-War Rules- These rules apply war-like conflicts in game. Breaking or loop-holing through any of these will result in appropriate punishment as deemed by the moderating or administrative staff. Reading these rules is mandatory, and it will save you some confusion in the future, we also do not accept ignorance to theses rules as an excuse. They are subject to change and modification, so check back often. -=- There is currently a system of Forced Conquest on the server, which can be read up in more detail in the following spoiler tags - -=- You need a just RP reason, or 'Casus Belli' to declare war. If there’s no reason for a war, it’s dumb, don’t do it. -=- 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. -=- 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 Trebuchets or building-focused siege engines = 500 minas -=- 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 war claim itself. -=- 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 War claim battle is fought.). -=- 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. -=- 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. -=- Redefining the pillage claim: Upon victory, the victorious party will be given permission to unlock lwcs for 1 hour. 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 through RP, but remember to 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. -=- GM assistance for door breakdowns, siege equipment, tunneling, and TNT aren’t guaranteed in raids on the warfront, but are in war claims (Outside of the warclaim battles, if you can't get in MCly, you can't get in RPly, locked doors and no perms withstanding.). -=- During war claims, 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. -=- Racial and Sub-racial Capitals are subject to addition rules in regards to warclaims; 1. TNT can be denied by the defenders unless the staff intervenes. This is to prevent excessive griefing upon the city. -=- "One day alts" or any similar alternate characters and accounts made specifically for use in combat alone are strictly banned -Raid Rules- Raids are only allowed regularly during wartime and at extended intervals with small parties in peacetime, in the following manner: -=- Revamped Raid Rules Main points - The warfront system will not apply to raids, as it has next to never been used and seems to be cumbersome above all else. Two rulesets based upon the RP situation. All server rules still apply to this. Trolly, un-RP happenings won’t be tolerated such as spamming, obvious real life references, etc. Focusing on nations, official nation recognised and supported assaults will be given more freedom than simple erratic brash raids. Raids are classified only as attacks on populated settlements, marches through general enemy land are not raids and have to limit, except the usual server rules. Varieties of Raid There are two types of raiding; Nation-endorsed and Impromptu. The use of these two separate types will depends on the state of conflict between the would-be attackers and defenders. Impromptu - The state of raiding that exists when a non-nation affiliated guild, group or faction decides to raid another, or when permission from a nation leader is not given. Assumed to be less organised in strength and more hodgepodge than an assault backed officially by a nation’s military. Only a small amount of raiders may partake in this type of hasty attack on a populated structure or settlement. A maximum of 8 raiders. Looting of unlocked chests in any non LWC accessible areas is permitted. Group must have a legitimate RP reason for raiding said defender, simple banditry would suffice for a reason in an impromptu raid. Cooldowns before a given group can raid again -> Defeat in raid - 48 hours Victory in raid - 12 hours. Indecisive - 24 hours, 1 day. Nation endorsed - A more organised and coordinated force with the official support, armaments and troops, perhaps even a section of a nation’s army itself, decides to raid another immediately before or during a state of war. Permission to undertake such an action would be given by the leader of the faction in question. In such an organised raid, a much larger amount of soldiers may assault the target. A maximum of 20 soldiers. Group must have a legitimate RP reason for raiding said defender. Simple banditry will not suffice for this type of raid, it would have to be a reason of war, harrying enemy forces or harrassing defences, etc. Looting of unlocked chests in any non LWC accessible areas is permitted. For a raid to be classed as nation endorsed, a state of conflict must be declared in roleplay (On the forums, most likely) between said attacker and defender, by the nation leader. Such a declaration would most commonly be a declaration of war. It must explicitly state that such raids are permitted. By declaring that these raids are permitted in his/her name, the nation leader takes indirect responsibility OOCly for any actions perpetrated by the raiding group as a whole. Only the leaders of the Humans, Orcs, Dwarves, Elves, Caliphate and Salvus may endorse these larger raids. Cooldowns before a given group can raid again -> Defeat in raid - 72 hours, 3 days. Victory in raid - 12 hours. Indecisive - 24 hours, 1 day. Victory - Breaching the settlement in question and destroying or capturing a significant amount of the defending enemy force, before withdrawing. If the entire defending faction’s force is caught outside their settlement and killed, raid will be classed as a victory regardless of breach. Indecisive - Only a couple people on each side are captured or killed by the opposing force and no pivotal breach in the raided settlement is reached. If a stalemate occurs for more than 20 minutes with the defenders held up in their settlement, then the attackers must retreat and the raid will be decided as indecisive. Defeat - The defending faction manages to sally forth and rout the attackers, forcing them back to where they came from. If an attacking force is defeated in such a manner, the defending force may counter-raid once, with an unlimited number of soldiers if they so wish, a raid not subject to the standard cooldowns. A faction may only break the properly of their enemy without permission if it is NOT in their region. All destruction RP of enemy property outside their own region MUST be done properly with a GMs RP help, etc. -=- Raid baiting is not allowed, 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. -=- Horses in Wars, Raids, or any other conflict may not be used as a means to jump over walls or other fortification 3 or more blocks tall. It may be possible mechanically but it makes no sense in RP. People found doing so will be banned for the duration of the conflict they are participating in, and perhaps longer if they are a repeat or problem offender. Last Edit: 6/11/2015, 9:45 PM EST