Wars

Wars on Thumpstone are Skirmishes between Nations. During the war, attackers can capture enemy territory chunk by chunk using Capture Flags, and captured chunks stay theirs. When the war ends, the winning Nation also takes a share of the losing Nation’s bank, and both sides then get a shield so the same Nations can’t be dragged straight back into another war.

Who can fightNations only (single Lands can’t go to war)
War typeSkirmish: score points from kills and Capture Flags
When you can declareAny day, 17:00–21:59 server time (UTC)
Preparation time24 hours after the declaration
Maximum length4 hours
Winner takes20% of the loser’s Nation bank
Surrender costs10% of your Nation bank
Shield afterwardsLoser: 14 days · Winner: 3 days

Commands

CommandWhat it does
/nations war declare <nation>Declare war on another Nation
/nations war menuOpen the war menu: status, points, time left, and surrender
/nations war infoShow your current or upcoming war, including teams, start time and points needed
/nations war info captureflagShow the Capture Flag recipe
/nations war spawnTeleport near the enemy during a war
/nations relation enemy add <nation>Mark a Nation as an enemy
/nations relation enemy remove <nation>Offer peace / remove the enemy relation

The same war commands also work as /lands war … for your own Land.

1. Before you declare

Both Nations must meet all of these, or the declaration will be refused:

  • At least 3 trusted members on each side.
  • Money in the bank: the attacker needs at least £25,000, and the defender must have at least £10,000.
  • At least 14 days old. New Nations also get a 14-day shield, so they can’t be attacked straight away.
  • No active shield on the defender.
  • At least one defender online when you declare.
  • Inside the declaration window: any day, 17:00–21:59 server time (UTC). That’s 18:00–22:59 UK time during British Summer Time, and 17:00–21:59 in winter.

Only players whose role allows them to manage wars can declare or surrender for their Nation.

2. Preparation (24 hours)

Once war is declared, the whole server is told, and both sides get 24 hours to prepare. Because declarations can only be sent in the evening, wars always start in the evening too.

Use this time to gather your team, gear up, craft Capture Flags and plan. Nothing you do counts towards the score until the war starts. Check the start time with /nations war info.

Your PvP setting can be overridden during this phase. Check the PvP guide.

3. During the war

  • The war lasts up to 4 hours. It ends early if one side reaches the points needed to win.
  • PvP is on between the two sides, including inside each other’s claims. Even if you are not a member of a warring Nation, your PvP setting can be overridden during war. Check the PvP guide.
  • Graves behave differently during war. Check the Graves guide.
  • Enemy and ally nametags appear above players in the same war.
  • Only the two Nations’ own lands are battlegrounds. Allies’ lands are not.

In enemy land you can:

  • Enter, fight players and pick up dropped items.
  • Place and break ladders, vines and scaffolding to climb in.

You can’t open chests, break or place other blocks, or grief. Enemies can only do anything in a Land while at least one of its members is online, and for 10 minutes after the last one logs off.

Commands you can’t use while at war

/spawn, /tpa, /tpahere, /tpaccept, /warp, /pw and player warps, and /tpr. You’ll have to travel the old-fashioned way, or use /nations war spawn.

4. Scoring

ActionPoints
Kill an enemy player1
Capture an area with your Capture Flag10
Break an enemy Capture Flag3
Blow up an enemy Capture Flag5

Points needed to win: 5 × the number of players in the smaller Nation, and never less than 60. Check the exact number in /nations war info.

If time runs out first, the side with more points wins. A tie is a draw, and no money changes hands.

5. Capture Flags

Capture Flags let attackers take territory and earn big points.

Recipe (crafting table, top to bottom):

  • Top row: empty · Red Stained Glass Pane · empty
  • Middle row: empty · Beacon · empty
  • Bottom row: Iron Block · Iron Block · Iron Block

How they work:

  • Place the flag on the edge of the enemy’s claimed land, between Y 45 and Y 319.
  • Hold the chunk it’s in for 15 minutes. Capture only progresses while attackers outnumber defenders there. Fireworks show where a flag is being held.
  • When the capture completes, that chunk becomes your Nation’s land and you score 10 points.
  • Each side can have 2 flags down at once, and can place one every 20 minutes.
  • Only members whose role allows them to manage wars can place flags.
  • Defenders stop a capture by breaking or blowing up the flag.

6. How a war ends

ResultMoneyShield
WinTake 20% of the loser’s Nation bank3 days
LosePay 20% of your Nation bank14 days
SurrenderPay 10% of your Nation bank14 days (the other side gets 3)
DrawNothingNone

Surrendering is done from /nations war menu, either during preparation or during the war. It costs half as much as losing, so it’s worth considering if the fight is clearly lost.

While a Nation has a shield, nobody can declare war on it.

Fair play

  • Logging out in combat still kills you, war or not.
  • Exploits, duping and hacked clients are banned, in war as everywhere else.
  • Wars are for Nation-vs-Nation fighting. Using a war as cover to harass or repeatedly target players who aren’t part of it is still treated as harassment.
  • If something looks broken, report it to staff rather than using it.