Diplomacy often fails. When it does, EarthStonks has SiegeWar — a structured, scheduled war system where battles have real stakes, sieges last days, and the losing side pays for it in land and resources. War is expensive. Plan accordingly.
War Is Expensive
Monitor your nation's bank balance before declaring war. The upfront siege cost plus warchest deposit can be substantial. Running out of funds mid-siege is a common mistake.
Siege banners can only be placed on Friday, Saturday, or Sunday (UTC). You cannot initiate a new siege on other days of the week.
Wars are not constant combat. Active point scoring and victory progress only happen during scheduled Battle Sessions (60 minutes each). Outside sessions, you can still visit the banner but will not score meaningful points.
| Day | Battle Session Times (UTC) |
|---|---|
| Saturday | 10:00 · 15:00 · 20:00 |
| Sunday | 01:00 · 06:00 · 10:00 · 15:00 · 20:00 |
| Monday | 01:00 · 06:00 · 10:00 · 15:00 · 20:00 |
Time Zone Reference
All times are UTC. EU players: 10:00 and 15:00 UTC. NA (Eastern): 06:00 UTC = 02:00 EST. NA (Mountain/Pacific): 20:00 UTC = 14:00 MDT / 13:00 PDT.
Before the full siege begins, the attacker must prove they can hold the position. A Nation leader places a banner (any color) in the wilderness within 1 Town Block (16 blocks) of the target town's border.
Costs paid by the attacker:
Costs Scale With Town Level
The base per-plot costs above increase by 75% per town level. A Level 4 town (80 plots) will cost significantly more than the base figures. Check the live siege cost with
/swbefore declaring.
Attackers must score 50 points in 10 minutes by standing near the banner. If defenders push them away and the assembly fails, the attacker is blocked from attacking that town for 12 hours.
Once the assembly succeeds, the town is officially Under Siege. The war runs for 7 battle sessions. The side with the most points at the end wins.
All points are scored inside the Siege-Zone — a 200-block radius around the banner:
After the 7th battle session, the winner is determined by point lead.
Occupied towns aren't helpless. A town under occupation can fight back by launching a Revolt Siege against their occupier.
Revolt sieges follow the same battle session schedule as regular sieges — the occupying nation must show up and defend their control.
Towns can opt into Peaceful status, which protects them from being sieged — but comes with trade-offs:
Peaceful towns are typically small, trade-focused settlements that want no part in warfare. If you are building an economic hub rather than a military power, it may be worth considering.
War Sickness
If you are not part of the attacking or defending nations and you stay inside the Siege-Zone for more than 20 seconds, you receive: Weakness V, Nausea V, Poison V, Slowness III, and Mining Fatigue III. Stay out of active siege zones if you are not involved.
| Command | Description |
|---|---|
/sw hud |
Show current siege points and banner status on your HUD |
/sw list |
List all active sieges and upcoming battle times |
/sw town status |
Check your town's siege immunity and war history |
/sw spawn <town> |
Spawn on a King or General in the Siege-Zone during battle |