Wars

War Declarations

War declarations will operate similarly to last season - You must have land claimed to declare war, as well as a village marked (if these requirements are not met, an admin will not approve)

War Declaration Process

  • When you are ready to make a declaration of war, make your way to the channel titled #war-declarations under the Diplomacy category on the Discord server

  • Once there, you will be presented with a format, fill it out, and send the message to the channel

  • The format is as follows:

    • Line 1: Name of country

    • Line 2: Name of the opposing country

    • Line 3: Type of war and the reason for war

    • Line 4: Allies that you wish to call on to join the conflict

  • Allies must send a message to the channel agreeing or declining to join the war (ally limit of 5 nations)

  • No discussions can occur in the war declarations channel

  • Staff can reject a war declaration based on the age of the faction or other information provided

  • Factions that make a declaration of war must wait three days to make another declaration of war (There can be exceptions made to this rule if both sides want it.)

War Rules

Table of Contents

  • City Battles

  • Types of Wars

    • Territorial

    • Independence

    • Civil

  • Allocation of Men and Material

  • Battle Rotation

  • Basic War Rules

  • Peace Deals


Both sides must organize themselves to find a time; if this does not occur in a timely manner, staff will enforce a date no later than two weeks following the initial declaration of war.

City Battles

  • To prolong wars beyond a single battle, cities will divide all countries at war into multiple points of battle, featuring beacon capture objectives or a deathmatch battle to secure control of the city.

  • Only Tier 3 cities will be able to host battles, so make sure your nation has plenty of Tier 3, 4, and 5 cities.

  • Staff Members spectate every battle.

  • Battle can only occur in one city. Combat may not partake in separate flanks or cities.

  • To take a city, place a block on the beacon and keep the block on the beacon uninterrupted for two consecutive minutes.

    • If the block on the beacon is removed at any time, the two-minute timer will be reset.

  • Flow of battle. Each city will be connected to the other, meaning you must fight through every city. The flow of battle will be drawn by the staff or agreed upon by both sides.

  • Nations cannot join mid-war; they must join at least 24 hours before the start.

  • Intermission is just a fancy way of saying a break between battles. Each battle will have at most a 10-minute break for all people who died to return to battle and allow for preparation.

  • All battles will be soft-capped at 30 minutes. If the beacon was captured past 28 minutes, it will be allowed to roll over past 30 minutes as long as the beacon is held. If the time to complete the capture of the beacon exceeds 30 minutes, and if the beacon is uncapped, then the battle is over in favor of the defenders. If the beacon is held for 2 minutes, it is a victory for the attackers.

  • ONE LIFE PER PLAYER PER BATTLE.

  • If the attacking force does not capture the beacon in 30-32 minutes, the battle will end with a defending force victory.

  • Wars will be capped at around three hours.

Note: If a nation has only one city, staff will not create additional places to fight over. Players can also abstain from this system and fight the whole war in one battle with no intermission.

Types of Wars

Note: These wars differ in how they operate at first; this does not mean you need a specific war goal or an extra headache.

Territorial Wars are standard for every conflict, regardless of the war’s goal or the terms of the peace deal. Two or more nations are involved in a war, with both aiming to capture the enemy’s capital or take as much land as possible and achieve a white peace (see the Peace Deals section for more information).

  • Fought between at least two nations.

Independence Wars are unique because they can only be started within your nation or by a vassal. For an independence movement to become a war, at least 20% (rounded up) of the population must be in support. If the nation seeking independence is a separate vassal, then war can be declared as a territorial war. If there is a non-independent faction within the vassal, the battle zones are split between loyalists and independence supporters. There is a 1-week cooldown before you can call an independence war again.

  • Fought within one nation between loyalists and separatists.

Note: Players can communicate with staff to create a war that fits all needs.

Civil Wars are similar to Independence wars and also require at least 20% of the population (rounded up). One party or group within a nation must issue a demand for a civil war. If the rebels are victorious, the nation's leader, position, or government changes. If not, the government successfully puts down a coup. There will be a 1-week cooldown after the war ends.

  • Fought within one nation between the government and rebels.

Allocation of Men and Materials

This section will discuss Supply advice…

  • Supply is relatively simple; if you die in battle, you lose what you died with unless you organize a retreat and retrieve materials. Otherwise, the victor of the battle will obtain the supply. The victor will need to pick up or find the loot for it to be kept. If it despawns, it's lost.

Note: Keep Inventory will not be turned on in any case; have plenty of guns, armor, and ammo in storage.

Note: You cannot move your faction home to benefit your spawn; it should always be in your capital.

Note: You cannot set spawn in the wilderness or outside faction territory.

Note: If you have movecraft vehicles and would like to use them in a conflict, ensure yourself ample time to move the craft where the battles/war will take place.

Battle Rotation

Battle Rotation is the process of voting/choosing where to fight, who votes, and in what order they will be played. Players can vote to attack or defend. The side that declares war must attack first and choose where to attack. Victors decide the next battle.

Note that if the defenders win the first battle, they have the option to enforce a white peace and end the war instantly.

Basic War Rules

  • Admins will enforce any treaty signed by nations ending a war.

  • Usage of lava during combat is prohibited.

  • Excessive griefing, including lava casts, excessive destruction, and other such behaviors, will get you and your faction banned (This will not be an appealable ban). Note: This rule does not apply when destruction is necessary to progress a confrontation or when it is used to kill or locate enemies.

  • If you are caught breaking these rules, you will be punished. Punishment is up to the staff's discretion.

  • Factions must initiate conflicts within their territory or in an ally’s territory. If warring factions do not share a land border, then the attackers must engage in a naval invasion.

  • The only teleportation commands/areas you can teleport to in war are /f home, /f warp, and /home if it is within your faction territory or a ship.

  • Using /f warp, /f home, or /home to go behind enemy lines is illegal. Logging out in a location behind enemy lines and relogging when the battle/war begins is also illegal

  • Using or digging underground tunnels during a battle or war for any reason is not allowed.

  • Prebuilt underground tunnels are prohibited.

  • Claiming territory will not be permitted during wartime.

  • Bridging or towering during combat is not allowed (you will be either kicked or temp-banned for this).

  • Tower defenses are not considered valid points for placing a beacon.

  • Radiation traps are not allowed as they can completely hinder an entire combat region.

  • Players are not allowed to leave their faction to join another faction currently engaged in a war to participate in the conflict. Only members of the factions directly involved in the war, along with their allies, are permitted to fight. This rule disallows "faction hopping" in order to participate in wars,

  • Factions will be unable to join the war as allies if the scheduled start time of the war is less than 24 hours away.

Peace Deals

  • Keep treaties simple.

  • No complete annexation unless the majority of the faction is inactive.

  • No clauses limiting the ability of a faction to join a future war.

  • Make treaties reasonable.

  • No complete depletion of a faction’s balance or a faction member's balance.

  • Monetary assets have to be paid willingly when the treaty is approved; otherwise, the faction and or faction members will not be allowed to participate in future wars.

Last updated