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War Rules

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-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.

 

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There is currently a system of Forced Conquest on the server, which can be read up in more detail in the following spoiler tags -

 

 

 

 

In this system of ‘Forced Conquest default’, the main mentality (much like VA’s), is that leaders will be trusted with the right to force conquest in order to promote roleplay, but with the caveat that this right CAN be taken away if it is abused it to a ridiculous extent, similarly in concept to villainy blacklists. However there will certainly be exceptional objective circumstances where forced conquest can be taken away and will NOT be allowed.

 

Base Rules:

(Forced Conquest is by default allowed until one of these rules has been broken.)

 

  • When the Casus Belli for the beginning of a war has been blatantly meta-gamed or has been obtained through the breaking of server rules in any way.

 

  • In the case of blatant OOC harassment and outright bullying by the conquering side’s leadership and command structure, who simply want to take the territory because it would be funny to simply exterminate a group. (i.e, be civil OOCly, don’t shitpost!)

 

  • In addition to these rules, a conquering nation or force must take adequate measures in-game and on the forums to occupy a city and/or territory and provide some form of roleplay to the inhabitants of that city within a week of the conquering, or else grant civil control of the area back to its original leaders, and the area will be unconquerable by the same force for another month. (The human vassalization of the elves is an example of decent post conquering RP.)

 

There are two cases in which this rule can be rendered null and void:

  • The original inhabitants of the conquered territory OOCly do not co-operate simply to receive the lands back under their control, halting dynamic RP in its tracks.

  • The region was originally in the sphere of influence of the nation/entity which is now attacking it.

    • In these cases, the territory in question will remain indefinitely in the control of the conquering force, until an agreement is reached. Particularly concerning OOC halting of RP.

 

Types of Conquest

Conquest is a broad term, and has been divided into two sub-sections. Provisions have been put in place to prevent the destruction of unique racial RP and the destruction of highly populated and active cities.

 

Vassalization/Annexation

The incorporating of another nation’s sovereign territory into your own nation’s sovereign territory by either use of military force, or diplomacy. This is the only type of conquest allowed on the following:

  • Racial Capitals

  • Player created cities or states that have proven to remain active throughout a relatively long period of time.

 

If a playerbase is both high in numbers and maintaining high activity, the complete destruction of its city is counterproductive and most often detrimental to the server’s population and RP as a whole.

That said, to prevent the complete barring of dynamic RP, these cities are still liable to be conquered by invading nations and have new leaders and laws imposed on them as well as military occupation.

 

Destruction/Razing/Displacement:

As stated, the destruction of a city/town/village/plot and displacement of its population, does not apply to capital cities, but is eligible for any region that doesn’t fit the two criteria in the above Vassalization section.

 

  • If a “vassalization-only” region is conquered and vassalized, it may become liable to destruction and displacement by its new occupational state if it declares a state of open rebellion. The occupying force will not be allowed to destroy its vassal cities in cases of isolated unrest or violence, but cases of consistent, organized, escalating attempts to throw off the occupiers rule will result in the occupying nation being freed of any OOC restrictions in how they choose to end the resistance.

 

 

 

 

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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.

 

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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.

 

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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

 

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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.

 

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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.).

 

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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.

 

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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.

 

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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.

 

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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.).

 

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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.

 

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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.

 

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"One day alts" or any similar alternate characters and accounts made specifically for use in combat alone are strictly banned

 

-Raid Rules-

 

'Regardless of intent, provocation or reasoning, attacking the settlements, headquarters or base of another faction or nation in an impromptu manner (meaning without a warclaim, etc) is and will always be considered a raid. And thus will be subject to the same terms and conditions that raids are.

 

An exception to this rule will be in effect when the 'defending' faction has, in proper roleplay, provided an immediate reason for the attackers' need to get into the fort, such as the kidnapping of a member, etc. Just being attacked on the road does not count towards this exception.'

 

In addition,

 

'Should a skirmish start on a road and one side retreats into their settlement, headquarters or base. They have lost that battle. If they use the forts battlements or exit the fort and restart fighting they are breaking rules as they are starting a new engagement.'

 

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

 

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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.

 

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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.

 

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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

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