The World/Sect Wars ·

Sect Wars

A sect war is one thing only: a siege of a rival Sect's claimed hall. There is no score, no kill count and no capture points - an attacking sect simply has to stand on the contested chunk long enough, uncontested, before the window runs out. Win and the hall changes hands.

The whole system is gated behind Wars-Enabled (default true).

Declaring War

/sect war <sect> declares a siege on that sect's hall. Only your sect's leader may declare. The declaration is refused if:

RefusalReason
Same sectYou cannot besiege yourself.
Target holds no hallThere is nothing to take. See Sects for how halls are claimed.
Target is already besiegedOne siege per defender at a time.
You are already attackingOne siege per attacker at a time.
Target is on cooldownThey finished a war too recently - see below.
Nobody online in the target sectOffline protection, War-Requires-Defender-Online (default true).

Any siege whose window has already run out is swept and failed before these checks, so a forgotten siege can never lock either side out of declaring.

On success, both sects are told at once - the attackers that the siege is open, the defenders that their mountain is under threat.

The Siege

flowchart TD;
    Declare["/sect war rival<br/>Window opens: 600s"];
    Stand["An attacker stands<br/>on the hall chunk"];
    Hold["Hold accrues<br/>toward 120s"];
    Contest["A defender is seen<br/>Accrual pauses 8s"];
    Capture["Hall captured<br/>Transfers to the attacker"];
    Fail["Window lapses<br/>Defender holds"];
    Cool["Defender immune<br/>for 24 hours"];

    Declare --> Stand;
    Stand --> Hold;
    Stand --> Contest;
    Contest --> Stand;
    Hold --> Capture;
    Declare --> Fail;
    Capture --> Cool;
    Fail --> Cool;

    click Declare "../sects/" "View the Sects page";

The rules behind that, all config-driven:

Sieges are persisted. A restart mid-siege resumes it with the time it had left rather than handing the defender a free win, and hold progress is flushed to disk at least every 15 seconds. A siege whose window ran out while the server was down is treated as having run its course - the defender gets their post-war immunity anyway.

Cooldowns

However a siege ends - captured, lapsed, or the defender's hall gone before the hold completed - the defending sect becomes immune to being besieged again for 24 real-world hours (War-Cooldown-Hours). The attacker takes no cooldown of their own, but they cannot declare a second siege while their first is still live.

/sect war status

Bare /sect war and /sect war status both report - and any member may ask, not just the leader:

With no siege in flight it says so, and adds the hours and minutes left on your sect's own war cooldown if it has one. Asking for status also reaps a siege whose window has quietly run out.

What the Winner Takes

When the hold completes, the defender's hall - the exact chunk and its vein tier - transfers to the attacking sect, and the defender is left hall-less. That single transfer carries a lot with it:

If the defending sect disbanded or gave up its hall before the hold completed, there is nothing to capture: the siege fails instead, so the attacker is at least told it is over.

Commands

Commands
CommandDescriptionPermission
/sect war <sect>Declares a siege on that sect's hall (leader only).cultivation.sect
/sect war statusReports the siege your sect is in, or your war cooldown.cultivation.sect
/sect claimClaims or moves your hall - what a siege is fought over.cultivation.sect

Wars-Enabled, War-Required-Hold-Seconds, War-Window-Seconds, War-Defender-Grace-Seconds, War-Cooldown-Hours and War-Requires-Defender-Online all live in the society config - see Society Config for the full reference, and Commands for every command in the mod.