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Current War Rules

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Current 3.0 war rules. Figured I'd put them somewhere people can find them rather than them being hidden in some obscure news thread in a spoiler.

http://www.lordofthecraft.net/topic/100080-war-skills-40-and-the-future/
 

The New War System
 
Types of War
 
These are the different types of war that can be ‘conducted’ on the server:
 
Invasion: One nation invades another. This proceeds according to the War Mechanics section. A nation can only invade adjacent territory or territory they have permission to pass through, and they cannot invade by sea unless agreed on. An invasion only takes place in the nation being invaded. The invader has initiative.
 
After the first battle, if at any time the defender owns all of their territories, they win. This means that if the invader loses the first battle, they immediately lose the invasion. The invader cannot attack that nation for three Elven months unless that nation attacks them. They can still attack other nations, however.
 
Pillage: One nation attacks another settlement in order to sack it. This is a single battle. If won, that nation gets temporary region access to pillage the settlement. If they lose, they cannot attack that nation for one Elven month unless that nation attacks them first. They can still attack other nations, however.
 
War of Secession: One town declares itself independent or allied to another nation. The nation that owned it can immediately declare a warclaim to retake it. This is a single battle, resulting in either the recapture of a settlement or the settlement joining another nation or becoming independent.
 
Civil War: Any number of settlements within a nation can declare Civil War, splitting the nation into Rebel and Loyalist factions. All territories are Neutral save the rebel territories and the capital until they declare themselves Rebel or Loyalist, but they can turn their coats at any time without triggered a War of Secession. However, not siding with the winner may have consequences. This then proceeds according to the War Mechanics section until one faction is destroyed or peace is agreed (which may result in a nation split in two.) Initiative is determined by an open field battle.
 
This means rebel groups cannot actually do anything without controlling at least one territory.
 
Freeform War: The two factions agree on a freeform war and set the terms themselves.
 
 
 
Mechanics of War
 
The mechanics of war are how war works, and what rules must be observed during war time.
 
When two factions are at war, they take turns to ‘warclaim’ adjacent territories (forts, outposts, towns and cities). One faction has initiative, meaning they do the attacking, and they lose initiative by losing.
 
Warclaims are NOT done via a specific format, and nor are they required to be posted on the forums (although, it’s best if the later is done for organisation's sake). They are an agreement between the leaders involved in the war.
 
Prior to the war, battle terms are agreed. These determine what can be used in battles. By default, everything that is mechanically possible is allowed and everything that requires GMs or ModReqs is disallowed. All allies are allowed. This default applies to anything not specified in the terms, so be clear to specify very clearly what is allowed and what is not! Naturally, if the war involves attacking settlements, then some sort of siege weapon has to be agreed. Knowingly breaching the war terms, if proven, results in a server ban.
 
“Surprise attacks”, that is to say, attacks where one faction has allies and the other does not, are disallowed by default.
 
After the first battle has resolved, new territories cannot be built in the war area until the war is over.
 
When a Conquest Battle is won, the winner gets to appoint a new leader of that territory. This leader cannot lead any other territories in the warzone.
 
A war can be ended at any time by a peace agreement between the two factions. Otherwise, it proceeds until one faction is completely under the rule of the other.
 
If a war degenerates into OOC, then the Admin Team have the authority to stop it by majority vote, albeit in a manner incredibly unpleasant for both nation. N.B. It is extremely unlikely that this will ever occur.
 
 
 
Raids
 
Raiding parties have a four man size cap for unaffiliated raids and an eight man size cap for raids from a nation (although this counts as an attack). All raiders require 1a2a, no form of siege weapon (including ladders or grappling hooks) or ModReq access may be used.
 
This system is being put into place, and we’ll see how it goes. If it goes badly, or is detrimental to the server or to roleplay, we’ll remove it. Keep in mind however, it’s not actually us that designed this ourselves, this was designed largely (and I believe mainly) by nation leaders themselves.
 
Cheers to all the guys who worked on the system, and let’s see how well it works!

 

 

 

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