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[Your View] Conflict & War


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Your View: Conflict & War

 

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Good afternoon ladies & germs, and happy Valentine’s Day to all. 

 

It is that time of the year/map/whatever where we get to talk about a very divisive issue within our community - Conflict, and more specifically, War. 

 

Over the years there have been many different rulesets and guidelines that various teams and admins have all tried to implement to fix the conflict cycle. However most, if not all, have fallen short. The current guidelines are no exception. We as a team do recognize the issues with the current system in place and want to help fix that. I’m not going to sit here and claim that I’m going to lead the Moderation team to the promised land and create a conflict system that is perfect. By no means do I expect to achieve such a feat. To do so would really be unachievable in the scope and limitations that we operate, both mechanically as a minecraft server and with our server ideals.

 

What we do hope to achieve is to create some sort of base system that can be easily modified and tweaked as time goes on that will not require a full rewrite or overhaul every few months. We want to create stability amidst the chaos with tangible and fair rules and ideals. 

 

I’ll spare you further rambling from me though, this thread is really about you guys. Ultimately we would like any feedback you have about Conflict + War, but here are a quick few questions to stimulate responses. All I ask is that you keep your responses and hate directed toward the system you are critiquing, not the person who wrote it.

 

What do you want to see from a Conflict/War system?

 

Where have previous systems failed?

 

What glaring issues do you see in the conflict cycle?

 

How do you make War fair?

 

 

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Bring back conquest you n00b

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As a player who’s been involved in about 6 warchats since the hands-off Telanir approach was introduced; BRING BACK STAFF ENFORCED CB’S & CONSEQUENCES.

 

You can’t in your right mind expect nations to hash **** out here left to their own devices, that’s sincerely asinine.

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How do you make War fair?

I feel for wars, the attacking or defending force should not be able to have more than double the amount of the opposing forces numbers. I understand it would mean humans are put at a major disadvantage as they have a ton of people, but I hate seeing nations and charters ally with humans purely out of a need for numbers. With this, larger groups still hold a 2:1 ratio, while also giving defenders a reasonable chance to defend themselves. Does it have to be a 2:1 ratio, no, but imo I’d prefer a 2:1 but a 3-4:1 ratio could work to. I just feel the major problem with wars currently is it doesn’t allow groups to hold their rp views truly without fear of losing their homes. Remember it goes both ways, so if a larger group is bein attacked by a smaller one, they can still hold the higher end of the ratio.

Looking back I can see groups abusing this to make wars like 5 people fights. So maybe depending on charter tier ie T1, T2, T3, or nation have a minimum number of defenders, growing with charter tier, so the attackers aren’t cut short.

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Just now, Man of Respect said:

all conflict should be ultimately resolved with erp

i support this idea. on an entirely unrelated note i am extremely angry at you

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War rules

*****THIS IS A JOKE AND THE SYSTEM WAS ORIGINALLY PROPOSED AS AN AMENDMENT TO JOELS RULES

 

Spoiler

 

The casus bellis system grants a faction a set amount of “war-points” to be allocated towards various “war-goals” or objectives within a conflict. They range from faction leader removal to  conquest and are balanced in a way that encourages conflicts between factions that are not absolute.

 

There are two types of wars with this new system, justified and offensive wars.

 

Offensive wars allow factions to attack others without trying to fabricate casus belli or the out of character restrictions that are carried with our current system. There is however, strict limitation of what you can perform in these offensive wars and is in place to hopefully phase in the idea of mutual respect and civility when embroiled in conflict.

 


 

War styles

 

Justified wars

 

Against nations:

 

-Price - 15,000 minas

-Must provide a minimum of three casus bellis to be eligible.

-War-goals available:

  1. Conquest

  2. Vassalize

  3. Pillage

  4. Humiliation

  5. Leadership Capture

  6. Stop Atrocities

  7. Retribution

  8. Independence

 

 

Against independent charters:

 

-Price - (dependent on tiers)

-Tier 3 - 10,000

-Tier 2 - 7,500

-Tier 1 - 5,000

-Two casus belli needed to be eligible

-War-goals available:

  1. Conquest

  2. Vassalize 

  3. Plunder.

 

*If the charter has actively made attempts of aggression towards the nation. Then the conquest/vassalize war-goals are halved.

**This only applies to charters against nations. Charter v charter are placed under the same availability as nation versus nation.

 

Against a freebuild:

 

-Price - 5,000 minas

-One casus needed to be eligible.

-War-goals available:

  1. Conquest

  2. Vassalize

  3. Plunder

 

*If a freebuild begins active acts of aggression towards a nation, the conquest/vassalize war-goal is quartered.

 

**If a freebuild makes active acts of aggression towards a charter, the conquest/vassalize war-goal is halved.

 

***Freebuild v freebuild is subject to the same costs.

 

 

Offensive wars - only against a nation:

 

- Price - 30,000 minas

- Only certain wargoals are available for an offensive war. The prerequisites of that specific war-goal must be met to pursue an offense war of that type.

 

 -War-goals available

  1. Plunder

  2. Pillage

  3. Leadership Capture


 

 


War-goals

 

This is the objective behind the war, a faction may only act within their allowed wargoal(s) for any actions taken on a tile. To select a war-goal you must have a sufficient amount of war points to use in the warclaim. It is also worth noting that multiple war-goals are available for your warclaim. However, the minimum requirement of war points for these war-goals are stacked, meaning that if you wanted to vassalize and capture leadership you would need to obtain 90 war points. 

 

Conquest -  (80 war points)

 

The conquest war-goal is a war-goal against a specific tile. Should the attacking faction win, they will receive the tile specified in their warclaim post. 

 

To ensure the conquest war-goal, the invading force must occupy the defending forces capital within that tile through the usual steps outlined in the war overview section below. 

 

*In the event of an attacker victory, the new primary region owner of the tile must notify Moderation Management if they wish to raze and/or salt any settlements within a conquered tile.

**Admin Approval is required for a conquest wargoal.

 

 

Vassalize -  (70 war points)

 

Defeated faction Y may be vassalized by faction X. Any treaties faction Y has signed or alliances that they were apart of, will be voided without consequence.

 

The conquering faction shall be able to make reasonable demands of its vassalized subject. Refusing these demands, as outlined in the demands casus belli, shall result in an automatic conquest war-goal for the overlord faction.

 

*Region owners will not change with this war-goal.

**The conquering faction will be required to provide room for the vassal to function as an RP hub.

-Moderator oversight may be requested for what a reasonable amount is.

 ***Upon voiding of a factions treaties or alliances, all casus belli that would normally be gained through the betrayal casus belli are rendered null and void.

****Demands can only be made every 2 weeks.

*****All demands made of a vassal is subject to moderation review.


 

Plunder - (30 war points)

 

Faction Y can plunder faction X for a set total of 30,000 minas and 50% of their ‘national’ storage. (This is defined as house storage, and palace storage within the walls of the area. Mass movement of items pre-pillage is not allowed)

 

In addition to monetary/item gain, a successful plunder warclaim grants the attackers a 1 hour period in which they can interact with the plundered tile. During this time period they can move items and otherwise do damage towards buildings.

 

 *Building damage during a plunder period must be roleplayed and overseen by moderation.

**Breaking and entering rules as outlined in the main server rules still apply.

***70% of buildings must be left intact, with the destruction of two “major” buildings allowed. (Cathedrals, town halls, etc.)


 

Pillage - (15 war points)

 

Faction Y can Pillage faction X for a set total of 15,000 minas and 25% of their ‘national’ storage. (This is defined as house storage, and palace storage within the walls of the area. Mass movement of items pre-pillage is not allowed) 

 

In addition to monetary/item gain, a successful pillage warclaim grants the attackers a half hour period in which they can interact with the pillaged tile. During this time period they can move items and otherwise do damage towards buildings.

 

 *Building damage during a plunder period must be roleplayed and overseen by moderation.

**Breaking and entering rules as outlined in the main server rules still apply.

***80% of buildings must be left intact, with the destruction of one “major” buildings allowed. (Cathedrals, town halls, etc.)

 

 

Humiliation - (30 war points)

[!] Requires the rivalry casus belli [!]

 

When a faction is humiliated, they lose the ability to form and enact, any pacts or alliances for 1 real month.

 

This war-goal also grants the capture of the leader of the defenders upon a successful siege, where the opposing faction can either choose to maim, humiliate or remove claims.

 

*A faction can only be humiliated by a faction every three months.

**Monk healing cannot be used to heal the capture leaders wounds if they are maimed. Other valid role play methods must be used.

***If the attacking faction wishes to ‘remove claims’, all casus bellis held by the defeated leader are now nulled and voided.

 

Leadership capture - (20 war points)

 

Faction Y will capture the nation leader of faction X, additional leadership captures and people who are region owners will require a /roll 20, 16 and higher is a capture.

 

This war-goal can be achieved through either field battles or sieges. 

 

A successful siege will grant the nation leader control to the opposing faction and a successful field battle will allow for a roll system to capture the nation leader if they took part in the war claim.

(Roll 15+ to capture, under 15 they escape)

 

Stop atrocities - (40 war points)

 

If a group has committed crimes against a major player population and/or has been tyrannical in their mannerisms, then any allies of that group are able to interfere in attempt to put their actions to rest. 

 

This is a special war-goal in which roleplay evidence must be provided to the moderators to show that this is legitimate. (Failure to provide adequate screenshots may result in the war-goal being null and voided)

 

This war-goal inherits the rules of the leadership capture war-goal. They are then handed over to the winning faction to be dealt with however they wish..This war-goal will be completed when a factions capital is occupied, or if their leader is captured. 

 

*A major player population entails a nation, charter or major freebuild (as outlined in the freebuild rules).

**Captured leaders can be forced into a permanent kill with adequate roleplay.

 

Retribution - (Justified) (20 war points)

 

The reclamation of ones original land. This must be outlined through claims and land lost originally to warclaims.

 

*Only the original owner of a land may use this war-goal. This is defined by whoever is the primary region owner. 

 

 

Independence - (Special)

[!] Requires the subjugated casus belli [!]

 

A vassal of a group may openly rebel to fight for independence. All the overlord group must do is reclaim the capital region of the rebelling state for victory. 

 

*The overlord faction must acknowledge the initial independence war claim post within 10 days, or the rebelling group will be automatically granted victory.

**Should the overlord group regain control of the rebelling faction, the rebelling faction has 10 days to post another warclaim to reclaim their lost lands. 

-This counter warclaim has a cost of 20,000 mina to process.

 

 



 

Casus Bellis

 

Demands (5 war points x 2)

 

This casus belli allows for faction X to demand a tile influence, land influence, or resources of faction Y. 

 

*A forum post or a roleplay declaration made by the leadership of the faction is required to prove a demand.

**A land or tile influence demand must be reasonable. This is up to the moderators discretion to determine what is, or is not reasonable. For example, a factions capital cannot be demanded outright.

***A recourse demand must be reasonable. This is up to the moderators discretion to determine what is, or is not reasonable. For example, demands 50% of a factions treasury is unreasonable.

****Resources are defined as materials, minas etc.

*****Only demands valid for this casus belli are demands posted publicly on the forums 60 days prior to the posting of the Warclaim. This casus belli can only be claimed twice on that warclaim post.

 

Attack on leadership (10 war points x 2)

 

If the leadership of faction Y is attacked by faction X and they have proof this was organised by faction X. They are granted the ‘assault on leadership’ casus belli.

 

*This only will apply if the said leadership are not doing unjustifiable acts upon the territory they were attacked in. 

-Such as committing crimes or harassing others that are not part of their faction.

 **If the primary region owner is attacked on their own land and when they are NOT committing villainous acts then war points are doubled.

 ***Leadership is defined as primary region owner, region owner, or military leadership or anyone designated as such on a forum post.

****This casus belli can only be used twice on a warclaim post. 

*****The only leadership attacks valid for this casus belli are leadership attacks that have been documented as happening 60 days prior to the posting of the Warclaim.

 

 

Aiding an enemy (15 war points)

 

Faction X has evidence that faction Y is offering assistance to their enemies through materials, weapons, manpower, military assistance, or anything that will benefit them.

*This casus belli is only valid for treaties and alliances that are in effect at the time of the warclaim posting.

**This casus belli may only be used once per active treaty. 

 

 

Rivalry / grudge (5 war points x 5)

 

Faction X declares a rivalry upon faction Y. These can be done through official declarations on the forums or in well documented racial systems (I.E. a dwarven ‘Book of Grudges’). These can also include denouncements and other actions that would deem the said nations as enemies.

 

If faction Y has organized aggressive claims or raids towards faction X then the defender of the raids are granted 5 war points per raid held against the said nation.

 

*Rivalries must be reciprocated, otherwise these denouncements hold no ground if a party does not take offense to them.

 **Denouncements are further defined as declaring or proclaiming negative connotations, such as declaring heirs to a house or throne illegitimate or slandering political officials/leadership. This is heavily subjective and will require a verdict from the Moderation Team.

 ***Rewards 5 war points per rivalry/grudge Claim. This requires an in character forum post to verify legitimacy.

 ****Rewards 5 war points per documented raid. Specific times and relevant screenshots must be provided in an out of character spoiler on the forum post for verification.

*****Denouncements, unless otherwise specified to be permanent, will only be valid for 60 days.

******This casus belli may be claimed up to a maximum of five times on a warclaim. 

 

 

Retribution - (Specified below)

Retribution is a casus belli granted to an opposing faction which has lost a war recently, or by an outside faction allied to the losers before the war. The retribution casus belli requires for some harsh payment or outcome made in the war lost.

 

Conquest - 30 war points granted

Plunder - 20 war points granted

Pillage - 10 war points granted

 

*This casus belli can only be used for 90 days after the war is declared over.

 

  

Betrayal - (Specified below)

 

This casus belli is granted when nation X breaks the pacts of nation Y before the said dates listed. These have certain severities attached to them and can only grant a total of 30 war points.

 

Alliance Breaks - 25 war points granted

Defensive Pacts - 20 war points granted

Peace Treaties - 15 war points granted

Trade Agreements - 10 war points granted

 

*These pact-breaks must be acted upon in 90 days or the betrayal casus belli becomes invalid.

 

 

Border friction - ( 10 war points x 3) 

[!] Only valid for nations [!]

 

This casus belli is designed to provide value to a faction (X) that is raided by another nation (Y), both of which share a border/are immediate neighbors. 

 

If nation Y raids nation X, then nation X shall receive 10 war points. The attacking nation, nation Y, does not receive any war points as they are the aggressors.

 

*The raid does not need to be successful in order to count toward this casus belli.

**Both lawful and lawless raids count, and award the same amount of war points.

***A border is determined by using the tile map.

-Nations share a border if the tile region their capital is in shares a physical border with the tile region the other nation’s capital is in.

****What is considered an “immediate neighbor” is up to the handling moderators discretion. 

***** May be claimed up to a maximum of 3 times per warclaim.

 

Subjugated - (Special)

 

If faction Y is subjugated by faction X in any context, vassal, tributary, etc, they earn the ‘subjugated’ casus belli.

 

Rewards Independence as a war-goal.

 

Claims - (15 - 30 war points)

 

A previously owned tile that is currently in possession of faction Y, that once belonged to faction X gives faction x this CB,

 

 

Rewards 15 - 30 war points depending on the size of the claim.

(15 - Marriage claim)

(20 - Bloodline claim)

(30 - Direct claim)

 

*This casus belli would have no expiry date.

**Claims must be documented or shown on the forums via a forum post.

-This includes but is not limited to claims to land, marriages, heirs to thrones, landed titles, etc.

-Alternatively, if a close relative of a faction leader wishes to declare their intent for the throne then they may get claimant casus belli due to a blood claim.

***This claim passes down to family members.

****This casus belli also counts for an heir being usurped or someone having their titles stolen.

 

 

 

Stolen heritage - (25 war points)

 

If faction Y has a relic or an item of grand importance held by faction X, that originally belonged to faction Y, then faction Y earns the ‘stolen heritage’ casus belli.

 

Further defining what a ‘relic’ or ‘item of grand importance’ is that these items that are extremely valued by a faction. For example, the Hammer of Urguan, Sword of Horen, the Ashwood Tree, Crown of Urguan, etc. A verdict may be given by the Moderation team if there are disputes over the value of an item.

 

*If a person resides in faction X with the item, and faction X refuses to help retrieve the item, this casus belli can be granted against faction X.

**Once a warclaim post is made with this casus belli, the relic cannot be moved from its location.

-If required, Moderators will have a specially locked chests to prevent the movement of the item.

If the said nation attempts to “evict” the chest and relic to try and gain possession of it, this casus belli is lost.

 

 

Rebellion - (Special)

 

If faction X declares independence from faction Y, faction Y earns the ‘Rebellion’ CB against faction X.

 

*The rebellion casus belli grants an automatic conquest/vassalize war-goal for faction Y, however they must still pay the price of that war style.

**This must be acted on in 10 days, or the rebelling vassal is granted independence automatically.

 

 

 

The War Overview


 

Starting a war

 

Momentum in war is determined by who is the aggressor in the situation. Initially, the party that posts the warclaim is the aggressor. In order to maintain this momentum, a strict system is in place to ensure a dynamic outcome.

 

 

Progression of war

Once momentum has been established, a field battle will occur at or near the border of the defending nation. If the attackers emerge victorious, they will be permitted to advance forward in their ‘battle path’; moving on to siege a fortification if in the battle path, or a field battle to establish a siege camp to begin to siege the capital. 

 

Each fortification will require a field battle along the battle path in order to advance upon a fortification. Only the capitals will require an extra field battle to establish a siege camp. 

 

As it stands, a battle path that would directly siege a capital would play out like the following,

 

[Starting point] --> [Field battle] --> [Field battle for siege camp] --> [Siege of capital]

 

A battle path that contains one fortification in the battle path would play out like the following,

 

[Starting point] --> [Field battle] --> [Siege of fort] --> [Field battle] --> [Field battle for siege camp] --> [Siege of capital]

 

Each valid and accepted fortification will add to the progression of war one field battle and one siege. 

 

An unsuccessful siege or a loss in a field battle will result in the momentum of the war shifting in favour of the defenders, who if the war goals permit, may go on the offensive from the starting point outlined above. 

 

*The defenders may elect to waive any battle, allowing attackers to progress in the battle path without a field battle or siege. 

**Any warclaims against a charter or freebuild will automatically default to a siege, skipping over all field battles. 

 

Types of battles

There are four types of battles possible in a campaign, each containing their own specific victory conditions.

 

Field battles

 

Field battles are battles that take place on open terrain. Defenders will not be able to create defensible positions as the battle is meant to simply be an initial clash with no theatrics or thrill. There are also no siege engines available to be purchased for this type of battle.

 

Instead both forces will be pitched against each other, the victor determined by whatever party is left standing. 

 

Naval battles - SUBJECT TO MODERATION CHANGE.

 

Naval systems of war will be allowed in the form of field battles. With the capabilities of Minecraft, these will exclusively be skirmishes between a few boats and will be compromised within a body of water. These adhere to the same system of the land progression, naval battles will not be exempt from fortifications if they are on a coastline. To establish a siege from a coastline, a landing battle will be simulated and used as the “Field Battle” portion of establishing a camp.

 

Like field battles, the victor is determined by whatever party is left standing.

 

Field battles to establish siege camps

 

An additional field battle will be required to establish a siege camp to begin a siege on a tile capital. They will operate exactly like a field battle, however with defenders being allowed to make construct minor defensive positions like bunkers with moderation approval. (Note, a naval battle is not possible for this as mentioned above).

 

Like regular field battles, the victor is determined by whatever party is left standing.

 

Upon a successful attacker victory, a siege camp will be established for use in the upcoming siege against the capital.

 

Sieges

 

Sieges are planned engagements following a field battle in order to root out an enemy force from a fortification or a city. After a siege camp is established, and with a variety of siege equipment at their disposal, the attackers will launch an attack on said stronghold in an attempt to wrestle control from the defenders and push them out.

 

Given the complexity of sieges there are two possible paths to achieving victory:

 

1. The first victory condition is simply the annihilation of the other side of the conflict, leaving only one party remaining.

 

2. The second victory condition is put in motion upon a time limit being reached for the siege.

a) A time limit of three (3) hours is put in place to limit the time sieges may last. However, this may be extended if the moderation team deems it suitable.

b) For an attacker victory enforced by time limit, an overwhelming majority of the fortification/city must be held uncontested by the attackers. This is up to moderation team discretion.

c) If the defenders have managed to maintain control of a majority of their city by the end of this time, it shall count as a victory for them.

i) At 30 minutes remaining an announcement will be made detailing that the defenders must wrestle control of the majority of the city from the attackers if they hope to achieve victory if they have not maintained control over the majority of the city. This is subject to moderation discretion.

 

 

Attrition system

 

 In an encounter that results in the invading faction losing the momentum of the war by losing a planned engagement, they will be fined a total of 5000 mina. Failure to pay this penalty will result in an automatic forfeit of any defensive field battles and skipping straight to a counter siege on their own tile capital, or in the case where a counter warclaim is not possible they will lose the ability to post new warclaims until this amount is settled.

 

Fortifications

[!] Nations Only[!]


Permanent fortifications

 

Nations that own parts of their tile are permitted to build various permanent fortifications within that tile to serve as defensive points that may be required to be sieged in order to progress towards the tile capital if said fortifications fall within the battle path. As outlined above, each valid fortification will add one field battle and one siege battle to a campaign.

 

In an effort to keep things fair, there are various rules governing what is acceptable and what will be prohibited in regards to permanent fortifications.

 

i) Upon the date of an offensive war claim being posted, the defending nation’s tile will be frozen. This means that a nation may no longer build any new permanent fortifications.

*Any defensive structures built after this point will be rejected and not taken into consideration when outlining the battle progression.

**Existing defensive structures that are incomplete may be afforded the chance to complete the build within reason under moderation supervision and discretion.

 

ii) Permanent fortifications must be spaced at a minimum of 100 blocks from the capital city, or other defensive positions.

*Fortifications that do not have sufficient distance between them will be rejected and not taken into consideration when outlining the battle progression.

 

iii) Fortifications within 100 blocks of a road will be considered a valid defensive point that must be sieged in order to progress in the battle path.

 

iv) To simulate the cost of upkeep, all permanent fortifications will be required to pay an ‘upkeep cost’ of 5000 mina per valid fortification. This is payable to the handling moderator before the date of the first field battle.  

*Fortifications whose upkeep is not paid before the date of the first battle will not be taken into consideration in outlining the battle progression.

**There will be no refund for unused fortifications. 

 

v) Permanent fortifications must be built in a ‘roleplay friendly’ manner. This is ultimately up to moderation discretion, but there are several general guidelines to be followed.

*These fortifications must be livable, intended to promote roleplay use beyond serving as a defensive point for a war. This means that these structures should have the proper facilities and rooms to realistically support a garrison and should serve as roleplay hubs.

**The defensive nature of these structures must be realistically built, and built within reason. This is of course hard to define as each build is subject to a certain build style, so a few examples of what is acceptable and not acceptable will serve as guidelines.

 

Acceptable:

*EXAMPLES PENDING*

 

Unacceptable:

*EXAMPLES PENDING*


 

Temporary Fortifications

 

Temporary fortifications are available for a nation to purchase following the posting of a new warclaim and having their tile frozen. These fortifications are rushed builds, camps made almost entirely of wood to serve as a makeshift defensive point in hopes of being able to repel, or delay an enemy force in their path towards the defenders tile capital. These points will require a siege to pass if they do fall in the attackers battle path. There is however a high cost to these fortifications and various rules regarding their construction.

 

i) Temporary fortifications will cost 15000 mina to set up. This is payable to the overseeing moderator at the time of purchase.

*There is no refund for unused fortifications. 

 

ii) The window to purchase temporary fortifications will be the time between the posting of the warclaim and the date of the first field battle. It is after this point that the defending side will not be able to purchase these defensive points.

 

iii) Upon the conclusion of the war, temporary fortifications will be removed and the land utilized to build these structures reverted back to how it was before the construction of these forts.

 

iv) Temporary fortifications must be spaced at a minimum of 100 blocks from the capital city or another defensive point.

 

v) Temporary fortifications built 100 blocks from the road will be considered a valid defensive point that will require a siege to progress in the battle path.

 

vi) Temporary fortifications are intended to be makeshift camps; built almost entirely of wood, utilizing the potential of archer towers, trenches, barricades and palisades. As such, their construction will be regulated and at the mercy of moderation discretion. 

*Perimeter walls may not exceed the height of 12 blocks, and may not exceed being the thickness of 3 blocks. These walls are made almost entirely of wood and utilize platforms for the defenders to stand on to hold these walls. The construction of these boundaries for these fortifications will be limited to a 70x70 area. 

**Archer towers/platforms will be permitted. These towers must be built in a realistic manner and may not exceed 20 blocks in height. 

***The construction of trenches will be allowed. However, these trenches may not exceed a depth of 8 blocks and a width of 5 blocks. There must be a single point built into the trench to allow for any player to escape from it. Tasteful use of cactus will be allowed, as will tasteful use of soulsand and cobwebs. These trenches will be permitted to be built up to a maximum of 15 blocks from the perimeter wall. 

****The construction of barricades, the use of fences, soulsand and cobwebs to inhibit an attackers ability to approach the defensive point will be allowed. This will however have to be done in a tasteful manner. For example, this means that you may not edit the terrain to be entirely made of soulsand. These additions may be built up to a maximum of 25 blocks from the perimeter wall. 

*****Traps beyond those described above will be entirely disallowed for a temporary fortification. If there is something that you would like to have utilized, you must present and have it approved by the moderation team/administration as an amendment to the war rules.

******Temporary fortifications do not have a keep to house its garrison in, limiting the defenders to house their forces in tents. 

 

vii) Upon the conclusion of the war, all temporary fortifications must be torn down and the area utilized restored and free of landscars. 

 

**EXAMPLES PENDING**

 

Fortification of Capitals

 

Not all tile capitals are prepared for large scale engagements, as such edits and additions will be permitted to ones tile capital to allow for them to be more defendable. 

 

i)Upon the completion of the first field battle, a freeze on the tile capital will be put in place. It is at this point that a moderator will sit down and review the current defences of the city with the nation leader. Going forward, all edits/additions must be presented to the team for review.

*Editing your city in a manner that is not approved by the moderation team will result in the addition/edit being rolled back and the material cost will be not refunded. 

 

ii)The moderator supervised period of edits to ones capital will begin from the point of completion for the first field battle until the city is pulled by the team to be placed onto the war server.

 

iii)All builds are subject to moderation review, and any defenses deemed unacceptable by the team will be removed/edited at its discretion. 

 

iv)You should be building over the top of existing structures, not tearing down and rebuilding. Below is a list of currently acceptable edits;

*Construction of wooden archer towers

*Construction of wooden platforms & bridges

*Construction of wooden barricades 

*Tasteful use of cobwebs, fences, half slabs, and soulsand to slow the advance of attackers 

*The leveling of roofs

*Construction of small temporary gates

*Filling in glass/ironbar windows with the surrounding wall material

*Construction of trenches in a reasonable manner

*Addition of anklebiters at key choke points

*Construction of palisades 

[!] In an effort to keep things consistent and reasonable, if a defense edit is not on the list above, it will not be permitted until an amendment to these rules allow it.

 

v) Upon the conclusion of the war, all modifications to the city must be reverted.

 

Battle Path

 

The battle path is the route an offensive army will traverse to advance upon a factions stronghold or capital city. The route must be provided to the moderation team at the beginning of a new campaign by posting it on the initial warclaim post.

 

The battle path will begin at the tile capital of the aggressing faction, or one of their allies with who they have a valid military alliance. 

 

When possible, this battle path must follow the general direction of the roads. At any point that the battlepath diverges from the roads, it will be subject to realistic movement. This means that the advancing forces may not march through terrain deemed to be too rough, mountainous, or through rivers. Faction leader permission will be required to pass through any lands not belonging to the aggressing faction or the cloud temple. Your battle path may not go through the cloud temple. 

 

Any valid fortifications along the battle path will require a siege in order for the advancement of the offensive forces as laid out in the battle progression. This includes dependent charters that sit in the neighboring tiles. 

 

In order to change the battle path, this must be requested three days after the posting of the initial warclaim. This will result in the upcoming warclaim being delayed by a week to work out the logistics. 

 

Warzones

[!] NATIONS ONLY [!]

 

If both factions wish for it, a zone of conflict and PvP can be established with the consent of both parties. These warzones hold no impact within wars, they simply allow for the ability of the warring factions to PvP and otherwise interact with each other outside of raids and warclaims. If both factions wish for conditions or more formal benefits introduced to the warzone, they must discuss it with the handling moderators. If these requests are not too absurd, they will be approved and allowed for the warzone to have such an impact.

(These rely on a co-operative system, if one of the factions disagrees then this will not be usable and if the warzones becomes toxic and becomes a hindrance to roleplay it will be removed.)

 

 

Sieges & siege engines

 

As outlined above in the section labeled ‘types of battles’, sieges are planned engagements where the attackers will attempt to root out and take a fortified position from the defending faction. These defensive positions can range from small forts/castles, to large villages & cities. Please refer to the above mentioned section for the victory conditions of a siege.

 

As a rule, the attacking faction will be limited to a box within their siege camp until the siege begins. The defenders will be allowed to roam freely within their defenses in preparation of the incoming assault. However defenders found outside of the walls of their fortification will face ejection from the warclaim and a possible ban of one month in length. Repeat violations of this trust will result in the defenders being restrained to a box within their defenses until the siege begins. 

 

Siege camp
 

Following a successful field battle as outlined in the battle progression, a siege camp will be established to serve as a base of operations for the attacking faction to launch their assault from. It is from within this camp that the attacking faction may erect siege engines to aid in their assault. 

 

Siege camps are simple builds, wooden walls and barricades are constructed to provide cover for the attackers to utilize while their siege engines launch volleys in hopes of breaching the defenses of the fortification. Wooden platforms may also be constructed to provide a solid base, or an elevated position for these siege engines to operate. 

 

The camps themselves will be constructed by the staff team, as no players (attackers or defenders) will be allowed onto the warserver leading up to the battle. The aggressing faction will however provide the location of the siege camp to the moderation team following a successful advancement to a siege. This however does not apply in cases where a siege camp battle takes place in which case the area of that battle will be utilized. Within this selected area, the attacking faction will be able to provide the locations for the placement of their siege engines. It is worth noting that the aggressing faction may be allowed to establish a secondary location for an additional siege camp if it is located within reasonable distance of their main and would not be contested in any way by the defending faction. This is however subject to moderation approval and vote.

 

In an effort to keep things fair and realistic, all matters outlined above in regards to siege camps are subject to moderation judgement and approval.

 

Siege Engines

 

At a cost, the assaulting faction will have a small selection of siege engines to utilize to assist in their assault on a fortification. These engines currently are limited to trebuchets, battering rams, and siege towers.

 

The assaulting faction will be limited to nine siege engines and these must be purchased 24 hours before the scheduled assault. 

 

Defenders are only allowed to purchase trebuchets, no other siege engines will be available for purchase by them. The defenders are likewise limited to nine siege engines which must be purchased 24 hours before the scheduled assault.

 

-Trebuchets-

Item cost: 2500 mina per

Ammo cost: 200 mina per

Notes: Trebuchets may be used to destroy blocks and breach defenses by sending a volley of shots towards a defender’s position, or if utilized by the defenders used to counter the assault. The use of trebuchets are automated and run by a plugin which allows for you to reload, fire, and adjust your aim without a moderator overseeing the use of it. If requested, the siege engine plugin allows for a whitelist of authorized users, which would limit who can operate these siege engines. All ammo is divided equally amongst all trebuchets, and upon destruction is lost. Unused shots will not be refunded. All placement of trebuchets are final.

 

**VIDEO FROM COMMUNITY TEAM PENDING**

 

-Siege Tower-
Item Cost: 3000 mina per

Notes: Siege towers may be utilized to scale over and onto the walls of fortifications. These moving structures must be pushed by 10 players over flat terrain. Before the assault, the route this siege engine takes must be presented and a minimum of four points that must be held by 10 players for 3 minutes included. These points will be marked with red wool, and must be held in advancing order. If the siege engine is to sustain considerable damage that would inhibit it’s advance, it will be rendered useless and the advance stopped. The determination of when a siege tower becomes useless is at moderator discretion. 

 

-Battering Ram-

Item Cost: 1000 ,ina per 

Notes: Battering rams may be utilized to destroy the secured gates of a fortification. This siege engine requires 6 players to operate and must follow a route of 3 positions. These positions must be consistently held by 6 players for a total of 2 minutes to advance towards the gate. These positions will be marked in yellow wool and must be held in advancing order. 

 

War end

 

The war will officially come to an end if one of the three outlined conditions are met,

  1. The wargoals are fulfilled

  2. A treaty is signed by both sides declaring an end to the war

  3. One of the factions involved in the war ceases to exist.

 

Upon the fulfillment of the wargoals, all conditions outlined in the section detailing all possible war-goals and any specific conditions accepted by the moderation team at the declaration of war, will be enforced. Otherwise all repercussions from treaties will not be enforced OOCly and a ‘betrayal’ casus bellis granted to the faction who has not broken the treaty.

 

Upon the signing of roleplay treaties to end a war, you may not ask for the complete subjugation of a nation without fulfilling the vassalize/conquest wa-goal. All other options are on the table, however is subject to moderation approval in an effort to keep all demands fair and attainable.

 

In the event one of the factions involved in the war ceases to exist, it’s predecessor may inherit the war goals & casus bellis. This is however subject to moderation review.

 

Rules and Clauses

 

The following are various rules and clauses that govern wars that may not fall into a category outlined above.

 

1.1) If a faction requests something that is not detailed above, an amendment to the war rules must first be made before it can be enacted. These amendments are subject to a moderation team vote, and then an administrative vote. 

 

1.2) All matters are subject to moderation review. In the event that you would like to dispute a verdict from the moderation team, this must be lobbied to the current moderation administrator. 

 

1.3) The use of multiple accounts during a warclaim is strictly prohibited. 

 

1.4) All casus bellis must be posted publicly to be considered. This means that all screenshots, all posts and all the details of events must be publicly displayed on the warclaim post. Casus bellis posted without sufficient evidence, or should the poster be unable to provide evidence in a timely matter, it will be automatically rejected. 






 

 

 

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4 minutes ago, Icarnus said:

As a player who’s been involved in about 6 warchats since the hands-off Telanir approach was introduced; BRING BACK STAFF ENFORCED CB’S & CONSEQUENCES.

 

You can’t in your right mind expect nations to hash **** out here left to their own devices, that’s sincerely asinine.

Something we are exploring some options with, is taking an optional approach route. Allowing Staff to Enforce CB and consequences, and general war, raid rules, etc. But at the same time allowing differing terms and rules for warfare IF both sides agree, allowing for give and take to create a unique feel to their specific war. And if they don’t? Then we’ll have standards to fall onto to prevent some messes we’ve seen with those six and more wars.

 

1 minute ago, ItzDragoon said:

How do you make War fair?

I feel for wars, the attacking or defending force should not be able to have more than double the amount of the opposing forces numbers. I understand it would mean humans are put at a major disadvantage as they have a ton of people, but I hate seeing nations and charters ally with humans purely out of a need for numbers. With this, larger groups still hold a 2:1 ratio, while also giving defenders a reasonable chance to defend themselves. Does it have to be a 2:1 ratio, no, but imo I’d prefer a 2:1 but a 3-4:1 ratio could work to. I just feel the major problem with wars currently is it doesn’t allow groups to hold their rp views truly without fear of losing their homes. Remember it goes both ways, so if a larger group is bein attacked by a smaller one, they can still hold the higher end of the ratio.

We are bouncing around several ideas on how to combat this, every war should not be a World War or feel like it. We don’t have any that have been hammered out enough to talk about, but it is a concern we have on near the top of our list. If you have any suggestions to help combat this issue, please let us know.

 

Just now, Man of Respect said:

all conflict should be ultimately resolved with erp

Rolling or Freeform?

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3 minutes ago, Kaelan said:

 

*copy/paste of our war rewrite*
 

 

**** man, too soon.

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Less ways for people to hide from RP concequences by utilising OOC

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War rules don't mean **** if the server can't even handle 30 people clicking in one location. Start with performance issues first. Secondly move onto raids and raise the cap from 3 people. 3 people can easily be smacked by any nation's guard force, make it like the old days of ten max during peacetime, and between warring parties/alliances/nations, 20. Next bring an actual warclaim system that is moderated by a, WAR TEAM, these ladies and gents should be unbiased in their opinions and follow the rules rather than have a play on them. Noted that this team will have no real pexs outside actual warclaims. Allow warclaims to be more in the sense of a ratio system. Having both sides rally their fullest and then go off a ratio i.e. 1(defender):1.5(attacker). This allows a safeguard for smaller nations to have some sort of chance against potentially the server vs nation. We'd get more smaller nation conflicts rather than having mega alliances scrap it out tearing the server apart in an aptly dubbed almost repetitive, world wars.

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58 minutes ago, InfamousGerman said:

war rules don’t mean **** if you dont have the balls to enforce what you put on the paper

 

I think you miss the point my guy.

 

24 minutes ago, Wolfdwg said:

War rules don't mean **** if the server can't even handle 30 people clicking in one location. Start with performance issues first. Secondly move onto raids and raise the cap from 3 people. 3 people can easily be smacked by any nation's guard force, make it like the old days of ten max during peacetime, and between warring parties/alliances/nations, 20. Next bring an actual warclaim system that is moderated by a, WAR TEAM, these ladies and gents should be unbiased in their opinions and follow the rules rather than have a play on them. Noted that this team will have no real pexs outside actual warclaims. Allow warclaims to be more in the sense of a ratio system. Having both sides rally their fullest and then go off a ratio i.e. 1(defender):1.5(attacker). This allows a safeguard for smaller nations to have some sort of chance against potentially the server vs nation. We'd get more smaller nation conflicts rather than having mega alliances scrap it out tearing the server apart in an aptly dubbed almost repetitive, world wars.

 

I’m not a dev, that’s not what I’m asking. We are all fully aware that the server performance issues hinder us no matter the system. But onto your actual points...

 

  1. War Team =/= Less Bias. The propensity for bias will exist in the exact same amount no matter what you label the team. I’m cool w/ a War Team, just not for this reason.
  2. Ratio system will be looked into.
  3. “Next bring an actual warclaim system...” Yes, what do you think that should include? What makes a warclaim system an “actual” warclaim system?

 

1 hour ago, bepis said:

Less ways for people to hide from RP concequences by utilising OOC

 

Could you expand on that? Maybe provide some examples? Discord DMs are open if you don’t wanna stir up drama by name dropping on the forums. Sykotic#1867

 

 

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Nothing should stand in the way of an RP war. If someone can put an army together and march it toward the gates of a city, a warclaim should happen, full stop.

 

Remove CBs and asinine backroom negotiations. Focus on standard procedures for actual warclaims, not bizarre prewar litigation – the reason the last two wars have been so disastrous is that we have allowed dueling nations to argue the rules of engagement, with whoever strongarms the staff prying an advantage out of thin air.

 

If a siege takes place, it should follow the same rules as every other siege: Cobwebs shouldn’t be banned for one siege and allowed in another. If there’s a skirmish, everyone who can show up should be allowed to take part. Meanwhile, we should write war rules that take a load off the server hardware and compensate for minecraft netcode’s inability to host 200 players in a single chunk. 

 

Telanir’s fantasy of both sides of a war cooperating is nice, and something I think we should strive for as a server, but it’s not happening now. We need to have rules that reflect that. 

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