click the mobspawner block in the newly auto-constructed camp.
  2. Click the square bracket option for your target town in the chat menu.
  3. Siege Menu
  4. This will be your new respawn point in the siege.
  5. The blocks of the town will be saved for restoration after the siege ends (excluding valuable blocks like diamond blocks).
  6. Siege will begin in Prelude Phase.

Sieges are split into 3 phases:

Attack the Nexus
  1. Prelude Phase - A time to prepare on both sides.

    Prelude Phase will last 30 minutes. or 5 minutes if attacking an unclaimed NPC outpost. Block protections remain up.

  2. Main Phase - The main battle.

    When Prelude ends, charge! Fire, TNT, block protections are now down.
    Remember:
    You can only break soft blocks like dirt, obsidian, sand and glass. Hard-blocks, like stone, can only be broken with explosives. The goal of a siege is to destroy the enemy Nexus (hit it with a sword repeatedly - it will fight back) and then carry it back to your warcamp. Defenders must try to stop this. When attackers die, the boos bar goes down. It also goes down with time so hurry up. If it hits zero, defenders win.

  3. Postlude Phase - A period of withdrawing.

    Use this time to escape from the town. There will be a portal inside your warcamp to get home.

When the siege ends:

  • Defenders are now protected from harm so best leave ASAP. - Exclusion Zone
  • Defenders will now have their town restored to its former glory when the exclusion zone ends.

Siege Diagram

Greater Detail

Vulnerability Windows
Vulnerability Screen

In order to allow people who have work/school to participate Chorus requires that nations define 10 one hour blocks per week when they are available to defend their town. Attacking nations can only attack your town during these times.

First set your personal time zone using the /nation timezone command. This will ensure all the dates and times are correct for you.
Then use /siege vulnerability command to set which hours when someone is able to defend your town. Each colored square represents 1 hour of the week, use the arrow banners to scroll up and down.
Select at least 10 vulnerable hours for the week. The hours you select will repeat each week.
A diamond will appear when you have correctly set your vulnerability times.

Attackers must keep in mind that the prelude must END inside the defenders vulnerability window, since prelude is 1 hour they need launch the attack BEFORE the vulnerability window time. Defenders should keep in mind that the battle may take a while and go past the end of the vulnerability window.

Warcamps

A Camp Tent

Prelude Countdown

A Warcamp is a Camp that is being used in a Siege to suppress a towns block protections. A camp becomes a warcamp when it is ACTIVATED by right-clicking the spawner and selecting the town to attack.

A warcamp will still spawn guards, but killing them will not affect the health of the warcamp. The health of a warcamp will slowly decrease over time and when players spawn at it. The Siege ends when all the Warcamps reach zero health, or the Nexus is brought to the Warcamp. When this happens a portal will spawn where the Warcmap was that will return players to their towns. The owner of a warcamp can break the spawner at any time to end the attack.

The bar at the top of the screen represents the combined health of all attacker warcamps involved.

Large nations should consider using multiple warcamps at the same time you are permitted one warcamp for every 3 players present in the siege. Warcamps cannot be added after the half-time. ANY nation is allowed to join an existing siege provided they have a two-way alliance with ether the attackers OR defenders. Players just need to show up at the fight. We recommend nations that wish to join the attacker team to set up their own warcamp. Nations that wish to join the defenders can setup their own camps if they wish, or use ones that are provided by the defending nation. Defenders do not need to activate the camp.

Blocks, Chests, and items

Camp Menu

When prelude ends the protections of the town are reduced, but not entirely eliminated.
Attackers can break any Soft Block using tools as normal, although at a slower speed.
Attackers cannot break Hard Blocks using tools, but must instead use explosives.
A soft blocks includes things like sand, glass, dirt, flowers, etc. Hard blocks are things like wood and stone. Interestingly obsidian is considered a soft block because it cannot be destroyed by explosives.
Any block placed during the siege is always considered a soft block.

Attackers are not permitted to place any redstone related block in the town.
Attackers are also not permitted to place blocks above the highest block in the town.

Chests and doors cannot be destroyed by explosives, if an attacker breaks a chest nothing will drop and the chest will respawn in a few minutes.
Attackers cannot open chests, but can open the Silos. There will always be items in the Silos for attackers, even if the defenders empty them beforehand.

The Siegezone

When the attack is launched by a warcamp an imaginary rectangle is drawn around the town and any warcamps that are attacking it. This area is called the siege zone. You can tell you are in a siege zone by the bar at the top of the screen.

There must always be an attacker present in the siege zone, if the attackers leave the zone they lose automatically.

When a new warcamp is joins the attack the zone will expand to include it.

Death and Spawning

The spawn system in chorus aims to put you as close as possible to where you died. When you die in a siegezone you will keep the majority of your items, but there is a low probability that some items are dropped.

Attacks will spawn at their warcamps, which is block protected and spawns guards to help defend it. If your nation has a warcamp your will be sent there, otherwise you will be sent to an allied warcamp.

Defenders should consider where they want to spawn. Players of the defending nation can set their personal spawn point anywhere in the town using /town spawn command. You can also set the default spawn for the town using /town default-spawn. During a siege your allies will also spawn at your town spawn!, unless there is a camp for them to spawn at instead. Make sure you have considered that and don't trap them inside your town. You may want to place a camp inside your own town so that your allies have somewhere to spawn. It will also provide an Exit Portal when the siege ends so that they can get home.

The starter exploration camp is NOT allowed to be used in siege, it will not function inside a siege zone nor will it respawn you if you die in a siege.

Cavalry Combat

Store your horse in your inventory & cavalry charge your enemies.

Aerial Combat

Defend your airspace with fully automated anti-air flak cannons, anti-air rockets and greekfire.

NPC Guards & Guardtowers

Defend your nation with guard mobs that fight for your nation.