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Assaults

Introduction to Assaults

What are assaults?


  • Assaults are similar to sieges in the fact that they're player versus player movecraft-heavy battles.

  • However, unlike sieges, assaults can happen outside of war.

  • Assaults take place in player-made cities.

  • Winning an assault removes player ownership over the city, they can only regain ownership by paying a fee.

  • Assaults can be used to deny an enemy of their city income, at least temporarily.

Assault progression


  • Beginning: First, you should check if the city can be assaulted, you can check this by going into the city and running /assaultinfo. If the region is assault-able, you can run /assault <city>. Assaults can only happen if the city owner is currently online, you can check the city's owner by going onto the dynmap, and toggling the "city" layer.

  • Preparation: Immediately after the /assault command is ran, the assault will go into the preparation phase. The preparation phase is 10 minutes.

  • Active: When the preparation phase ends, the assault becomes active. During the assault, you must deal enough block damage in-order to win, the amount of blocks needed to be damage is based off of the balance of the city's owner. If the assaulting party does not reach the block damage required within the 20 minute time limit, the assault will end with a defender victory.

  • Winner declared: At the conclusion of the 20 minute time limit, if the assaulting party has reached the damage cap needed to win, they will be declared the victor of the assault, and the defending city's owner will be temporarily removed as the city owner. The defending party can regain ownership by running /assaultrepair. If the assaulting party fails to deal enough damage, the city's owner will retain ownership, and all cities under that owner will be given a 6 hour assault shield, where no nation can assault their cities.

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