Learning from the frustrations of the past and trying to mitigate potential conflicts of interest going forward, the current emphasis for a war system rests on the reason players have for going to war and what that entails. As well, this system aims to provide as many pre-thought methods in which Moderation facilitates these sorts of interactions when dealing with war. Doing this helps create a transparent and inclusive way to “play the game”, and an atmosphere where a biased Moderator or a troublesome leader aren’t just making things up on the spot. The following system serves as the base guideline for how major conflicts are handled on the server. At all times, the players involved have the ability to override virtually everything about this system so long as there is unanimous assent. These are the game rules that staff will hold everyone to and shall enforce when the players are unable to come to an agreement normally.
As this system becomes more commonplace and real-time examples are observed, hotfixes will be applied as needed. This system is designed to exist in the absence of additional tools, toys, and plugins. It is also designed to be modular in that additions and expansions will be periodically introduced whenever appropriate. When an alteration is determined to be made for the war system, any currently active conflicts will be allowed to continue progress with the rules at the time the war started- barring only the most extreme of circumstances.
Casus Belli
-
Provoked Conflict
- Defensive Wars (DW)
-
Territorial Conflict
- Expansionist War (EW)
- Reclamation War (RW)
-
Retaliatory Conflict
- Vengeance War (VW)
- Amendment War (AW)