TERRITORIALMC WAR GUIDE



Welcome to the official war system guide for TerritorialMC.


Wars on TerritorialMC are powered by Towny + EventWar. This system brings real PvP conflict, strategy, and consequences. Every war is player-driven and meaningful. Here's everything you need to know to participate—or stay out of it.



⚔️ War Types


  1. Civil Wars (internal nation conflicts) + Requires 60 days of nation membership.
  2. Independence Wars (towns breaking free from nations)
  3. Nation vs Nation (Large scale Nation vs Nation wars)
  4. Nation vs Town (Nation expansion wars)
  5. Alliance vs Alliance (Large scale wars against alliances)


📖 War Requirements (Quick Reference)

You get 1 war token daily as a non peaceful town (Must be in a nation to declare wars)


War type
Min Players
Cooldown
Token Cost
Max Time
Nation vs Nation
5 per nation
7 days30
3h
Nation vs Town6 in total3 days14
2h
Civil War
8 in nation
7 days60
3h
Independence War
6 in nation7 days
28
3h
Alliance War
Same as Nation vs Nation Allies can join after war start
7 days60
4h

🏛️ Declaring War

  1. Obtain a Declaration of War Book.  /t redeem token <wartype>
  2. Make sure cooldown and online player requirements are met.
  3. Use the book to declare.
  4. A 5-minute countdown starts.
  5. War begins automatically when the timer ends.



🧠 TownBlock HP and Strategy

  1. Each townblock has 60 HP.
  2. Homeblocks have 120 HP.
  3. You are not able to rush a homeblock or target random townblocks in the middle of the town, wars work territorially.
  4. Attackers deal damage every 4 seconds by standing in the townblock if they outnumber the defenders.
  5. Defenders can regenerate the plots HP if they outnumber attackers.
  6. Plots rejoin the war 5 minutes after falling if the defenders reoccupy it.
  7. Invisible players cannot deal damage to townblocks.
  8. Holograms and fireworks indicate plot status.
  9. Capitals are protected until all other towns fall. You must attack the capital last in Nation and Alliance wars.


💀 Lives, Scoring, and War Outcomes

Every player involved in war has a limited number of lives. Once you're out of lives, you're out of the war.

  1. Residents: 5 lives
  2. Mayors: 10 lives

If you lose all your lives—either through PvP or other causes—you’re removed from the war. You can no longer score points, damage townblocks, or fight.



🏳️ Surrender

Use  /surrender during war.

Wars allow surrender deals (peace, towns, money).


🏆 Scoring System

Each action you take in war helps your side win. Here’s how points are earned:

  1. Kill an enemy: 10 points.
  2. Destroy a townblock (drop HP to 0): 1 point.
  3. Remove an entire town from the war: 10 points.
  4. Remove an entire nation from the war: 100 points.

The team with the most points when time runs out (or the other side is wiped out) wins.


🧨 Griefing and TNT in Warzones

During war, players are allowed to place TNT in enemy towns and warzones.


Explosions work, but all damage is automatically regenerated after 60 seconds.

Explosions do not break protected blocks like chests, doors, furnaces, etc.

Griefing is limited to tactical use—no permanent destruction.


Use TNT to break through defenses, destroy jails, or scatter enemy fighters—but don’t expect to ruin a town permanently. This is war, not anarchy.


⛓️ Prisoners of War & Jail System

EventWar uses the Towny jail system to simulate prisoners of war (POWs). If you're killed in enemy territory, you’ll respawn in one of their jail plots.


Here’s how it works:

  1. You’re sent to the primary jail of the enemy town.
  2. If the primary jail is destroyed, you’ll spawn in the next available jail.


While jailed:

  1. You can’t fight, can’t earn points, and don’t lose lives.
  2. You are temporarily removed from the war effort.


💣 Breaking POWs Out

If your allies are jailed, you can rescue them using TNT:

  1. Blow up the jail block.
  2. It becomes inactive for 60 seconds.
  3. All prisoners inside are freed and they must get out of claims to rejoin the war effort.

A strategic jailbreak can turn the tide of battle—coordinate with your team to make it count.



🏰 Conquest and Control

Defeated towns become conquered.

Conquered towns can't delete themselves or remove residents.

Conquest is permanent and they can only get out of the nation that occupied them via an independence war.



🪙 War Economy

Towns lose 10% of their bank if their bank plot falls.



📘 War Books and History

All players receive books at the start, during updates, and at the end of wars.

These books serve as proof of war and player-made lore.


Players are encouraged to build museums or libraries in towns to archive:

  1. War books.
  2. Surrender logs.
  3. Letters or screenshots.
  4. Other war-related items.



🕊️ Peaceful Towns

Use /t toggle peaceful on to opt out of war:

  1. Cost: 3 gold per resident per day.
  2. After 6 residents, upkeep cost triples
  3. Peaceful towns cannot declare war or be attacked.
  4. Perfect for builders, traders, and lore towns.



⚠️ Final Advice to All Players

Choose your allies wisely. Think before you conquer.

Every war leaves a mark—on the map, on your town, and on your reputation. If you become known for warmongering or backstabbing, expect resistance. Enemies remember. So do your allies.

War now has real consequences. Victory is earned, not free.