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General War Mechanics


War System Features

 

War Chests: All incurred costs paid to Staff during a war are paid into a central war chest held by Moderation. The victor of the war will end up receiving the full contents of the war chest upon the conclusion of the war.

 

Posting War Claims: War claims must be posted on the forums in the War Claims sub-forum, where the reasons for war are detailed out with evidence. Term negotiations between the participating leaders will occur on this thread. All attempts should be made to conduct these negotiations in RP but OOC content will be permitted in parenthesis at the bottom of a post whenever necessary to explain OOC points. For the sake of RP negotiations, hostile action between the speakers is prohibited during the forum RP posts. Leaders may also choose to conduct negotiations through letters if in person interactions are not congruent with the tone of the situation. 

 

A discord channel will be made for the Moderation and each leader to interact and ask questions at will. Once the war claim is accepted and negotiations are finished, the thread will be locked. Updates to the war situation will be posted by moderation in that thread as needed (term updates, war status, etc.).

 

Pillaging: Pillaging is causing damage, vandalising, or completely disabling/destroying a target. For most conflicts, the pillaging mechanic occurs following a victory in battle or at the end of a war. The subject of the pillaging action drives what sort of damage is permitted by the enacting side. The pillagers may opt only to commit cosmetic damage to a target when appropriate to the type of war without incurring a CB against them. Damage must be RPed out by the pillagers, as well as all looting when permitted- a Moderator must be present. Looting will follow normal petty theft rules, with the exception being that items in frames/armor stands/bookshelves or named items may also be stolen from following an emote (Limit one per pillager).

 

  • Resource Nodes - When a node is pillaged it can no longer produce resources. It shall remain disabled for at least 2 weeks and will automatically be reactivated after 4 weeks; the tile owner may spend 50% the cost for a tile improvement to repair/reactivate the node after the 2 week hold. Pillagers may attempt to harvest resources from the nodes just prior to it being disabled. If the node has been secured by its owner, moderation will create a way inside for the pillagers. Any other sorts of buildings in/around the node will receive cosmetic damage.

 

  • Fortresses and Castles - When a fortress/castle not associated with a lair/settlement/city is pillaged, it’s main defenses will be heavily damaged and rendered completely ineffective. Exterior surrounding walls and gates will have crumbled sections, while keeps or strongholds will be laden with ruined material and collapsed sections. As well, 80% of all other buildings considered a part of the fortress/castle may also be ruined. The damage to the defenses cannot be repaired for at least 2 weeks, however, minor patches with wood materials can be built to shore against raids/banditing. Looting is permitted against fortresses/castles during pillaging. Damage sustained in a siege counts towards the criteria listed above.

 

  • Lairs - When a lair is pillaged, it’s main defenses (if any) will be softened and rendered mostly ineffective. This can look like crumbling sections of walls or knocking down gates/doors. The damage to the defenses cannot be repaired for at least 2 weeks, however, minor patches with wood materials can be built to shore against raids/banditing. In addition, cosmetic damage will be rendered to the lair as RPed by the pillagers which can be repaired after a week. Looting is permitted against lairs during pillaging. Damage sustained in a siege counts towards the criteria listed above.

 

  • Settlements - When a settlement is pillaged, it’s main defenses (if any) will be softened and rendered mostly ineffective. This can look like crumbling sections of surrounding walls/fortifications or knocking down gates/doors. The damage to the defenses cannot be repaired for at least 2 weeks, however, minor patches with wood materials can be built to shore against raids/banditing. Pillagers will also have the option to destroy one important building along with 10% of the normal buildings within the settlement boundaries. Pillagers may take the demolished resources. Moderation will determine the total buildings and which ones count as important buildings- the pillaged settlement leader will be consulted. In addition, cosmetic damage will be rendered to the whole settlement as RPed by the pillagers which can be repaired after a week. Looting is permitted against settlements during pillaging. Damage sustained in a siege counts towards the criteria listed above.

 

  • Cities - When a city is pillaged, it’s main defenses (if any) will be softened and rendered mostly ineffective. This can look like crumbling sections of surrounding walls/fortifications or knocking down gates/doors. The damage to the defenses cannot be repaired for at least 2 weeks, however, minor patches with wood materials can be built to shore against raids/banditing. Pillagers will also have the option to destroy two important buildings along with 20% of the normal buildings within the city boundaries. Pillagers may take the demolished resources. Moderation will determine the total buildings and which ones count as important buildings- the pillaged city leader (tile PRO) will be consulted. In addition, cosmetic damage will be rendered to the whole city as RPed by the pillagers which can be repaired after a week. Looting is permitted against settlements during pillaging. Damage sustained in a siege counts towards the criteria listed above.

 

Field Battles and Sieges

 

Battle frequency: Once a war is declared, battles MUST be fought at least once every 2 weeks. Sides that no show lose the battle and lose the ability to utilize ally support in the next battle.

 

Battle Victory Conditions: Battles end when one side is completely wiped out, if a previously agreed (By both sides) upon objective is met, or if one side avoids fighting for at least 1 hour- to include stagnant turtling or scattered kiting. Stagnant turtling does not apply to Defenders of a siege. Scattered Kiting is when a side is mostly broken and fringe fighters scatter around and prolong a lost battle by kiting endlessly. In either situation, turtling/kiting, the offending side will be given a warning to correct the behavior twice before the battle is called in favor of the other side.

 

Battle Boundaries: Battles are tied to a tile, the boundaries of a battle are the boundaries of the tile. Tiles will have “no-entry” flags applied for the duration of the battle to prevent unregulated fighters from entering and account for people who retreat from the battle from coming back. Alternate boundary plans include the use of a physical barrier created by the staff that roughly encapsulates the intended fighting area.

 

Battle Lag Contingency: In the event that the number of fighters expected to participate in a field battle overloads the servers capacity to host it, Split Battles will be employed by default. Split Battles are multiple battles held at different days or times on the same, all with different people in each split battle. Leaders will have to make tactical decisions on who should be in which battles as they cannot send players to more than one battle. Each battle will have its own roster for each side that will only be viewable to Moderation. 

 

Each split battle will be capped at 50 participants (25 for each side). Once one fills up, another split battle will be made with all new people from the remaining players. This will continue until all participants are assigned into a split battle. Survivors from the winning side of a split battle may join up with the next concurrent split battle and will be added to the authorized roster. All of these split battles only count as one battle for the sake of the war- both mechanically and within the RP narrative.
 

In the event of a tie, the main participants can either do a best of the best battle or call it a draw. If both sides are unable to agree, Moderation will flip a coin (/roll 2) to decide between battle (1) or draw (2).

 

Siege Engines: In the absences of a working siege plugin, the following will be used to facilitate their use in warfare/sieges. Engines must be purchased no later than the day before an anticipated battle or siege. As well, purchasers are responsible for supplying the builds with which copies will be made based on purchase quantity.

  • Catapult
    • 100 mina
    • 50 block range
    • Light damage
    • Ammo: 5
  • Trebuchet
    • 200 mina
    • 100 block range
    • Medium damage
    • Ammo: 4
  • Cannon
    • 300 mina
    • 150 block range
    • Heavy damage
    • Ammo: 3

 

Siege Rolling/Emote scheme: All siege engines will require at least 4 emotes to fire, with a minimum 3 man crew. The 5th emote will be done by the handling staff member once determined if the shot was successful following the rolls. For cannons refer to LINK for more details. Siege crews will do their emotes in quiet, while the 4th emote will be done in shout. Only one person will be designated the roller for one side, they will do a “/roll 100 -s” for each engine that is still operable/manned.

 

  • 1-10: Engine destroyed (Ammo transfers to other engines)
  • 11-40: Miss
  • 41-80: Indiscriminate hit 
  • 81-100: Intended target hit (Roller will tell their handler what to hit)

 

Volleys per engine are limited to once every 5 mins. If engines are grouped into firing lines or intended to be firing at roughly the same target/area, the whole group will be allowed to fire once every 5 mins.

 

Staff members handling siege shots must have their screen recording and should not be handling any other aspects of the battle until the siege phase is over. If a side wishes to resume using their engines, the designated staff member must return to their post immediately. Staff found to be abusing shots, withholding valid shots, causing extra damage, or otherwise will face punishment if misconduct is found in the video. Videos will only be made available to Mod Managers or Admins.

 

Siege operators can enter PvP at any time and can be engaged in PvP at any time. The enemy side can attempt to disable siege engines manually by routing/killing the operators and having at least two people attempt to disable/destroy each one through emotes. These emotes should be done in shout.

 

Other Siege Tactics:

  • Ladders: Ladders may be used during a siege and may be placed wherever normal MC mechanics allow. The sieging side should inform Moderation of their intended ladder placements at least a day before the battle. Once the battle begins, the sieging side can erect their ladders following a team of two emoting in #rp placing the ladder- Moderation will then place the ladders as best as possible. The besieged side can engage the ladder team in PvP at any time. Ladders can be removed by the defenders by a single person with emotes in #rp.

 

War Limitations and Restrictions

 

Old map CBs: Reasons for war cannot be carried over from the previous map. In the spirit of the New Age in RP, all future conflict should have valid reasoning stemming from the current map. Minor references can be made to the last map but cannot serve as the central reason for war.

 

Allies in War: All allies must be declared publicly on the forums in order to participate in any of the battles. Allies include groups, settlements, or nations that are not formally a part of the main participants' official military as detailed on the forums prior to the war. When allies are allowed per the CB and type of war being fought, they must either be no further than 2 tiles from the targeted enemy tile or 2 tiles from the friendly main participant territory. The former justifies that realistically the supporting army would be able reach the battle area via wild tiles unimpeded while the latter says that realistically the supporting army would be able to march through friendly territory to the battle. The starting and ending tiles are not included in the distance limitation, only the tiles between the starting and stop tiles count.

 

Owned tiles that are neutral to a war may authorize military movements through them using the same rules as previously stated- this arrangement must be posted publicly on the forums in order to be valid. For groups, lairs, or settlements apart from a nation but within nation owned tiles, the distance limitations are based on the tile in which they have their main base or settlement.

 

Note - Boats are a planned addition to the war rules that will allow participants to reach further distances on the map to aid in wars. Until then, the distance between tiles that are separated by water ways are assumed to be 1 tiles worth. The destination must be directly across from the starting tile, no across the map maneuvering.

 

Occupied Territory Rules: Territory that is forcibly occupied where a sub-region is created/transfered or when tile ownership is swapped can do whatever they wish with the builds within them. For example, if a fortress is occupied the new owners can choose to completely dismantle it into nothing. The only exception being for lairs or server accepted settlements which cannot be destroyed without Admin approval. 

 

Destroying these occupied areas can trigger actionable CBs depending on the importance/interest/relevance to the original owner. CBs do not trigger when the dismantling is to reverse previous aggressive action, such as an expansionist attacker building keeps in conquered lands to push further claims.

 

Mina Demands: For mina as a negotiable demand in war, the amount and payment plan will be determined by the participants. If one side refuses to pay their obligation following defeat, or fails to make two scheduled payments in a row, or fails to make three payments throughout the course of the deal; staff will deduct up to ½ of the original total mina demand and give it to the owed party. The owed party will also be awarded an actionable CB (Amendment War). Mina demands cannot exceed 1.5x times the standing treasury of the targeted group/settlement/nation when the war claim is called. This balance will be recorded by Moderation and only made available during diplomatic negotiations as necessary. In situations where groups/settlements/nations try to disguise or severely misrepresent their holdings OOCly to staff, a flat 10k penalty will be deducted from whoever holds the majority of a group/settlements money or from the national bank for that nation.

 

Wartime Build Rules: All builders during war time can be interrupted in RP, regardless of the use of fly. If a builder is in fly and are interacted with, they must descend directly down from where they are. They may descend on top of buildings or on ledges if they are directly underneath them.

 

When retrofitting a location that is expected to be sieged, the defensive/offensive additions need to be realistic and visually pleasing. This is mostly in opposition to low-effort/bare tunnels, thrown together siege weapons, uninspiring fall traps, or spammed PvP heavy setups that have no lore backing or rational explanation.

 

When a location is under siege, the Defenders cannot place or remove blocks during the actual siege battle.

 

Violators of build restrictions outlined within the war system or war mechanics will have their builders banned for the duration of the war. They may appeal upon announcement of the end of the war or at least 2 months from when they were banned- whichever occurs first. In addition, their sides' fortifications softened in the event of a siege. Reason being, the hasty construction of the additional builds/defenses were ill prepared and toppled on the eve of battle. Softening will manifest as sections of walls/forts crumbling at random, opening holes for the sieging side to get in.

 

Alting Restrictions: Players may not make alt characters for the main purpose of fighting in a war that they otherwise wouldn't. In order to be considered valid, the character must be at least:

  • 8 weeks old 
  • 60 total hours of playtime
  • When checked, logs must show RP occurring and AFKing must not be obvious
  • Be included on their sides respective war roster
  • Must make sense RPly for them to participate in the war. 

 

If a fighter is lacking in any of the above mentioned criteria or when reasonable doubt exists, more in depth checking will occur to determine character validity. Low time characters can still be allowed to participate in battles if the RP for when they play is of high quality.

 

Violators of the alting restrictions will be banned for the duration of the war. They may appeal upon announcement of the end of the war or at least 2 months from when they were banned- whichever occurs first.

 

Restricted Siege/Battle Behaviors: 

  • Logging out in a location to then login and gain advantage during a siege 
  • Abusing build perms to make unauthorized entrances into a sieged location during the battle (can make ways in prior to the battle if building hasn't been restricted)
  • Using unauthorized items or spamming (totems, spamming animals, etc.)
  • Glitching open gates/doors/windows 
  • Abusing lock perms (character needs to have a valid RP reason for being able to open certain doors or access certain areas, if a “key” was obtained in RP, that RP needs to have actually happened in game).

 

Players violating these actions will be banned for the duration of the war. They may appeal upon announcement of the end of the war or at least 2 months from when they were banned- whichever occurs first.
 


 
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