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War Overview


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

For any sort of war, there must be a valid Casus Belli to accompany it before conflict can really take shape. A Casus Belli (CB) in the simplest of terms is the reason for war. There are many avenues in the Roleplay environment that could indeed lead to a war, all derived from the countless intricacies developed on this server. However, it is important to remember that Lord of the Craft is not an RTS with the end goal being to conquer or destroy all. As well, it is an amicable RP community with the main intent to foster a rich and dynamic story rather than to become a platform to just win. As such, there are certain limitations to what is an acceptable reason for war and what is determined to be an appropriate outcome based on those reasons. The following main categories provide non-specific reasons for war, each with their own degree of strength that realistically caps the extent of a conflict. Within each category are the appropriate war types that can be exercised should their listed conditions be met. Each war type comes with a standard sequence of events, victory conditions, and enforceable terms. At any time, the players involved in a war can come up with their own methods/conditions/limitations/outcomes with assent from their counterpart in the conflict.

 

  • Provoked Conflict
    • Defensive Wars (DW)
  • Territorial Conflict
    • Expansionist War (EW)
    • Reclamation War (RW)
  • Retaliatory Conflict
    • Vengeance War (VW)
    • Amendment War (AW)

 


 
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