A method for allowing players to declare war and cause economy harm to the losing towns.
Code (Text):
politics:
# Toggles whether players can teleport to the spawn location of allies.
ally_spawns: true
# Base currency required to declare war on another town.
# This follows the formula: Base + (AtkLevel/DefLevel)*20 + (AtkChunks/DefChunks)*60 - DefPlayers + AtkLevel*50 + PastWars^5
war_declare: 100.0
# Maximum amount it can cost to declare war. 0 to disable the limit.
war_declare_max: 10000.0
# The amount to multiply the declare cost before giving it to the winner of the war.
# For example, if the war starts with the attacker paying 1500.0, then a 2.0 multiplier will give the winner 3000.0.
# If there is a tie, neither side will receive this money.
reward_multiplier: 2.0
# Base currency required to surrender a war.
# This follows the formula: Base + (SurrenderTownLevel / EnemyTownLevel * 200) - (PastWars * 10)
peace_sue: 0.0
# Minimum amount it can cost to surrender.
peace_sue_min: 100.0
# The time between when a war is declared and when it actually starts.
# Uses a Duration string (w[eek], d[ay], h[our], m[inute], s[econd])
war_warmup: 5m
# Time between messages that should be announced to both towns to inform them when the warmup ends and war begins.
# Uses a Duration string (w[eek], d[ay], h[our], m[inute], s[econd])
war_msg_interval: 1m
# Time that the war will last between towns.
# Uses a Duration string (w[eek], d[ay], h[our], m[inute], s[econd])
war_max_time: 1d
# Points required on either side to win the war.
war_max_points: 100
# Whether the towns involved should stop producing (e.g. harvests) during wartime.
economic_halt: true
# Time in minutes until a town can be declared upon.
war_cooldown: 720
# Points that will be given to either town for...
conflict:
# ...killing an enemy player.
enemy_kills: 5
# ...an enemy player dying.
enemy_loss: 3
# ...no enemies being online for an amount of time.
enemies_offline:
time: 60m
points: 1
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