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War Rules

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Aetosion

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Thank you to all those players who contributed their time and effort to the writing and editing of these war rules. 

 

Spring Cleaning: War Rules Amendment

 

War:

 

I. You need a just reason to declare war. If there’s no reason for a war, it’s dumb, don’t do it.

 

II. If a conquest warclaim is declared and denied, then the defender is subjected to an involuntary pillage warclaim. All other warclaims are non consensual.

 

III. If you do not have an adjacent region to your target, you cannot wage war on a territory, unless you have permission to pass through adjacent friendly territory.

 

IV. To fire a siege engine in war, it must be legitimized by a GM (must be well-constructed in a manner that would hold true in roleplay) and the necessary costs for operation paid (a sponge block will be placed under the siege engine). These correspond with the following costs:

 

Ballistae or player-focused siege engines = 350 minas

Trebuchet or building-focused siege engines = 500 minas

 

V. If one of three predeclared state officials (as determined in war claim) die in battle (Marshal, King, Chancellor, Emperor, etc.), they can be forced to /roll 20, and if it’s 14+ they are to be captured and imprisoned by the other faction at the end of the battle if they win. This is not a mandatory rule, and is to be decided on in the warclaim itself.

 

VI. A Treasury system will be implemented to encourage wars to be both concise and decisive. If a nation runs out of treasury funds, the belligerent must seek a peace (almost always out of their favor) and end the war (you can’t fight a war without proper logistics, and this acts as the appropriate simulation). Cost of war is 2500 minas per week charged to the aggressor, and 1000 minas per week charged to the defender (The defenders will only have to pay upkeep AFTER the first official Warclaim battle is fought.).

 

VII. The warfront size and location is decided by the two parties and an unaffiliated supervising GM. Before the first battle, it will fall short of any targeted settlement and only include no-mans-land and war camps, only after the first battle will it be determined which direction the warfront will advance to contain the targeted settlement.

 

IX. Battle progression best practices are as follows. The first battle is to be held in no-mans-land, between the target and the assaulting party’s camp, a skirmish to establish a war camp near the target. This battle will decide whether or not the attacking/sieging army advances or is pushed back, and will determine the direction of expansion of the warfront. Wartime raids etc. may only occur inside the warfront, and it begins in central no-mans-land in a region determined by the leaders of each side and a supervising GM.

 

IX. Redefining the pillage claim: Upon victory, the victorious party will be given perms to the conquered region and be given permission to unlock lwcs for 1 hour before being removed. What is done during that period is up to the victorious party’s discretion insofar as the stripping of valuable resources, theft, and minor vandalism/the setting of fires, but complete grief is frowned upon, respect other players’ RP experience. If this takes place during a military campaign, the losers are advised not to build in the pillaged land until the resolution of the war, and the aggressors are advised to set up an advanced tent warcamp allowing for another battle if there is a target further into a territory.

 

X. GM assistance for door breakdowns, siege equipment, tunneling, and TNT aren’t guaranteed in raids on the warfront, but are in warclaims (Outside of the warclaim battles, if you can't get in MCly, you can't get in RPly, locked doors and no perms withstanding.).

 

XI. During warclaims, siege machinery with realistic mechanics can be utilized to their full effect, as directed by a supervising GM (Trebuchets/Catapults/Onagers have /roll 20; 1 is breakdown of the engine, 2-10 is a miss, 11-16 is a hit, 17-20 is a critical hit, these are controlled with 3-5 sized WE/Voxel air brush sizes, a ballista is controlled by the same ratio and is a 1-3 wide sheet of fire, simulating RP damage from the bolt). Battering rams on entryways are allowed on the same roll ratio.

 

 

Raids:

 

I. Raids are only allowed regularly during wartime and at extended intervals with small parties in peacetime, in the following manner:

 

-Warfront Raid Rules-

 

Number of players: 12 man limit (inside the war front )

Cool down: Two Hours

Consensuality: Nonconsensual

Looting: No looting allowed

 

-Peacetime/Non-Warfront Raid Rules-
 

Number of players: 4

Cool down: 48 hours

Consensuality: Nonconsensual

Looting: No looting allowed

 

The cool down associated with the peacetime raid rules is associated with the settlement that is being raided, not the raid group itself. For example, if Menarraville gets raided, it may not be raided by anyone for another 48 hours.

 

II. Raid baiting is disallowed, unless it is for the purpose of raiding within the raid rules

 

Definition of Raid Baiting: 3+ enemy-affiliated players not contributing to non-hostile RP and refusing to leave when requested.

 

Have fun!

-War Team

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II. If a conquest warclaim is declared and denied, then the defender is subjected to an involuntary pillage warclaim. All other warclaims are non consensual.

 

 

Thanks for keeping conquest deniable. (Not being sarcastic c: )

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Excited to see how these player made rules turn out :)

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Do aggressors actually benefit from war besides the joy of blowing up a few buildings?

There's a lot of loot to be gained in sacking a city, and the fight itself always nets the aggressor loads of gear-loot, more than enough to pay war debts incurred by costs in my experience. Sack a city cruelly enough and the losers will likely relocate. Offer not to sack the city in exchange for oath of fealty, and you get their land.

 

A pillage claim is pretty standard warfare, and while you can't grab the land perms, you can steamroll through to the next settlement and grab everything else. Any sort of nonconsensual warclaim is better than what we had before imo, as it allows for political dynamism, military RP, and conflict resolution. Taking the land in conquest is just an added bonus that's really only useful in empire building. Depending how these new rules work out and how the general playerbase responds to them, they will be altered accordingly.

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I actually don't mind this.

 

Warclaim denying was sin.

 

Thanks for keeping conquest deniable. (Not being sarcastic c: )

 
After weighing the risks and benefits, we decided that, while warclaims were necessary to facilitate RP progression, etc., the conquest warclaim ended up resulting in too much playerbase fragmentation. I'm happy that the compromise reached works for both sides.
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By inside the war-front for raids, do you mean on a region that has an active warclaim posted against it?

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II. If a conquest warclaim is declared and denied, then the defender is subjected to an involuntary pillage warclaim. All other warclaims are non consensual.

We should learn from the past three years that non-consenual warclaims never end well. It just leads to hissy fits, drama, and people leaving the server. War in itself should require OOC cooperation between both parties. If one side kicks and screams, it's not worth the hassle.

 

Number of players: 4

I'm not a big fan of raid number limits, but even looking at this, it's far too low for raiders to be on equal footing with town inhabitants. 6 or 7 seems reasonable. The cooldown is fine.

 

Definition of Raid Baiting: 3+ enemy-affiliated players not contributing to non-hostile RP and refusing to leave when requested.

I'd like to see this clarified a little more. If enemy wants to make peace, are they required to leave when asked to?
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Don't like not being able to conquest, but I suppose if we're able to destroy enough to make it where they leave anyway that's great, but I feel that small little cliques have too much power. Since usually their builds are so small it takes five minutes to put back. So large playerbases have no idea to deal with small little groups. Also they're just going to store their things somewhere else, thus rendering the attacking warclaim almost moot.

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I want clarification: If raids are only allowed during "war time" does this mean if a nation is at war (any), people are now allowed to raid whatever region they want? such as druids grove, vassel towns, home plots. Ect.

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