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Internal Conflict


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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.

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