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Territorial Conflict


This style of CB is available to settlements and nations that own at least one tile and seek to expand or reclaim their holdings into other tiles. This CB is only available when there is an RPly justifiable reason for conquering neighboring territory held by another settlement or nation. Some of these reasons include scarce resource acquisition, acquiring developmental space, dealing with border friction, or when reclaiming lost territory from a previous war. Under these conditions, either an Expansionist War or a Reclamation War may be attempted.

 

Expansionist War (EW): 

EWs are for the purpose of expanding the owned territory of a settlement or nation by gaining ownership of tiles that belong to someone else. However, these types of wars cannot be called at any time and must meet certain requirements or reasons in order to be considered valid. For starters, wars may only be called on a single tile at a time. These targeted tiles must be adjacent to tiles owned by the expanding group. There must be a justifiable reason for wanting to assume control of the targeted tile, such as securing a scarce resource, providing necessary room for internal development, or reducing long standing border friction. These three standard reasons are further expanded below:

 

  • Scarce Resources: To qualify as a scarce resource valid for an EW, the Attacking group must not already have that resource type within their own territory. It must also be determined to not be easily accessible through normal diplomatic or economic channels. This means that efforts to negotiate or trade for the resource must be made prior to gaining a valid Border Conflict CB. This reason cannot be used to justify taking a nation's capital tile.

 

  • Internal Development: An Internal Development reason for an EW requires that already owned territory is being used to the maximum extent possible. The Attacking group must also have a reasonable/achievable plan for future development or improvements to the conquered tile in order to be valid for an EW. This reason cannot be used to justify taking a nation's capital tile.

 

  • Border Friction: Border Friction as a reason for an EW requires there to be long standing hostilities between the two groups that can be justifiably settled through conquering the tile. In RP, the Attacking group must be able to prove severe aggressive action occurring over a decade (10 weeks) by the owner of the target tile. Minor villainous incidents or single conflict events may not qualify as a Border Friction reason for an EW. This reason may also be justified following a victory by the Defending group in a Defensive War (DW). This reason may be used to justify taking a nation's capital tile with extensive supporting evidence at the discretion of the Admins. If the capital tile conquest is denied, the Attackers may pillage the Capital city following victory in the war.

 

During an EW, one clearly defined group will be determined as the main Attacker (who declared the war) while another will be the main Defender- these will make up the main Participants. Groups cannot be combined with other external factions/groups/nations for the purpose of these designations. At the start of an EW, an initial battle will take place with only the main Attacker and Defender being able to participate. The loser of the initial battle will be able to call upon ally support in the next battle. An EW will consist of at least 3 battles (including the initial battle) and a siege for the Attacker. In order for either side to achieve automatic victory in the war, they must win 3 battles in a row with the 3rd win being the siege event (Defenders may choose for their 3rd battle to be a field battle instead of a siege for the purpose of ending the war by repelling the enemy). Sieges are unlocked for a side following 2 consecutive battle wins. The side being sieged may choose the fortification/settlement/location to be sieged, however, if there is a settlement or obvious fortification in the tile already it must be chosen as the location. The side being sieged may make realistic alterations (not complete overhauls) to their defenses in the time between the previous battle and the date selected for the siege event. If there are no pre-established fortifications or settlements, the besieged side may create hasty defenses (no enclosed forts/walls). Once an EW is called on a tile, all building is prohibited outside of settlements or fortifications within that tile. Additionally, the same restriction applies to the Attackers for all owned tiles adjacent to the targeted tile. Building may resume following a win in a battle but will be restricted once again following a loss.

 

The Defender in the EW has the opportunity to push into the Attackers territory and siege a target under the same conditions as outlined above. The Defender may select a target to siege from any of the adjacent tiles to the tile being targeted for the EW. However, the Defenders in the EW may not gain control of the tile even if successfully sieged, instead they may pillage the siege target and disable resource nodes.

 

The main participants may sue for peace in RP and create terms organically through diplomacy at any time. These terms are up to the main participants to decide and enforce, failure to abide by the terms may result in an actionable CB (Amendment War) later. There will also be server terms that are automatically enforced by staff following victory/peace- participants may opt out of these terms with unanimous assent.

 

Staff Enforced Conditions:

  • Attacker victory from a EW: 
    • PRO of the target tile is transferred to the leader of the main Attacker
      • For capital tiles, if conquest is denied the Attacker may pillage the capital city instead.
    • Fortifications and settlements within the conquered tile will have their locks wiped the day following the final battle for the EW. Locked doors/chests/objects that aren't obviously a part of a fort/settlement will not be affected.

 

  • Defender victory from EW:
    • Raids and banditry by the main Attacker are completely disallowed for 4 weeks following war end in the main Defenders territory.
    • All Attacker warcamps are expunged from the Defenders territory
    • Retaliation CB awarded for the Defenders that does not expire. This CB will become invalidated if additional peace terms are agreed upon by the main participants.
    • CB protection for actions while defending owned territory during the EW. This protection may be revoked by Mod Management+ should actions by the Defender be considered unnecessary or provocative enough.

 

Reclamation War (RW):

RWs are for the purpose of reclaiming what was lost as a result of an EW or other territorial occupations in war. This type of war may only be called by a group/settlement/nation that has lost territory to another group/settlement/nation. For settlements or nations that are in control of a tile, they may only lay claim to lost tiles that are adjacent to what they own. Groups that have lost their last tile or even sub-region may attempt to reclaim it using this type of war. However, these homeless groups must be based/housed by any other group/settlement/nation in a tile within or adjacent to their reclamation target. Additionally, RWs can be used by settlements/nations to regain control of forced or occupied sub-regions within their tile. RWs remain valid for as long as the lost or occupied territory remains in the control of another group/settlement/nation- even if the territory changes hands. RWs are not possible on territory gained through EWs or other aggressive means unless the territory was held for at least 20 weeks consecutively.

 

The rules of engagement and victory conditions for RWs are the same as EWs. An exception being that Ally support is immediately allowed for the main Attacker in the initial battle. During an RW, one clearly defined group will be determined as the main Attacker (who declared the war) while another will be the main Defender- these will make up the main Participants. Groups cannot be combined with other external factions/groups/nations for the purpose of these designations.

 

Staff Enforced Conditions:

  • Attacker victory from a RW: 
    • Raids and banditry by the main Defender are completely disallowed for 4 weeks following war end in the main Attackers territory.
    • All Defender warcamps are expunged from the Attackers territory
    • PRO of the target tile is transferred to the leader of the main Attacker
    • Fortifications and settlements within the conquered tile will have their locks wiped the day following the final battle for the RW. Locked doors/chests/objects that aren't obviously a part of a fort/settlement will not be affected.

 

  • Defender victory from RW:
    • Raids and banditry by the main Attacker are completely disallowed for 4 weeks following war end in the main Defenders territory.
    • All Attacker warcamps are expunged from the Defenders territory
    • Retaliation CB awarded for the Defenders that does not expire. This CB will become invalidated if additional peace terms are agreed upon by the main participants.
    • CB protection for actions while defending owned territory during the RW. This protection may be revoked by Mod Management+ should actions by the Defender be considered unnecessary or provocative enough.

 
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