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    SirMario1
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    ⚔️ UNITED FACTIONS — WHAT DOES THE WAR SYSTEM ACTUALLY CHANGE?
    This guide explains only the mechanics that are added or changed by an active War and its post-War raid.
    Normal Factions behaviour is deliberately not presented as a War feature. For example, this guide does not claim that entering enemy land is only possible during War.
    📣 Starting a War
    The factions must first be enemies. Use the Factions relations menu to manage relations.
    /f war — declare War on an enemy faction;
    /f war — open the current War menu;
    /f war info — view War information;
    /f war captureflag — access the capture-flag flow;
    /f war surrender — open the surrender confirmation flow.
    At least one defender must be online when War is declared. The defender does not need to accept. A 10-minute preparation countdown starts before combat scoring begins.
    🎯 War scoring and HUD
    An active War adds a two-faction score objective and War HUD.
    enemy player kill: 5 points;
    completed capture: 20 points;
    capture flag destroyed by breaking: 10 points;
    capture flag destroyed by explosion: 10 points;
    normal victory target: 100 points;
    maximum War duration: 2 hours.
    The preparation bossbar shows the two factions and start countdown. During the active War, the HUD shows both scores and the remaining time.
    The first faction to reach the target wins. At the two-hour timeout, the higher score wins; equal scores produce a draw.
    🚩 War-only capture flags
    Capture flags are one of the main mechanics added by the War system.
    Recipe:
    Air Glass Air
    Air Beacon Air
    Diamond Block Diamond Block Diamond Block
    Rules:
    maximum 2 active flags per faction;
    1-minute placement cooldown;
    placement between Y 30 and 127;
    affects 1 chunk;
    invaders must hold it for 10 minutes;
    defenders reverse the capture progress while controlling the point;
    completion unclaims the chunk from the defender and claims it for the invader;
    a destroyed flag is not returned as an item.
    A flag has 100 health. A completed block-break attack deals 25 damage; an explosion deals 50 damage.
    🧱 Extra block and griefing rules during an active War
    War does not remove all claim protection.
    The active-War configuration adds these specific building overrides inside the opposing War land:
    ladders may be placed and broken;
    vines may be placed and broken;
    scaffolding may be placed and broken.
    It does not grant unrestricted BLOCK_BREAK or BLOCK_PLACE. The War system does not let players mine every wall, chest, valuable block or decoration by hand.
    War also activates these natural griefing rules for participating lands:
    TNT griefing;
    piston griefing;
    fire spread.
    This makes cannons, explosions and properly constructed defenses relevant during combat. Friendly fire is enabled by the War configuration, but killing a teammate awards no War points.
    🏆 What is added when a faction wins?
    A decisive winner receives a 10-minute post-War raid window inside the loser’s claims.
    These temporary raid permissions are additional to normal claim access. Winning members may:
    open containers and take accessible contents;
    open doors and trapdoors;
    use buttons, levers and other mechanisms;
    pick up dropped items;
    break and place only blocks on the approved raid material list.
    The raid does not grant unrestricted breaking or placement.
    ⛏️ Blocks temporarily breakable during the winner’s raid
    The approved raid list is meant for breaching ordinary construction. Major allowed groups include:
    dirt, mud, clay, sand, gravel and snow;
    sandstone and red sandstone;
    ordinary stone, smooth stone and cobblestone;
    granite, diorite and andesite;
    plain and cobbled deepslate;
    plain tuff, calcite and dripstone;
    plain and polished blackstone, excluding protected brick variants;
    netherrack, soul sand, soul soil and basalt;
    end stone, purpur and non-brick quartz blocks;
    supported logs, wood, planks, slabs, stairs, fences and fence gates;
    glass and stained glass, including panes;
    wool and carpet;
    terracotta and glazed terracotta;
    concrete powder — not solid concrete;
    leaves, moss and common plant/climbing blocks;
    ladders, vines and scaffolding.
    The same approved materials may be placed during the raid for breaching, bridging and climbing.
    🛡️ Blocks not directly breakable during the raid
    All configured Base Defense and ExplodeAny durability blocks are excluded from the raid break/place list.
    Protected examples include:
    stone-brick and mossy stone-brick variants;
    end-stone bricks;
    nether-brick and red-nether-brick variants;
    deepslate bricks, tiles and polished deepslate;
    tuff bricks and polished tuff;
    blackstone-brick variants;
    prismarine and dark prismarine;
    resin bricks and classic bricks;
    solid concrete in every colour;
    copper defense blocks;
    obsidian and crying obsidian;
    reinforced deepslate;
    enchanting tables, anvils, ender chests, ancient debris, netherite blocks and end portal frames;
    iron doors and iron trapdoors;
    ores, storage blocks, spawners, beacons and other blocks absent from the approved list.
    Raiders may open permitted containers, doors and trapdoors without gaining permission to break those blocks.
    💣 Base Defense during active combat
    Base Defense is an active-War explosion system. These blocks cannot be directly mined through during the post-War raid, but explosions can damage them while War griefing is active.
    Approximate TNT durability:
    protected brick/deepslate/tuff/prismarine/resin families: 2 hits;
    solid concrete: 3 hits;
    classic bricks and configured iron doors/trapdoors: 5 hits;
    copper defense blocks: 20 hits;
    obsidian: 30 hits;
    crying obsidian: 40 hits;
    reinforced deepslate: 60 hits.
    Managed blocks begin regenerating five minutes after their last damage and take up to three hours to recover fully. Reinforced deepslate is the strongest special tier and is available through the Shard Shop.
    Use /eany checktool toggle to inspect supported block durability.
    💀 Win, loss and draw outcomes
    A decisive result changes only the configured War outcomes:
    successfully captured chunks remain genuine territory captures;
    the winner gets the 10-minute restricted raid;
    both winner and loser receive a 4-hour War shield after a normal result or surrender;
    there is no automatic faction-bank robbery;
    there is no complete annexation;
    there is no vassalage;
    there is no automatic transfer of every claim.
    A draw has no winner, so it grants no winner-only raid. The current Skirmish draw outcome also does not apply the normal decisive-result shield.
    🏺 War Relic participation
    War participation can contribute toward a War Relic. This is an additional reward system and is not limited to the winning side.
    A qualifying War must last at least 60 minutes and involve factions that were at least 24 hours old when it started. An individual player must:
    already be a member when the War starts;
    remain in the same faction until it ends;
    participate online for at least 30 minutes;
    record meaningful opposing-player damage, a War kill/death or capture activity.
    Three valid credits create one War Relic. Check progress with /warrelic progress. Anti-abuse rules and opponent cooldowns apply.
    📌 War-only summary
    War specifically adds or changes:
    10-minute preparation countdown;
    score, timer, titles and War HUD;
    kills and capture flags awarding points;
    capture flags transferring individual chunks;
    ladder, vine and scaffolding break/place overrides;
    TNT griefing, piston griefing and fire spread in participating lands;
    Base Defense blocks taking tracked explosion damage;
    10 minutes of restricted raiding for a decisive winner;
    four-hour shields for both sides after a normal result or surrender;
    qualifying War Relic progress.
    It does not make every normal Factions action a War feature, and it does not remove all claim protection.

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