Jump to content

Server Rule Change-Log

 Share


Anore

Recommended Posts

Self-Teach/OOC Oversight Clarifications 

 

Changes:

[16.4/OOC Oversight Edit]

-One may learn magic, for select magics (see: Self Teaching), which fall under the umbrella of "OOC Oversight". With this, a student and teacher must still roleplay connection to the magic, and the student is required to self-roleplay lessons to see progression in the magic. OOC Oversight requires permission from the teacher to perform, and aswell, must be marked on the student's Magic Application.

aswell as


[19.1/Self Teaching addition]

-For magics in which one can hold an accepted Teaching Application, but is not required to have a Magic Application (see: Self Teaching), the player who holds the Teaching Application may put themselves on their own app as a student by contacting the ST. Then, they may progress through their magic at an accelerated pace, each tier taking half as long as typical (rounding down if instances apply; such as from 7 days Tier 1 -> Tier 2, rather than "3.5", the player would instead simply do 3 days.). Self-roleplayed lessons are unrequired to progress.

 

Rationale:

16.4 Has already been in place, functioning as a lore rule, without being included in Lore Rules. It did not make sense for a semi-hard-to-find post to have rules applying over lore, so it's been included in the rules section and will be updated in tandem with Self Teaching. 

 

19.1 is an addition which was added by the Self Teaching team to remove some frustration from niche scenarios and better allow flexibility in MA/TA holding for select magics. 

Link to post
Share on other sites

Original: 

N/A

 

Update:

Raid Rules

 

Rational: Keep the spirit of the rules in line with our mission statement. The rules are now concise, and allow for more roleplay to be generated.

Link to post
Share on other sites

Original: 

  1. You may only move four blocks per emote.
     

  2. You may not mechanically run away from roleplay combat without it being possible, and having emoted prior and awaited for a reply from the opposing party. If this breaks out into a chase, you may then run a /countdown once all parties are ready (3 minute wait max). No movement may occur after these emotes until the countdown is completed. The runner may not fight back or be assisted, the opposing party reserves the right to down and revive them, then continue the roleplay as if they are bound.
     

  3. You may only make one major and one minor action per emote. A minor action is an action that does not directly affect the outcome of the combat, whilst a major action does. For instance, a minor action would be drawing your sword, a major action would be dodging/jumping out of the way or attacking. Another example, aiming a bow or taking an arrow from a quiver would be minor actions, whereas notching it, drawing it back, and releasing it are major actions.
     

  4. If you must go AFK for 10+ minutes during conflict roleplay, no additional parties may join until 10 minutes after the AFK player has returned.

 

Update:

Renamed from "Roleplay Combat/CRP" to "Balance-Default Combat"

1) You may only move four blocks per emote whenever performing an action relevant to combat. This includes swinging a melee weapon, blocking an incoming strike, aiming a ranged weapon or preparing to throw a projectile as well as casting certain magics.

     1A) This also applies to characters on the receiving end of an action, such as being tackled, shot or hit. 


2) You may only move eight blocks per emote when your character is solely focused on sprinting.


3) You may only move eight blocks per emote whenever performing an action relevant to combat whilst mounted.

     3A) This also applies to characters on the receiving end of an action, such as being tackled, shot or hit. 
 

4) You may only move twelve blocks per emote when your character is solely focused on riding a mount.
 

5) You may fall any distance in one emote.
     5A) You may drop up six blocks vertically and continue action unhindered. Dropping up to nine blocks will result in a stumble, reducing movement to half for one emote thereafter. Dropping up to twelve blocks will result in a broken leg, reducing movement to one quarter for the remainder of the combat and thereafter until healed. Dropping up to fifteen blocks will result in serious injury and a character becoming incapacitated or unconscious atop broken limbs. Dropping up to eighteen blocks will result in a character’s death. 
     5B) Characters can drop an additional three blocks if landing in water or a haystack that is three blocks deep or more. 


6) You may only say one sentence (approximately fifteen words) of speech in character per emote whilst combat is ongoing. 

 

7) You may not relay messages to characters outside of shout range in combat. This means the use of couriers, messenger birds and other forms of long distance communication are prohibited. 
 

8) When a character leaves a combat scenario they are unable to return until the ongoing combat has been concluded, as agreed by both sides, nor may they leave and rally others to join the combat roleplay they were not otherwise present for. Exceptions can be made to this if both sides agree. 


9) Combat is considered “Locked” 10 minutes after the beginning of combat, preventing others from joining unless both sides agree. 
 

10) Surgery and other medical procedures beyond first aid cannot be performed in combat. 


11) Combat roleplay does not adhere to mechanical standards and instead follows common sense logic. For example: your character can not pull a boat out of their pocket even if there is a boat in your minecraft inventory.
     11A) The sole exception to this rule is with regards to special items used in combat like weaponry, potions and magical objects that must be in your mechanical inventory where appropriate to be used in combat roleplay.

 

Rational: Updating combat rules to be more expansive based on moderation verdicts and observation/player request relating to full implementation of CRP Default onto the server. Will be observing and testing extensively to see if changes are required over next couple months.

Link to post
Share on other sites

Original: 

N/A

 

Update:

Raid ladders and TNT can be used at any time during or leading up to a raid of 5 or more people. 

  • The raiding party must include in the raid modreq that they will be using PvP equipment.

Players must emote in shout placing the equipment in a minimum of three emotes if PvP has not yet started.

  • Players who seek to break the equipment through RP means must emote 3 times uninterrupted to successfully disarm it.
  • Emotes are not required in PvP

Rational: N/A

Link to post
Share on other sites

Original: 

N/A

 

Update:

Category: Lore & Magic 
Section: Lore and Magic Usage
Rule Added: 7.1
Rule 7.1: Characters under sixteen may not learn any feat/magic or become a creature, unless explicitly specified in the relevant lore.

 

Rationale: This is something that's been enforced longer than I've been on the server and it isn't written anywhere. A character is not anywhere near physically/mentally developed to learn magic before this age. While this does not change how one can learn of or about a magic/feat/ca/etc., it simply means they may not apply for it, just as before. 

Link to post
Share on other sites

Original: 

Metaplay

The play-beyond-play. Coercing, pressuring or ostracizing players to influence in-character outcomes. Out-of-character / backdoor driven narratives, events, or outcomes; fabricated or canned roleplay that serves an OOC motivation. IC activity that opposes the creative and spontaneous spirit of roleplay.

Metaplay is the degeneration of roleplay. It may occur with or without metagaming & powergaming—but it does not include the facilitating or gathering of RP.

Some examples are OOCly organized plots, alliances, wars, or other in-character decisions.

 

 

Update:

Metaplay

The play-beyond-play. Manipulating, coercing, pressuring or ostracizing players to influence in-character outcomes. Out-of-character / backdoor driven narratives, events, or outcomes; fabricated or canned roleplay that serves an OOC motivation. IC activity that opposes the creative and spontaneous spirit of roleplay.

  • Metaplay is the degeneration of roleplay. It may occur with or without metagaming & powergaming—but it does not include the facilitating or gathering of RP. It is an intentional subversion of rules and roleplay to serve an OOC motive through malicious act(s).
  • Some examples and further explanation are available [on this post].

 

 

Rational: Clarifying a potential issue with vagueness to define that metaplay is strictly a bad-faith act. 

Link to post
Share on other sites



Original: Final ruleset of 9.0.

Spoiler

State of War

You may declare a state of war at any time by posting a warclaim with an indication of your target tiles, and your nation and allies route to the targets. A state of war will continue until there has been no initiative to set up a warclaim for two weeks.

Acts of War

Buying a tile or founding an exclave directly adjacent to a realm’s capital tile is considered an act of war, unless your capital was also next to that tile. As such, they may pursue conflict as the defender within two weeks of the purchase or settlement of the tile in question.

Costs

Participant War Cost

Attackers, defenders, and their respective allies all pay a base cost of 25 mina per player at the time of the warclaim. There will be no base cost when defending your own capital, though allies still need to pay.

Participant Travel Costs

As the defender, attacker, or ally of either, each tile your army travels through to the target tile incurs an extra 5 mina to the per player war cost. Attackers must start from a core tile, defenders may start from anywhere in their territory, and allies of any side must start from a core tile. A warpath may not start from an exclave, with the exception of the defenders should said exclave be the target.

If the war is continued with another warclaim, travel costs are calculated from the last fought on tile.

Risks

Joining a War as an Ally

If you involve yourself in a war, expect reprisal by the main aggressor or defender — they may choose to alter their war path and choose you as the target.

Risk of Traveling Armies

Passing through or within one tile of sovereign territory without permission may result in a 1v1 warclaim posted by the territory owner within 48 hours of the warclaim post, on one of the tiles on the warpath to stop your army from traveling through their lands. If they lose, you may travel through their territory uninhibited. If you lose, your travel costs start back at your main territory.

Warpaths

Attackers must travel from their starting location to the tile that they wish to attack. This incurs a per tile increase in travel costs. If an attacking army is traveling adjacent to a core tile with a vassal or fort build, they must warclaim it.

Tile Victory Conditions

Definitions

Annexing: Tile immediately becomes part of your realm and vassals may evicted with 3 days notice. Anything else on the tile may be immediately evicted.


Razing: Tile is evicted and released from any realm and is returned to the monks. The build will be rolled back or turned to ruins on staff discretion.


Pillaging: Tile remains as part of the defending realm, but you may take 10% of the realm’s treasury and stockpiles.


Subjugation: The tile becomes part of your realm and can be annexed after the designated waiting period. During this time, you may not add or remove citizens and leaders. A subjugated vassal / capital may not rebel or revolt until they are incorporated into the new realm. New realms cannot be created by the subjugated group until this period is over. If an realm or vassal wishes to continue participating in a war after being subjugated, they forfeit the subjugation period. After the subjugation period, tiles may be annexed or razed.

 

Tile Types

Exterior Tiles or Non-Vassal Core Tiles
Upon victory in a skirmish of an exterior or unoccupied tile, or a siege on a core tile with no active vassal but a fort, you may annex or raze it.

Active Vassal Core Tiles
Upon victory in a siege on an active vassal core tile, you may subjugate for one month (and optionally raze after), or pillage it.

Capital Tiles
Capital tiles may only be warclaimed following victory in at least ¾ of vassal-occupied or fort-occupied non-exclave core tiles. Upon victory in a siege on a capital tile, you may subjugate for two months (and optionally raze after), or pillage it.

All core tiles surrounding the Capital tile must be warclaimed in order to siege the Capital tile.

 

Unconnected Land

Land that is not connected to your capital when annexed is declared an exclave.

Tide of War

In the event of a warclaim loss, the enemy is granted the right to take the offensive by posting a warclaim within 48 hours of the previous one ending. Conversely, in the case of a warclaim victory, the winner must post a new warclaim within the same timeframe. After this period, it is left to whoever posts first to initiate the next action.

Upgrading Tiles

Purchased or upgraded tiles during a State of War will not be considered as such for the duration of the war. If a tile is purchased or upgraded during a State of War and the realm is conquered, the conquering nations will receive the tile.

Eligibility

You must have 30 hours of playtime as well as appropriate roleplay as a realm member for the past month to participate within a warclaim. In addition to playtime, players must have been part of a realm for a minimum of 2 weeks prior to the first warclaim in order to be eligible for participation.

Dynamic factors such as potential alts or participants with no roleplay basis for fighting may result in denial.

New players may be granted exceptions on a case-by-case basis


Update: 
 

Spoiler

 

I: OVERVIEW 

 

GUIDING PRINCIPLES OF WAR

 

Community: Realm Leaders engaging in War will assume an active role in fostering quality roleplay & camaraderie -- Wars must be grounded in mutual OOC respect. 

 

Simplicity: Follow the spirit of the rules, not the word of law -- these rules create an environment for fun and organic War, so loopholing won’t be tolerated. 

 

 

Dynamism: You can run Wars any way you choose -- if all participants agree, they can (within reason) add, remove, or update any of the rules below before the first Warclaim. Amendments after the first Warclaim should be approved by Moderation to ensure all parties remain on the same page. 

 

 

WAGING & DECLARING WAR

 

 

Warclaims

 

War on Lord of the Craft is fought via ‘Warclaims’, where Realms rally their players and clash in large-scale PvP, in either a Field Battle or a Siege. 

 

Unless both sides agree otherwise, Warclaims are usually held on Saturday or Sunday afternoon between 1PM EST/6PM GMT - 4PM EST/9PM GMT. 

 

 

Starting a War: To declare a War, a Realm must make a ‘Warclaim Post’ that sets out the narrative of the War, their Wargoal, and their Warpath. The Warclaim Post should be made in the Warclaim Subforum

 

 

Justifications for War: War is often cruel and arbitrary. Realms may declare and wage War freely at their own peril

 

 

 

II: WAR RULES 

 

 

 

STATE OF WAR

 

You can declare a War at any time by posting a Warclaim in the Warclaim Subforum, which highlights the Tile (the land within an enemy Realm) you’re targeting, and the route your Realm (and any of your allies) are taking to that Tile. A state of War continues until neither side of a War initiates a Warclaim for two weeks. 

 

WARPATHS

 

The route an army travels from their starting location (a Core Tile within their Realm’s territory) to the enemy Tile being attacked is called a ‘Warpath’. 

 

When posting a Warclaim Post, you must include your Warpath in the same post. Allies joining the War - on either side - must also post their Warpaths as a reply to that post at least 72-hours before the Warclaim is scheduled to happen. Defenders do not need to post a Warpath (their allies do, though). Here’s an example of a Warpath: 

 

 

 

Target Tiles

 

Realms can only attack Tiles that they can reach without passing through another one of the Defender’s Tiles (or other hostile territory). For example, if the Attackers want to conquer Tile A, but Tile B blocks their Warpath to Tile A, then they first need to Warclaim Tile B. 

 

Warpaths Between Warclaims

 

After the first Warclaim - and while a State of War persists - all participating armies are ‘still on the march’ -- this means they don't reset their Warpath between Warclaims. Therefore, if there is a follow-up Warclaim on a Tile adjacent to where the first Warclaim was, then Warpaths must simply move only one Tile. 

 

THE COST OF WAR 

 

 

Participant Base Cost

 

Attackers, their allies, and the Defender’s allies all pay a Base Cost, which is determined based on the type of Wargoal (see below) a given War pursues. These Base Costs are charged per player, per Warclaim, and consist of: 

  • Pillage Warclaims: 25-mina per player, per Warclaim.
  • Raze Warclaims: 40-mina per player, per Warclaim. 
  • Conquest Warclaims: 50-mina per player, per Warclaim. 
  • Subjugation Warclaims: 100-mina per player, per Warclaim*.

 

*Capital Tiles require two Warclaims, but Base Costs are only charged once and are calculated on the numbers at the Warclaim with the larger attendance. 

 

 

Travel Cost

 

Attackers, their allies, and the Defender’s allies all incur a Travel Cost of 15-mina per player, per Warclaim, for each Tile their Warpath passes through to the target Tile. This applies on top of the Base Cost, and the target Tile for the Warclaim is not counted towards this. 

 

If Attackers are defeated in a Warclaim and the Defenders do not counterattack, the Attackers do not need to repay Travel Costs to attack the same Tile again while a State of War persists.

 

 

RISKS 

 

 

Joining a War as an Ally

 

If you involve yourself in a War, you risk reprisal from the main Attacker or Defender -- don’t be surprised if they pivot to Warclaim you!

 

Interception

 

Travelling armies need to be on their guard.

 

If your Warpath passes through the Tile of a third-party Realm without their permission, that Realm can try to ‘Intercept’ your army -- this means you need to fight the intercepting Realm in a Warclaim to pass through their Tile unimpeded. A Realm declares their intention to Intercept by posting on the Warclaim Post within 48-hours after their target posts their Warpath; it doesn’t matter if the intercepting Realm has been uninvolved in the War until that point. 

 

 

Interception Warclaims are usually 1v1, except where multiple allies are using the same Warpath. 

 

 

If you win an Interception Warclaim, you can pass through the Tile to your destination. If you lose an Interception Warclaim, you face the following penalties: 

 

  • Resubmit a New Warpath: This new Warpath can’t pass through the Tile you were intercepted on; if this is impossible (i.e., you were intercepted at a bottleneck), then you can’t participate in the main Warclaim -- your army can’t reach the battlefield!

 

  • Travel Costs: These costs are recalculated based on the new Warpath, and they’re charged on top of the Travel Costs you incurred before you were intercepted.

 

  • Intercepting Realm: If the Realm that intercepted you goes on to participate in the main Warclaim by posting a Warpath, then their army is no longer able to intercept you, meaning you can pass by any bottlenecks -- but only after the first Warclaim. 
    • Conversely, this means if the intercepting Realm doesn’t participate in the main Warclaim, their army is able to attempt to intercept you - and other Realms - indefinitely. 

 

 

Note that intercepting is a complex system to make Wars dynamic, but to avoid Wars being dragged out, a marching army can only be intercepted once per week. 

 

 

WARGOALS 

 

When a Realm declares a War, they must do so with an objective called a ‘Wargoal’.

 

Conquest

 

‘Conquest’ is where an Attacker seeks to annex a Tile and directly absorb it into their Realm. 

 

Conquest Warclaims have an increased base cost of 50-mina per player, per Warclaim. If you win a Conquest Warclaim, the conquered Tile will have a 7-day Eviction Notice before it is added to the conqueror’s Realm. 

 

 

Razing

 

‘Razing’ is where an Attacker seeks to destroy a Tile and drive off settlers without annexing it as part of their own Realm. A razed Tile becomes unclaimed, and any builds on the Tile are destroyed or turned into ruins by Staff; Realms who have one of their Tiles razed can’t repurchase the Tile for a minimum of 4-weeks after the Raze Warclaim. 

 

Raze Warclaims have a base cost of 40-mina per player, per Warclaim. If you win a Raze Warclaim, the razed Tile will have a 7-day Eviction Notice before it becomes unclaimed. 

 

 

Pillaging 

 

‘Pillaging’ is where an Attacker seeks to plunder the treasures of an enemy for themselves. Only Core Tiles can be pillaged. 

 

Pillage Warclaims have a base cost of 25-mina per player, per Warclaim. If you win a Pillage Warclaim, you gain the following: 

 

  • 20% of the Enemy Treasury: You steal a flat ⅕ of the defeated Realm’s Treasury as of the date that the War was declared (not the Warclaim). Realm’s won’t be allowed to unreasonably lower their Treasury in advance of the Warclaim, and Moderation will always check Treasury payments around a Pillage Warclaim. 

 

  • 20% Tile Resources: Your Tile resources are buffed based on the resources of the Tile you have Pillaged -- i.e., if you Pillage a Tile with 10 Netherite Nodes, 2 Netherite Nodes can be added to one of your Netherite mines. This buff is temporary, lasting for 3-months, and it can be stacked if you Pillage multiple Realms. Pillaging does not remove Nodes from defeated Realms. 

 

 

Subjugation

 

‘Subjugation’ is where an Attacker tries to forcibly vassalize an enemy Realm. Subjugation Warclaims can only be done on Capital Tiles, and only after all Tiles surrounding the Capital are held by you or your allies. Uniquely, Subjugation Warclaims consist of two Warclaims -- first, Attackers must win a Field Battle in order to Siege the Defender’s city. If the Attackers are defeated in the Siege, then they must once again win a Field Battle in order to progress. 

 

Subjugation Warclaims have a Base Cost of 100-mina per player, per Warclaim (while Capital Tiles require two Warclaims, the Base Cost is only charged once). 

 

 

If you win a Subjugation Warclaim, the defeated Realm is forcibly made your vassal -- for a period of 1-month, you can’t remove citizens or leaders from the subjugated Realm. After this 1-month period, you can either keep the subjugated Realm as a vassal with their own Realm Status or incorporate them into your own Realm (meaning the subjugated Realm will lose their Realm Status and all associated privileges, and instead become your direct territory). 

 

 

During the 1-month period, the subjugated Realm can’t rebel or revolt against you. 

 

 

TIDE OF WAR

 

When an Attacker wins a Warclaim and achieves their Wargoal, they can continue the War by posting a follow-up Warclaim within 48-hours of their victory with another target, Warpath, and Wargoal. Remember that armies are ‘stationed’ around the Tile where the last Warclaim took place, so Warpaths don’t need to restart in their territory. 

 

When a Defender wins a Warclaim, they seize the initiative and can post a counterattack Warclaim within 48-hours of their victory. Alternatively, Defenders can choose to gain a 1-week cooldown from being Warclaimed, after which the initiative reverts back to the Attacker. 

 

 

The only exception to this is in the case of Capital Tiles. In order to triumph over a Realm’s Capital, an Attack needs to win two Warclaims; one of these will be a Field Battle, and the other a Siege of the city itself. In the same way that the Attacker must win both Warclaims consecutively to succeed, the Defenders must win both before counterattacking.

 

 

TILE TYPES 

 

 

Uncored Tiles

 

An ‘Uncored Tile’ is a Tile that a Realm has not upgraded to a Core Tile and does not have any vassals, forts, or major builds on it. An Uncored Tile can be Conquered, Razed, and Pillaged by winning one Field Battle on it. 

 

Cored Tiles

 

A ‘Cored Tile’ is a Tile that a Realm has upgraded and likely contains vassals, forts, or major builds. When a Warclaim occurs on a Cored Tile, the Defenders can choose whether they want to fight the invaders in a Field Battle or a Siege. If there are multiple fortifications on a Cored Tile, the Defenders can also choose which one to fight a Siege from. 

 

Capital Tiles 

 

A ‘Capital Tile’ is the heart of a Realm and its final frontier, and a Capital Tile can only be targeted by Pillage or Subjugation Warclaims. 

 

There are two unique mechanics for Capital Tiles:

 

  • Surrounding a Capital: In order to launch a Subjugation Warclaim on a Capital Tile, all Tiles surrounding the Capital need to be conquered by you or an ally (or unclaimed).
     
  • Two Warclaims: Capital Tiles require two Warclaims to Subjugate -- a Field Battle and a Siege, and an Attacker needs to win both consecutively to succeed in their Wargoal. If an Attacker wins the Field Battle but loses the subsequent Siege, then the War reverts back to the Field Battle stage again. 

 

Upgrading Tiles During War

 

You can’t upgrade/Core an Uncored Tile during a State of War, even if the Tile you want to upgrade is not the target of a Warclaim. You also can’t purchase any new Tiles during a State of War.

 

This is true for Attackers, Defenders, and their allies. This is because the course of War could shift to any of their territories depending on how the War unfolds. 

 

 

ELIGIBILITY

 

In order to participate in Warclaims, every player needs to meet the following requirements:

  1. You need at least 20-hours of playtime in the last 30-days. 
  2. You need to be a member of a participating Realm for at least 14-days before a Warclaim.
  3. You need to have reasonable roleplay activity; in order to prevent ‘shadows rallies’, PvP alts, or off-server recruits, players who may meet the above requirements but have little-to-no roleplay activity can still be barred from participating. 

 

 

III: INTERNAL CONFLICT

 

 

An ‘Internal War’ is a civil conflict within one Realm, and operates with different mechanics. 

 

 

Costs: There are no Base Costs or Travel Costs in an Internal War.

 

 

Allies: As the name indicates, outside Realms can’t participate in Internal Warclaims (but they can assist with raids, supplies, etc.). 

 

 

Eligibility: In order to participate on either side of an Internal War, players must be a member of the Realm for at least 14-days before the outbreak of War. 

 

 

TYPES OF INTERNAL WARS

 

 

Rebellions 

 

A ‘Rebellion’ is where a vassal within a Realm declares independence. 

 

When this happens, a Realm needs to post a Warclaim to contest the Rebellion within 14-days, which will be a Siege on the rebelling vassal’s region. If the Realm doesn’t try to quash the Rebellion after this time, it will succeed automatically.

 

 

If the Realm defeats the Rebellion, all rebel vassals may be put under an uncontestable 3-day Eviction Notice. If the Rebellion succeeds, the Tile on which the rebels are on becomes independent (other vassals on that Tile are at the whims of the victorious rebels). This Tile can either become its own Realm, or join another. 

 

 

Rebellions cannot happen on a Capital Tile.

 

 

Revolutions

 

A ‘Revolution’ is a civil war to usurp control of the entire Realm.

 

Launched from a vassal region, a Revolution requires revolutionaries to fight their way to the Capital. Revolutionaries need to fight their way to the Capital, which requires them to fight either a Field Battle or a Siege on each Tile they need to pass through (the type of Warclaim is chosen by the Defender), unless the vassals on a given Tile defect to assist the Revolution (if there are multiple vassals on a Tile, this is determined by majority i.e. 2 out of 3 vassals side with the Revolution - in the event of a tie, the Tile must be Warclaimed). 

 

 

If the revolutionaries reach the Capital Tile, they must win a Siege in order for the Revolution to succeed (in this context only, Capital Tiles do not require both a Field Battle and a Siege in order to expedite civil wars so that a Realm can return to normality sooner rather than later).

 

 

To quash a Revolution, the Realm needs to turn the Tide of War and fight their way to the revolutionaries headquarter and fight through each hostile Tile on the way, unless the majority of Vassals on those Tiles have affirmed their loyalty to the Realm.

 

 

If the Revolution succeeds, the leader of the Revolution becomes the new Realm Leader. If the Revolution is defeated, any vassals who fought for it may be put under an uncontestable 3-day Eviction Notice.

 

 

IV: LAIRS

‘Lairs’ are hidden communities of Magic Users or Creatures, which are regulated by the Story Team. 

 

If a Lair is on a Realm-owned Tile, the Realm can Warclaim them with a Base Cost of 40-mina per player. A Realm can’t Warclaim a Lair located inside another Realm. Allies can assist with a Warclaim on a Lair, though Travel Costs apply. 

 

 

If the Realm is victorious, the Lair is placed under a 1-week Eviction Notice. If the Lair is victorious, it becomes immune from being Warclaimed for 2-months. 

 

 

Important to note is that Lairs are meant to be hidden communities; it’s open to them to abandon the Lair in advance of a Warclaim. The Story Team can, at their discretion, grant a new Lair to those fleeing the Warclaimed Lair. 

 

 

V: BUILDING & SIEGE WEAPONS 

 

BUILDING

 

Defences and fortifications should always be made before a War breaks out, not after. As a result, once a State of War begins, participating Realms can only make minor and temporary modifications to any of their builds, which need to be submitted to the Moderation Team 48-hours before a Warclaim.

 

Sieges - Defenders 

 

Once a State of War begins, Defenders facing a Siege can only modify their keeps with minor changes like wooden hoardings, palisade walls, or earthen ramparts. Substantial additions like new stone walls, towers, or gates are prohibited. In particular, new mechanical doors, gates, and lifts created via the Craftbook plugin are only allowed leading to new platforms for Siege Weapons. 

 

Examples of inappropriate siege defences for Defenders include:

 

  • Anti-Ladder Spam: Stairs, buttons, etc. are allowed to hinder laddering, but need to be well-done, non-excessive, and integrated into the build. Sign-spam isn’t allowed.

 

  • New Gates: In order to preserve the original layout of the build, and to encourage players to build defences with this existing layout in mind, gates can’t be added or removed.

 

 

  • Moats: Trenches and moats can be dug around builds within reason. 

 

 

  • Traps: Traps are permitted so long as they aren’t insta-kill or inescapable. Lift-sign traps are not allowed. 

 

 

  • Berry Bush Spam: Bushes are permitted, but in excess (such as dense rows).

 

 

Sieges - Attackers

 

When besieging an enemy castle, Attackers can build siege camps with minor fortifications to protect their Siege Weapons. These forts should be modest, consisting only of wooden palisades and earthen ramparts. Excessive defences like pancake-layering aren’t allowed, and siege camps are allowed a single Craftbook gate at their entrance. 

 

Examples of inappropriate siege defences for Attackers include:

 

  • Pancake Layering: Siege camps should be limited to 1-block-thick wooden walls with platforms for Siege Weapons. Excessive layering up and across isn’t permitted.
     
  • Anti-Laddering: Stairs, buttons, etc. are allowed to hinder laddering, but need to be well-done, non-excessive, and integrated into the build. Sign-spam isn’t allowed.
     
  • Moats & Traps: These aren’t permitted for siege camps.
     
  • Berry Bushes: These are allowed on the exterior of a fort, provided they’re not in excess.
     
  • Gates: Siege camps are allowed a single Craftbook gate at their entrance. 

 

Field Battle Building

 

In a Field Battle, Defenders can build minor fortifications such as wooden walls, but can’t include any doors, gates, etc. 

 

Attackers can’t build anything in a Field Battle.

 

 

 

 

 

SIEGE WEAPONS 

 

 

 

 

‘Siege Weapons’ are artillery engines that Attackers can use during a Siege to breach enemy defences, and that Defenders can use to bombard enemy encampments. Siege Weapons operate via plugin and include:

  • Cannons: High-powered artillery ideal for precision shots aimed at destroying enemy artillery.

 

  • Trebuchets: Destructive engines effective at bombarding enemy strongholds in order to make a breach for invading armies. 

 

 

  • Ballista: Anti-personnel artillery that does not damage the fortifications, but the enemies defending them.

 

 

All Siege Weapons need to be calibrated during a Siege using coordinates to determine their accuracy, and Siege Weapons need to be reloaded after at each shot (the speed of which is determined by how many players assist with reloading). 

 

 

Risks of Siege Weapons: Your artillery might be powerful, but so is the enemy’s -- if hit by enemy artillery (i.e. Cannons) then your Siege Weapons can be destroyed. Armies that neglect to take out enemy artillery might find themselves bereft of their own, and left with no way to breach a keep. 

 

 

Making Siege Weapons: Siege Weapons can be crafted in-game at a Smithing Table, alongside the required ammunition. Siege Weapons that survive a Warclaim and unused ammunition can be refunded or transferred to a subsequent Warclaim. 

 

 

VI: CONDUCT

War is a unique and important part of the Lord of the Craft; given its scope and scale, there is no more ambitious form of collaborative storytelling than War. 

 

Yet War can also be stressful and tense for all sides, given that it can determine the fates of entire communities and in-game history. Conscious of this, all players have responsibilities when it comes to participating in War to make the experience as good as possible for everyone.

 

 

Of our Realm Leaders, we expect to lead by example - as the figureheads of War, Realm Leaders have a major role to play in making War a cooperative effort. We expect them to be patient, accommodating, and to act in good faith; in the same vein, we expect them to take reasonable steps to keep players in their Realm from acting out. 

 

 

Of our Shotcallers & Commanders, we expect calm and flexibility. Leading and coordinating combat scenarios can be rewarding but intense, and often Moderators will need their cooperation to resolve issues in PvP. Like Realm Leaders, Commanders also set the tone for the players that follow them, and so they need to discourage bad faith behaviour when they see it. 

 

 

Of our Players, we expect courtesy and decency. While War can lead to frustration and upset when certain battles might not go in their favour, lashing out or attacking your opponents OOC is never the solution and is never allowed. Similarly, friendly competition and banter is fine; OOC insults and smearing is not. 

 

 

Good faith is the single most important facet of a successful War for all sides. Roleplay Leadership Guidelines, Community Guidelines, and Roleplay Standards are especially important in War. Though Staff will never seek to actively intervene in War roleplay, this can be necessary in cases of bad faith, such as targeting communities based on OOC grudges, engaging in egregious Metaplay to secure victory, or unfair or underhanded tactics (i.e., mass off-server recruitment for the sole purposes of winning a War). 

 

 

 

Rational: 10.0 Adjustment of war rules. Major changes include differing costs for unique war goals, changes to requirements for subjugation of realms, and reducing eligibility requirements.

 

 

Link to post
Share on other sites

Original:
Subjugation:
During the 1-month period, the subjugated Realm can’t rebel or revolt against you.

Update: 
Subjugation:
During the 1-month period, the subjugated Realm can’t rebel or revolt against you. After the 1-month subjugation period, the conquering realm may have the PRO of the subjugated Realm / vassal changed without risk of rebellion or revolution. This must be requested within 1 week of the end of subjugation.

Rational:  Clarification of intention within Subjugation rules.

Link to post
Share on other sites

Guest
This topic is now closed to further replies.
 Share

  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...