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Forts
A fort is simply a town that is not peaceful. That is the whole distinction — and it changes a lot: forts can be besieged, they shelter the land around them, and the exclusion zone below exists specifically to stop anyone from being able to build a fort in before it can be fought over.
List a nation’s forts with /n fortlist [nation].
The outskirts ring
Every claim is surrounded by a ring of land 4 chunks wide that belongs to nobody. You can build on it, and this is where battles are fought — you start a battle from the outermost ring of a town’s outskirts.
Out of the box you cannot place blocks, break blocks, use switches or buttons, interact, fight players, set fire, cause explosions, hurt creatures or let them grief inside another town’s ring. Mobs still spawn there. Whatever the owning town allows on its own land applies to its ring too, and during a battle the whole area opens up.
/outskirts [radius]— draws a map of claims, rings and wilderness around you in chat. Optional radius from1to12, default5./outskirtinfo— tells you exactly what the chunk you are standing in is: a town block, an outskirt block, or pure wilderness.
The exclusion zone
Around every fort there is a 9-chunk buffer in which:
- an enemy town may hold no claims at all;
- you may not found a town inside it, whoever you are;
- friendly towns may hold at most half of the area’s chunks between them.
That last rule is the point of the zone: friends can keep a fort company, but not so much land around it that it can never be attacked.
Forward operating bases
A forward operating base is a small throwaway town you claim far from home so your nation has somewhere to stand while it fights.
/fob create <name>
Running it registers your request and removes you from your current town. You then have 10 minutes to found it:
/town new FOB_<name>
If you cannot get there, or you change your mind, /fob cancel puts you back where you were.
| Who may create one | coleader only — not a king, not a town mayor |
| How many | 1 per nation |
| Named | FOB_<name> |
| Size | up to 8 claims, homeblock included |
| Claims | only the creator may claim, and claims must stay touching what you already hold |
| Lives for | 7 days, then it is destroyed |
| Where | open wilderness, or inside the outskirts of a town your nation occupies |
| Standoff | at least 5 chunks from any enemy town’s outskirts, and at least 9 chunks from any fort’s claims |
| Upkeep | ×10 while it touches the outskirts of a peaceful town of a nation you are not at war with |
| Can it be attacked? | No. Never. |
| Who runs it | an NPC mayor, with you as comayor; a comayor can be replaced with /fob set comayor <FOB name> <player> |
When it expires — or you /fob delete <FOB name> it — the town is gone, its money goes to your nation, and you are returned to your old town with your nation ranks intact.
An FOB that sits next to someone you are not at war with costs you ten times as much to keep. Claim it next to your target instead. {.is-warning}
Siege camps
A siege camp is the permanent version of the same idea, built for staging a siege on a fort.
/siegecamp create <name>
/town new CAMP_<name>
| Who may create one | coleader only |
| How many | 1 per nation |
| Named | CAMP_<name> |
| Size | up to 16 claims, homeblock included, no contiguity rule |
| Lives for | forever — until /siegecamp delete <camp name> |
| Where | open wilderness only |
| Standoff | at least 5 chunks from any enemy town’s outskirts, and at least 9 chunks from any fort’s claims |
| Upkeep | ×10 while it touches the outskirts of a fort of a nation you are not at war with |
Unlike an FOB, a siege camp can be attacked. That is the trade: it lasts, and it costs.
Measuring distances
/distance <town 1> <town 2>
Gives you the distance between two town centres in blocks — the quickest way to check whether a Colonial War is possible or whether a forward base is legal.
See also: Battles & Sieges · Overview · Commands