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	<id>https://cindercivs.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Swonki</id>
	<title>CinderCivs Wiki - User contributions [en]</title>
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	<updated>2026-04-06T12:27:47Z</updated>
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		<id>https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=2203</id>
		<title>War Rules Draft</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=2203"/>
		<updated>2025-02-07T15:55:43Z</updated>

		<summary type="html">&lt;p&gt;Swonki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Swonki&#039;s War Rules Draft}}&lt;br /&gt;
{{DISPLAYTITLE:Swonki&#039;s War Rules Draft Page}}&lt;br /&gt;
{{Infopage}}&lt;br /&gt;
The &#039;&#039;&#039;war rules&#039;&#039;&#039; are based on a scheduled battle system, and utilize the [[Capturepoint Datapack|capturepoint datapack]] by Chras. Alterations may be made for balance. This page is Swonki&#039;s draft page, and are not representative of current server rules&lt;br /&gt;
&lt;br /&gt;
== Organizing War ==&lt;br /&gt;
&lt;br /&gt;
=== Starting a war ===&lt;br /&gt;
War is declared publicly in #global-news, pinging all nations involved in fighting. Any allies being called in should link back to the initial war declaration when announcing involvement, and ping all nations involved. Excessive declarations, or declarations that can be seen as impossible to fulfill a war over may be rejected by staff. The attacking nation must indicate the location(s) of their initial attacks.&lt;br /&gt;
&lt;br /&gt;
The attacking nation must have basic maps ready for all initial participants when they declare the war. Following the declaration, opposing sides may propose their own map, to be approved by the War Monitor. Allies must create their own maps (at least a draft) before being allowed to fight.&lt;br /&gt;
&lt;br /&gt;
==== War Monitor ====&lt;br /&gt;
The &#039;&#039;&#039;War Monitor&#039;&#039;&#039; is an appointed role for every war by the [[staff team of cinder]]. The job of the War Monitor is to regulate the war both in discord and in game. War Monitor responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* The approval of map proposals and changes&lt;br /&gt;
* Managing the war schedule&lt;br /&gt;
* Regulating participation of players in war and battles&lt;br /&gt;
* Setting up the War Organization Chat in the discord&lt;br /&gt;
* Deciding the representatives of the sides&lt;br /&gt;
* Deciding battle outcomes&lt;br /&gt;
* Drafting external players&lt;br /&gt;
The War Monitor should aim to maintain a regular schedule of battles. They may announce the war frozen if scheduling fails (neither side participates), and can end the war.&lt;br /&gt;
&lt;br /&gt;
Multiple War Monitors may be appointed for a war.&lt;br /&gt;
&lt;br /&gt;
==== Representatives ====&lt;br /&gt;
Alliances within a war are limited to 1 &#039;&#039;&#039;representative&#039;&#039;&#039; in the War Organization Chat, that may be replaced by the War Monitor. Representatives are responsible for providing the War Monitor with information to allow them to fairly and accurately make decisions. Representative responsibilities include:&lt;br /&gt;
&lt;br /&gt;
*Providing lists of alliance combatants&lt;br /&gt;
*Providing available times&lt;br /&gt;
*Providing map information&lt;br /&gt;
*Detailing where battles will happen&lt;br /&gt;
Representatives may be removed by the War Monitor for toxic behavior in chat, bad sportsmanship, gamesmanship, or stalling.&lt;br /&gt;
&lt;br /&gt;
==== Player Participation ====&lt;br /&gt;
Nations may use their citizens for their army freely. There is no limit on citizens fighting for their nation&lt;br /&gt;
&#039;&#039;&#039;Mercenaries&#039;&#039;&#039; require War Monitor oversight for fair application into the war.&lt;br /&gt;
&lt;br /&gt;
====== Drafting ======&lt;br /&gt;
Nations have an external army size. Army size is dictated by the development of the whole nation. More development allows more external players to fight during battles. This is established at the start of the war using the development level of the tiles, added together.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Suburban:&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Urban:&#039;&#039;&#039; +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ex:&#039;&#039;&#039; 2 Suburban, 1 Urban = 5 external players that can fight&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Drafted players should not be considered as their RP characters&lt;br /&gt;
Once the time for the battle(s) has been set, the server will open a draft for all players on the server to sign up to fight during the time. The list of players will be provided and will either be drafted in turns, or divided by the War Monitor (whichever is fairer), until their army sizes are reached, or are proportionally balanced.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;##&amp;lt;/nowiki&amp;gt; this is the most untested system, flaws have already been pointed out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drafted players may not betray their sides. Citizens, mercenaries, and vassals may do so.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== War Map ===&lt;br /&gt;
The &#039;&#039;&#039;War Map&#039;&#039;&#039; is the visual aid for the war to show who controls what, as decided by the War Monitor using map information from the representatives of the war. The map must be completed before battles can begin. The War Map should be drawn using the basic standards:&lt;br /&gt;
&lt;br /&gt;
* Physical Map showing terrain and builds&lt;br /&gt;
* Clear tile and national borders&lt;br /&gt;
* Clear identifiers of tile development&lt;br /&gt;
* Clear colours to distinguish ownership (differentiating occupation or limited control)&lt;br /&gt;
* Clear markings for any defensive structures&lt;br /&gt;
* Clear marking for which tiles are being attacked&lt;br /&gt;
* Minimizing inclusion of undeveloped land&lt;br /&gt;
&lt;br /&gt;
Once the map is created, national and tile boundaries will remain the same until the conclusion of the war (unless diplomacy to involve another nation dictates a change). Undeclared builds made outside of the defined areas may be announced as unprotected by decision of the War Monitor, and have grief/theft protections lifted.&lt;br /&gt;
&lt;br /&gt;
==== Tiles ====&lt;br /&gt;
Tiles are the subdivisions of the map showing where battles can take place, and how players can use the locations. Each tile has a development level to tell players how they operate&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;U.	 Undeveloped&#039;&#039;&#039; (no developments), which are not fought over or from. Ownership is connected to adjacent tiles. May be developed during the war to other rural. &amp;lt;br /&amp;gt;&#039;&#039;&#039;R. 	Rural&#039;&#039;&#039; (sparse development, farmland, major roadways)  &lt;br /&gt;
* &#039;&#039;&#039;S. 	Suburban&#039;&#039;&#039; (Villages, towns, Castles/Fortifications) &lt;br /&gt;
* &#039;&#039;&#039;URB. 	Urban&#039;&#039;&#039; (Cities/ major standalone builds) If a city is large enough, it may be split into multiple urban tiles.&lt;br /&gt;
&lt;br /&gt;
Tiles may have sub descriptors as well &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039;: Tiles that have been occupied over the course of the war. Occupied tiles may only receive minor alterations, such as destroying defenses, looting, graffiti, and small builds. Occupied tiles become controlled after 5 days&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039;: Tiles that cannot be used due to being acquired or given away during/recently before the war through diplomacy. Limited tiles may not be spawned in, and may be freely looted. The War Monitor decides when a tile is limited&lt;br /&gt;
* &#039;&#039;&#039;Uncontrollable&#039;&#039;&#039;: Tiles that are distant, impossible to reach, or are encircled. Only the primary player who has developed it may defend it, and players may not use it to attack out of.&lt;br /&gt;
* &#039;&#039;&#039;Mixed&#039;&#039;&#039;: Mixed tiles are tiles that contain a mix of opposing sides builds. There is no definitive owner, and sides may not spawn inside of the tile until it is fought over&lt;br /&gt;
* &#039;&#039;&#039;Targeted&#039;&#039;&#039;: Targeted tiles are tiles announced as about to be attacked. These tiles cannot be edited in any way.&lt;br /&gt;
* &#039;&#039;&#039;Front&#039;&#039;&#039;: Tiles that border (or are very close to) the enemy nation. These tiles can only receive minor aesthetic or defensive alterations&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039;: Controlled tiles are the tiles one side directly owns&lt;br /&gt;
&lt;br /&gt;
=== Initiative ===&lt;br /&gt;
[[File:Initiative.png|alt=visual example of transfer of initiative|thumb|421x421px|Example of transfer of initiative, by Khantubek]]&lt;br /&gt;
Initiative is the system to track who gets to decide where battles will take place. The system rewards &#039;&#039;victory&#039;&#039; in a tile with the ability to choose where the &#039;&#039;next&#039;&#039; battle will be. The War Monitor will divide all &#039;&#039;&#039;3&#039;&#039;&#039; points of initiative based on the war. Choosing to &#039;&#039;not&#039;&#039; use a point of initiative will have it become a defaulted loss.&lt;br /&gt;
&lt;br /&gt;
Allies share initiative, and must decide where they will be attacking, even if they must attack separately&lt;br /&gt;
&lt;br /&gt;
==== Attacking ====&lt;br /&gt;
Initiative can be used to attack tiles either adjacent to a controlled tile or accessible through undeveloped land. Oceans are considered undeveloped land, ships may count as artificial land.&lt;br /&gt;
&lt;br /&gt;
===== Blitz =====&lt;br /&gt;
Land may be targeted through already targeted land. If the initial tile is not taken, all attacks reliant on that tile being taken fail.&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
&lt;br /&gt;
=== Starting a battle ===&lt;br /&gt;
At the start of a battle, all armies must start from their respawn point with their spawn set. Drafted players should arrive unequipped before the battle starts, to be equipped by the nation they fight for. Combatants may not go into opponents territory before the battle, during the day of the battle. Unorganized fighting may happen freely in no-man&#039;s land, or in uninvolved nations.&lt;br /&gt;
Allies with nearby suburban/urban tiles may spawn in allied territory, allies who are far away (War Monitor Decision), or are deemed as unable to reach the battle without crossing through the opponents uncontested/targeted territory, may be restricted from joining.&lt;br /&gt;
&lt;br /&gt;
==== Battle ====&lt;br /&gt;
Players fight over key capture points, in a capture the flag styled battle. In more important tiles/large urban centers, multiple points may be in play. The team with majority control wins the battle.&lt;br /&gt;
&lt;br /&gt;
Once a tile is captured, the War Monitor will decide which nation occupies it. Multiple nations may occupy the same tile.&lt;br /&gt;
&lt;br /&gt;
====== Walls, Gates, and Fortifications ======&lt;br /&gt;
Defenses may have a battle outside of them to gain control of a section of the defenses and gain access to the interior. These battles are treated as normal battles, but will have follow up battle(s) for further control of whatever is past the wall.&lt;br /&gt;
&#039;&#039;Ex. A castle having its gate attacked and forcing it open.&#039;&#039;Tiles that have these structures should indicate them on the map, and the tile will only fully fall when the structure is taken.&lt;br /&gt;
&lt;br /&gt;
=== Player Rules ===&lt;br /&gt;
&lt;br /&gt;
====== Movement ======&lt;br /&gt;
&lt;br /&gt;
# Players must stay in the overworld&lt;br /&gt;
# Players may not use any method of teleportation&lt;br /&gt;
# Players may not use boat glitches&lt;br /&gt;
# Riptide is not allowed&lt;br /&gt;
&lt;br /&gt;
====== Equipment ======&lt;br /&gt;
&lt;br /&gt;
# Maces are banned&lt;br /&gt;
# Wind Charges are banned&lt;br /&gt;
&lt;br /&gt;
====== Actions ======&lt;br /&gt;
Players Are explicitly allowed to destroy the following&lt;br /&gt;
&lt;br /&gt;
# Wooden/Iron doors (only in the battle tile)&lt;br /&gt;
# Beds (in any participating tiles)&lt;br /&gt;
# Ender Chests (only in battle tile)&lt;br /&gt;
# Shulkers (in any participating tiles&lt;br /&gt;
# Cobwebs (only in battle tile)&lt;br /&gt;
&lt;br /&gt;
Players are allowed to place&lt;br /&gt;
&lt;br /&gt;
# Beds for the purpose of respawns (in controlled suburban/urban tiles)&lt;br /&gt;
# Shulkers&lt;br /&gt;
# Enderchests (in friendly territory)&lt;br /&gt;
&lt;br /&gt;
In the battle tile, players may explicitly&lt;br /&gt;
&lt;br /&gt;
# Steal from containers&lt;br /&gt;
# Kill entities&lt;br /&gt;
# activate existing redstone&lt;br /&gt;
&lt;br /&gt;
Both players that activate and build redstone devices that destroy territory outside of the immediate area will be held accountable for griefing, to be reviewed by staff&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following actions are explicitly not allowed, and are a breach of server rules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Use of client mods for an advantage (ESP, Radar, hotbar switching, etc.)&lt;br /&gt;
# Utilization of exploits or bugs for an unfair advantage&lt;br /&gt;
# Use of Gsit commands during fighting&lt;br /&gt;
# Usage of end crystals, or respawn anchors&lt;br /&gt;
&lt;br /&gt;
If you need clarification on a client mod or bug, please open a ticket before utilization. Failure to seek clarification may result in disciplinary action without appeal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=2202</id>
		<title>War Rules Draft</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=2202"/>
		<updated>2025-02-07T15:00:44Z</updated>

		<summary type="html">&lt;p&gt;Swonki: /* Battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Swonki&#039;s War Rules Draft}}&lt;br /&gt;
{{DISPLAYTITLE:Swonki&#039;s War Rules Draft Page}}&lt;br /&gt;
{{Infopage}}&lt;br /&gt;
The &#039;&#039;&#039;war rules&#039;&#039;&#039; are based on a scheduled battle system, and utilize the [[Capturepoint Datapack|capturepoint datapack]] by Chras. Alterations may be made for balance. This page is Swonki&#039;s draft page, and are not representative of current server rules&lt;br /&gt;
&lt;br /&gt;
== Organizing War ==&lt;br /&gt;
&lt;br /&gt;
=== Starting a war ===&lt;br /&gt;
War is declared publicly in #global-news, pinging all nations involved in fighting. Any allies being called in should link back to the initial war declaration when announcing involvement, and ping all nations involved. Excessive declarations, or declarations that can be seen as impossible to fulfill a war over may be rejected by staff. The attacking nation must indicate the location(s) of their initial attacks.&lt;br /&gt;
&lt;br /&gt;
The attacking nation must have basic maps ready for all initial participants when they declare the war. Following the declaration, opposing sides may propose their own map, to be approved by the War Monitor. Allies must create their own maps (at least a draft) before being allowed to fight.&lt;br /&gt;
&lt;br /&gt;
==== War Monitor ====&lt;br /&gt;
The &#039;&#039;&#039;War Monitor&#039;&#039;&#039; is an appointed role for every war by the [[staff team of cinder]]. The job of the War Monitor is to regulate the war both in discord and in game. War Monitor responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* The approval of map proposals and changes&lt;br /&gt;
* Managing the war schedule&lt;br /&gt;
* Regulating participation of players in war and battles&lt;br /&gt;
* Setting up the War Organization Chat in the discord&lt;br /&gt;
* Deciding the representatives of the sides&lt;br /&gt;
* Deciding battle outcomes&lt;br /&gt;
* Drafting external players&lt;br /&gt;
The War Monitor should aim to maintain a regular schedule of battles. They may announce the war frozen if scheduling fails (neither side participates), and can end the war.&lt;br /&gt;
&lt;br /&gt;
Multiple War Monitors may be appointed for a war.&lt;br /&gt;
&lt;br /&gt;
==== Representatives ====&lt;br /&gt;
Alliances within a war are limited to 1 &#039;&#039;&#039;representative&#039;&#039;&#039; in the War Organization Chat, that may be replaced by the War Monitor. Representatives are responsible for providing the War Monitor with information to allow them to fairly and accurately make decisions. Representative responsibilities include:&lt;br /&gt;
&lt;br /&gt;
*Providing lists of alliance combatants&lt;br /&gt;
*Providing available times&lt;br /&gt;
*Providing map information&lt;br /&gt;
*Detailing where battles will happen&lt;br /&gt;
Representatives may be removed by the War Monitor for toxic behavior in chat, bad sportsmanship, gamesmanship, or stalling.&lt;br /&gt;
&lt;br /&gt;
==== Player Participation ====&lt;br /&gt;
Nations may use their citizens for their army freely. There is no limit on citizens fighting for their nation&lt;br /&gt;
&#039;&#039;&#039;Mercenaries&#039;&#039;&#039; require War Monitor oversight for fair application into the war.&lt;br /&gt;
&lt;br /&gt;
====== Drafting ======&lt;br /&gt;
Nations have an external army size. Army size is dictated by the development of the whole nation. More development allows more external players to fight during battles. This is established at the start of the war using the development level of the tiles, added together.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Suburban:&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Urban:&#039;&#039;&#039; +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ex:&#039;&#039;&#039; 2 Suburban, 1 Urban = 5 external players that can fight&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Drafted players should not be considered as their RP characters&lt;br /&gt;
Once the time for the battle(s) has been set, the server will open a draft for all players on the server to sign up to fight during the time. The list of players will be provided and will either be drafted in turns, or divided by the War Monitor (whichever is fairer), until their army sizes are reached, or are proportionally balanced.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drafted players may not betray their sides. Citizens, mercenaries, and vassals may do so.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== War Map ===&lt;br /&gt;
The &#039;&#039;&#039;War Map&#039;&#039;&#039; is the visual aid for the war to show who controls what, as decided by the War Monitor using map information from the representatives of the war. The map must be completed before battles can begin. The War Map should be drawn using the basic standards:&lt;br /&gt;
&lt;br /&gt;
* Physical Map showing terrain and builds&lt;br /&gt;
* Clear tile and national borders&lt;br /&gt;
* Clear identifiers of tile development&lt;br /&gt;
* Clear colours to distinguish ownership (differentiating occupation or limited control)&lt;br /&gt;
* Clear markings for any defensive structures&lt;br /&gt;
* Clear marking for which tiles are being attacked&lt;br /&gt;
* Minimizing inclusion of undeveloped land&lt;br /&gt;
&lt;br /&gt;
Once the map is created, national and tile boundaries will remain the same until the conclusion of the war (unless diplomacy to involve another nation dictates a change). Undeclared builds made outside of the defined areas may be announced as unprotected by decision of the War Monitor, and have grief/theft protections lifted.&lt;br /&gt;
&lt;br /&gt;
==== Tiles ====&lt;br /&gt;
Tiles are the subdivisions of the map showing where battles can take place, and how players can use the locations. Each tile has a development level to tell players how they operate&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;U.	 Undeveloped&#039;&#039;&#039; (no developments), which are not fought over or from. Ownership is connected to adjacent tiles. May be developed during the war to other rural. &amp;lt;br /&amp;gt;&#039;&#039;&#039;R. 	Rural&#039;&#039;&#039; (sparse development, farmland, major roadways)  &lt;br /&gt;
* &#039;&#039;&#039;S. 	Suburban&#039;&#039;&#039; (Villages, towns, Castles/Fortifications) &lt;br /&gt;
* &#039;&#039;&#039;URB. 	Urban&#039;&#039;&#039; (Cities/ major standalone builds) If a city is large enough, it may be split into multiple urban tiles.&lt;br /&gt;
&lt;br /&gt;
Tiles may have sub descriptors as well &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039;: Tiles that have been occupied over the course of the war. Occupied tiles may only receive minor alterations, such as destroying defenses, looting, graffiti, and small builds. Occupied tiles become controlled after 5 days&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039;: Tiles that cannot be used due to being acquired or given away during/recently before the war through diplomacy. Limited tiles may not be spawned in, and may be freely looted. The War Monitor decides when a tile is limited&lt;br /&gt;
* &#039;&#039;&#039;Uncontrollable&#039;&#039;&#039;: Tiles that are distant, impossible to reach, or are encircled. Only the primary player who has developed it may defend it, and players may not use it to attack out of.&lt;br /&gt;
* &#039;&#039;&#039;Mixed&#039;&#039;&#039;: Mixed tiles are tiles that contain a mix of opposing sides builds. There is no definitive owner, and sides may not spawn inside of the tile until it is fought over&lt;br /&gt;
* &#039;&#039;&#039;Targeted&#039;&#039;&#039;: Targeted tiles are tiles announced as about to be attacked. These tiles cannot be edited in any way.&lt;br /&gt;
* &#039;&#039;&#039;Front&#039;&#039;&#039;: Tiles that border (or are very close to) the enemy nation. These tiles can only receive minor aesthetic or defensive alterations&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039;: Controlled tiles are the tiles one side directly owns&lt;br /&gt;
&lt;br /&gt;
=== Initiative ===&lt;br /&gt;
[[File:Initiative.png|alt=visual example of transfer of initiative|thumb|421x421px|Example of transfer of initiative, by Khantubek]]&lt;br /&gt;
Initiative is the system to track who gets to decide where battles will take place. The system rewards &#039;&#039;victory&#039;&#039; in a tile with the ability to choose where the &#039;&#039;next&#039;&#039; battle will be. The War Monitor will divide all &#039;&#039;&#039;3&#039;&#039;&#039; points of initiative based on the war. Choosing to &#039;&#039;not&#039;&#039; use a point of initiative will have it become a defaulted loss.&lt;br /&gt;
&lt;br /&gt;
Allies share initiative, and must decide where they will be attacking, even if they must attack separately&lt;br /&gt;
&lt;br /&gt;
==== Attacking ====&lt;br /&gt;
Initiative can be used to attack tiles either adjacent to a controlled tile or accessible through undeveloped land. Oceans are considered undeveloped land, ships may count as artificial land.&lt;br /&gt;
&lt;br /&gt;
===== Blitz =====&lt;br /&gt;
Land may be targeted through already targeted land. If the initial tile is not taken, all attacks reliant on that tile being taken fail.&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
&lt;br /&gt;
=== Starting a battle ===&lt;br /&gt;
At the start of a battle, all armies must start from their respawn point with their spawn set. Drafted players should arrive unequipped before the battle starts, to be equipped by the nation they fight for. Combatants may not go into opponents territory before the battle, during the day of the battle. Unorganized fighting may happen freely in no-man&#039;s land, or in uninvolved nations.&lt;br /&gt;
Allies with nearby suburban/urban tiles may spawn in allied territory, allies who are far away (War Monitor Decision), or are deemed as unable to reach the battle without crossing through the opponents uncontested/targeted territory, may be restricted from joining.&lt;br /&gt;
&lt;br /&gt;
==== Battle ====&lt;br /&gt;
Players fight over key capture points, in a capture the flag styled battle. In more important tiles/large urban centers, multiple points may be in play. The team with majority control wins the battle.&lt;br /&gt;
&lt;br /&gt;
Once a tile is captured, the War Monitor will decide which nation occupies it. Multiple nations may occupy the same tile.&lt;br /&gt;
&lt;br /&gt;
====== Walls, Gates, and Fortifications ======&lt;br /&gt;
Defenses may have a battle outside of them to gain control of a section of the defenses and gain access to the interior. These battles are treated as normal battles, but will have follow up battle(s) for further control of whatever is past the wall.&lt;br /&gt;
&#039;&#039;Ex. A castle having its gate attacked and forcing it open.&#039;&#039;Tiles that have these structures should indicate them on the map, and the tile will only fully fall when the structure is taken.&lt;br /&gt;
&lt;br /&gt;
=== Player Rules ===&lt;br /&gt;
&lt;br /&gt;
====== Movement ======&lt;br /&gt;
&lt;br /&gt;
# Players must stay in the overworld&lt;br /&gt;
# Players may not use any method of teleportation&lt;br /&gt;
# Players may not use boat glitches&lt;br /&gt;
# Riptide is not allowed&lt;br /&gt;
&lt;br /&gt;
====== Equipment ======&lt;br /&gt;
&lt;br /&gt;
# Maces are banned&lt;br /&gt;
# Wind Charges are banned&lt;br /&gt;
&lt;br /&gt;
====== Actions ======&lt;br /&gt;
Players Are explicitly allowed to destroy the following&lt;br /&gt;
&lt;br /&gt;
# Wooden/Iron doors (only in the battle tile)&lt;br /&gt;
# Beds (in any participating tiles)&lt;br /&gt;
# Ender Chests (only in battle tile)&lt;br /&gt;
# Shulkers (in any participating tiles&lt;br /&gt;
# Cobwebs (only in battle tile)&lt;br /&gt;
&lt;br /&gt;
Players are allowed to place&lt;br /&gt;
&lt;br /&gt;
# Beds for the purpose of respawns (in controlled suburban/urban tiles)&lt;br /&gt;
# Shulkers&lt;br /&gt;
# Enderchests (in friendly territory)&lt;br /&gt;
&lt;br /&gt;
In the battle tile, players may explicitly&lt;br /&gt;
&lt;br /&gt;
# Steal from containers&lt;br /&gt;
# Kill entities&lt;br /&gt;
# activate existing redstone&lt;br /&gt;
&lt;br /&gt;
Both players that activate and build redstone devices that destroy territory outside of the immediate area will be held accountable for griefing, to be reviewed by staff&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following actions are explicitly not allowed, and are a breach of server rules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Use of client mods for an advantage (ESP, Radar, hotbar switching, etc.)&lt;br /&gt;
# Utilization of exploits or bugs for an unfair advantage&lt;br /&gt;
# Use of Gsit commands during fighting&lt;br /&gt;
# Usage of end crystals, or respawn anchors&lt;br /&gt;
&lt;br /&gt;
If you need clarification on a client mod or bug, please open a ticket before utilization. Failure to seek clarification may result in disciplinary action without appeal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=2201</id>
		<title>War Rules Draft</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=2201"/>
		<updated>2025-02-07T14:59:31Z</updated>

		<summary type="html">&lt;p&gt;Swonki: /* Battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Swonki&#039;s War Rules Draft}}&lt;br /&gt;
{{DISPLAYTITLE:Swonki&#039;s War Rules Draft Page}}&lt;br /&gt;
{{Infopage}}&lt;br /&gt;
The &#039;&#039;&#039;war rules&#039;&#039;&#039; are based on a scheduled battle system, and utilize the [[Capturepoint Datapack|capturepoint datapack]] by Chras. Alterations may be made for balance. This page is Swonki&#039;s draft page, and are not representative of current server rules&lt;br /&gt;
&lt;br /&gt;
== Organizing War ==&lt;br /&gt;
&lt;br /&gt;
=== Starting a war ===&lt;br /&gt;
War is declared publicly in #global-news, pinging all nations involved in fighting. Any allies being called in should link back to the initial war declaration when announcing involvement, and ping all nations involved. Excessive declarations, or declarations that can be seen as impossible to fulfill a war over may be rejected by staff. The attacking nation must indicate the location(s) of their initial attacks.&lt;br /&gt;
&lt;br /&gt;
The attacking nation must have basic maps ready for all initial participants when they declare the war. Following the declaration, opposing sides may propose their own map, to be approved by the War Monitor. Allies must create their own maps (at least a draft) before being allowed to fight.&lt;br /&gt;
&lt;br /&gt;
==== War Monitor ====&lt;br /&gt;
The &#039;&#039;&#039;War Monitor&#039;&#039;&#039; is an appointed role for every war by the [[staff team of cinder]]. The job of the War Monitor is to regulate the war both in discord and in game. War Monitor responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* The approval of map proposals and changes&lt;br /&gt;
* Managing the war schedule&lt;br /&gt;
* Regulating participation of players in war and battles&lt;br /&gt;
* Setting up the War Organization Chat in the discord&lt;br /&gt;
* Deciding the representatives of the sides&lt;br /&gt;
* Deciding battle outcomes&lt;br /&gt;
* Drafting external players&lt;br /&gt;
The War Monitor should aim to maintain a regular schedule of battles. They may announce the war frozen if scheduling fails (neither side participates), and can end the war.&lt;br /&gt;
&lt;br /&gt;
Multiple War Monitors may be appointed for a war.&lt;br /&gt;
&lt;br /&gt;
==== Representatives ====&lt;br /&gt;
Alliances within a war are limited to 1 &#039;&#039;&#039;representative&#039;&#039;&#039; in the War Organization Chat, that may be replaced by the War Monitor. Representatives are responsible for providing the War Monitor with information to allow them to fairly and accurately make decisions. Representative responsibilities include:&lt;br /&gt;
&lt;br /&gt;
*Providing lists of alliance combatants&lt;br /&gt;
*Providing available times&lt;br /&gt;
*Providing map information&lt;br /&gt;
*Detailing where battles will happen&lt;br /&gt;
Representatives may be removed by the War Monitor for toxic behavior in chat, bad sportsmanship, gamesmanship, or stalling.&lt;br /&gt;
&lt;br /&gt;
==== Player Participation ====&lt;br /&gt;
Nations may use their citizens for their army freely. There is no limit on citizens fighting for their nation&lt;br /&gt;
&#039;&#039;&#039;Mercenaries&#039;&#039;&#039; require War Monitor oversight for fair application into the war.&lt;br /&gt;
&lt;br /&gt;
====== Drafting ======&lt;br /&gt;
Nations have an external army size. Army size is dictated by the development of the whole nation. More development allows more external players to fight during battles. This is established at the start of the war using the development level of the tiles, added together.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Suburban:&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Urban:&#039;&#039;&#039; +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ex:&#039;&#039;&#039; 2 Suburban, 1 Urban = 5 external players that can fight&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Drafted players should not be considered as their RP characters&lt;br /&gt;
Once the time for the battle(s) has been set, the server will open a draft for all players on the server to sign up to fight during the time. The list of players will be provided and will either be drafted in turns, or divided by the War Monitor (whichever is fairer), until their army sizes are reached, or are proportionally balanced.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drafted players may not betray their sides. Citizens, mercenaries, and vassals may do so.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== War Map ===&lt;br /&gt;
The &#039;&#039;&#039;War Map&#039;&#039;&#039; is the visual aid for the war to show who controls what, as decided by the War Monitor using map information from the representatives of the war. The map must be completed before battles can begin. The War Map should be drawn using the basic standards:&lt;br /&gt;
&lt;br /&gt;
* Physical Map showing terrain and builds&lt;br /&gt;
* Clear tile and national borders&lt;br /&gt;
* Clear identifiers of tile development&lt;br /&gt;
* Clear colours to distinguish ownership (differentiating occupation or limited control)&lt;br /&gt;
* Clear markings for any defensive structures&lt;br /&gt;
* Clear marking for which tiles are being attacked&lt;br /&gt;
* Minimizing inclusion of undeveloped land&lt;br /&gt;
&lt;br /&gt;
Once the map is created, national and tile boundaries will remain the same until the conclusion of the war (unless diplomacy to involve another nation dictates a change). Undeclared builds made outside of the defined areas may be announced as unprotected by decision of the War Monitor, and have grief/theft protections lifted.&lt;br /&gt;
&lt;br /&gt;
==== Tiles ====&lt;br /&gt;
Tiles are the subdivisions of the map showing where battles can take place, and how players can use the locations. Each tile has a development level to tell players how they operate&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;U.	 Undeveloped&#039;&#039;&#039; (no developments), which are not fought over or from. Ownership is connected to adjacent tiles. May be developed during the war to other rural. &amp;lt;br /&amp;gt;&#039;&#039;&#039;R. 	Rural&#039;&#039;&#039; (sparse development, farmland, major roadways)  &lt;br /&gt;
* &#039;&#039;&#039;S. 	Suburban&#039;&#039;&#039; (Villages, towns, Castles/Fortifications) &lt;br /&gt;
* &#039;&#039;&#039;URB. 	Urban&#039;&#039;&#039; (Cities/ major standalone builds) If a city is large enough, it may be split into multiple urban tiles.&lt;br /&gt;
&lt;br /&gt;
Tiles may have sub descriptors as well &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039;: Tiles that have been occupied over the course of the war. Occupied tiles may only receive minor alterations, such as destroying defenses, looting, graffiti, and small builds. Occupied tiles become controlled after 5 days&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039;: Tiles that cannot be used due to being acquired or given away during/recently before the war through diplomacy. Limited tiles may not be spawned in, and may be freely looted. The War Monitor decides when a tile is limited&lt;br /&gt;
* &#039;&#039;&#039;Uncontrollable&#039;&#039;&#039;: Tiles that are distant, impossible to reach, or are encircled. Only the primary player who has developed it may defend it, and players may not use it to attack out of.&lt;br /&gt;
* &#039;&#039;&#039;Mixed&#039;&#039;&#039;: Mixed tiles are tiles that contain a mix of opposing sides builds. There is no definitive owner, and sides may not spawn inside of the tile until it is fought over&lt;br /&gt;
* &#039;&#039;&#039;Targeted&#039;&#039;&#039;: Targeted tiles are tiles announced as about to be attacked. These tiles cannot be edited in any way.&lt;br /&gt;
* &#039;&#039;&#039;Front&#039;&#039;&#039;: Tiles that border (or are very close to) the enemy nation. These tiles can only receive minor aesthetic or defensive alterations&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039;: Controlled tiles are the tiles one side directly owns&lt;br /&gt;
&lt;br /&gt;
=== Initiative ===&lt;br /&gt;
[[File:Initiative.png|alt=visual example of transfer of initiative|thumb|421x421px|Example of transfer of initiative, by Khantubek]]&lt;br /&gt;
Initiative is the system to track who gets to decide where battles will take place. The system rewards &#039;&#039;victory&#039;&#039; in a tile with the ability to choose where the &#039;&#039;next&#039;&#039; battle will be. The War Monitor will divide all &#039;&#039;&#039;3&#039;&#039;&#039; points of initiative based on the war. Choosing to &#039;&#039;not&#039;&#039; use a point of initiative will have it become a defaulted loss.&lt;br /&gt;
&lt;br /&gt;
Allies share initiative, and must decide where they will be attacking, even if they must attack separately&lt;br /&gt;
&lt;br /&gt;
==== Attacking ====&lt;br /&gt;
Initiative can be used to attack tiles either adjacent to a controlled tile or accessible through undeveloped land. Oceans are considered undeveloped land, ships may count as artificial land.&lt;br /&gt;
&lt;br /&gt;
===== Blitz =====&lt;br /&gt;
Land may be targeted through already targeted land. If the initial tile is not taken, all attacks reliant on that tile being taken fail.&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
&lt;br /&gt;
=== Starting a battle ===&lt;br /&gt;
At the start of a battle, all armies must start from their respawn point with their spawn set. Drafted players should arrive unequipped before the battle starts, to be equipped by the nation they fight for. Combatants may not go into opponents territory before the battle, during the day of the battle. Unorganized fighting may happen freely in no-man&#039;s land, or in uninvolved nations.&lt;br /&gt;
Allies with nearby suburban/urban tiles may spawn in allied territory, allies who are far away (War Monitor Decision), or are deemed as unable to reach the battle without crossing through the opponent, may be restricted from joining.&lt;br /&gt;
&lt;br /&gt;
==== Battle ====&lt;br /&gt;
Players fight over key capture points, in a capture the flag styled battle. In more important tiles/large urban centers, multiple points may be in play. The team with majority control wins the battle.&lt;br /&gt;
&lt;br /&gt;
Once a tile is captured, the War Monitor will decide which nation occupies it. Multiple nations may occupy the same tile.&lt;br /&gt;
&lt;br /&gt;
====== Walls, Gates, and Fortifications ======&lt;br /&gt;
Defenses may have a battle outside of them to gain control of a section of the defenses and gain access to the interior. These battles are treated as normal battles, but will have follow up battle(s) for further control of whatever is past the wall.&lt;br /&gt;
&#039;&#039;Ex. A castle having its gate attacked and forcing it open.&#039;&#039;Tiles that have these structures should indicate them on the map, and the tile will only fully fall when the structure is taken.&lt;br /&gt;
&lt;br /&gt;
=== Player Rules ===&lt;br /&gt;
&lt;br /&gt;
====== Movement ======&lt;br /&gt;
&lt;br /&gt;
# Players must stay in the overworld&lt;br /&gt;
# Players may not use any method of teleportation&lt;br /&gt;
# Players may not use boat glitches&lt;br /&gt;
# Riptide is not allowed&lt;br /&gt;
&lt;br /&gt;
====== Equipment ======&lt;br /&gt;
&lt;br /&gt;
# Maces are banned&lt;br /&gt;
# Wind Charges are banned&lt;br /&gt;
&lt;br /&gt;
====== Actions ======&lt;br /&gt;
Players Are explicitly allowed to destroy the following&lt;br /&gt;
&lt;br /&gt;
# Wooden/Iron doors (only in the battle tile)&lt;br /&gt;
# Beds (in any participating tiles)&lt;br /&gt;
# Ender Chests (only in battle tile)&lt;br /&gt;
# Shulkers (in any participating tiles&lt;br /&gt;
# Cobwebs (only in battle tile)&lt;br /&gt;
&lt;br /&gt;
Players are allowed to place&lt;br /&gt;
&lt;br /&gt;
# Beds for the purpose of respawns (in controlled suburban/urban tiles)&lt;br /&gt;
# Shulkers&lt;br /&gt;
# Enderchests (in friendly territory)&lt;br /&gt;
&lt;br /&gt;
In the battle tile, players may explicitly&lt;br /&gt;
&lt;br /&gt;
# Steal from containers&lt;br /&gt;
# Kill entities&lt;br /&gt;
# activate existing redstone&lt;br /&gt;
&lt;br /&gt;
Both players that activate and build redstone devices that destroy territory outside of the immediate area will be held accountable for griefing, to be reviewed by staff&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following actions are explicitly not allowed, and are a breach of server rules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Use of client mods for an advantage (ESP, Radar, hotbar switching, etc.)&lt;br /&gt;
# Utilization of exploits or bugs for an unfair advantage&lt;br /&gt;
# Use of Gsit commands during fighting&lt;br /&gt;
# Usage of end crystals, or respawn anchors&lt;br /&gt;
&lt;br /&gt;
If you need clarification on a client mod or bug, please open a ticket before utilization. Failure to seek clarification may result in disciplinary action without appeal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=2200</id>
		<title>War Rules Draft</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=2200"/>
		<updated>2025-02-07T10:01:07Z</updated>

		<summary type="html">&lt;p&gt;Swonki: starting a battle, respawn start&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Swonki&#039;s War Rules Draft}}&lt;br /&gt;
{{DISPLAYTITLE:Swonki&#039;s War Rules Draft Page}}&lt;br /&gt;
{{Infopage}}&lt;br /&gt;
The &#039;&#039;&#039;war rules&#039;&#039;&#039; are based on a scheduled battle system, and utilize the [[Capturepoint Datapack|capturepoint datapack]] by Chras. Alterations may be made for balance. This page is Swonki&#039;s draft page, and are not representative of current server rules&lt;br /&gt;
&lt;br /&gt;
== Organizing War ==&lt;br /&gt;
&lt;br /&gt;
=== Starting a war ===&lt;br /&gt;
War is declared publicly in #global-news, pinging all nations involved in fighting. Any allies being called in should link back to the initial war declaration when announcing involvement, and ping all nations involved. Excessive declarations, or declarations that can be seen as impossible to fulfill a war over may be rejected by staff. The attacking nation must indicate the location(s) of their initial attacks.&lt;br /&gt;
&lt;br /&gt;
The attacking nation must have basic maps ready for all initial participants when they declare the war. Following the declaration, opposing sides may propose their own map, to be approved by the War Monitor. Allies must create their own maps (at least a draft) before being allowed to fight.&lt;br /&gt;
&lt;br /&gt;
==== War Monitor ====&lt;br /&gt;
The &#039;&#039;&#039;War Monitor&#039;&#039;&#039; is an appointed role for every war by the [[staff team of cinder]]. The job of the War Monitor is to regulate the war both in discord and in game. War Monitor responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* The approval of map proposals and changes&lt;br /&gt;
* Managing the war schedule&lt;br /&gt;
* Regulating participation of players in war and battles&lt;br /&gt;
* Setting up the War Organization Chat in the discord&lt;br /&gt;
* Deciding the representatives of the sides&lt;br /&gt;
* Deciding battle outcomes&lt;br /&gt;
* Drafting external players&lt;br /&gt;
The War Monitor should aim to maintain a regular schedule of battles. They may announce the war frozen if scheduling fails (neither side participates), and can end the war.&lt;br /&gt;
&lt;br /&gt;
Multiple War Monitors may be appointed for a war.&lt;br /&gt;
&lt;br /&gt;
==== Representatives ====&lt;br /&gt;
Alliances within a war are limited to 1 &#039;&#039;&#039;representative&#039;&#039;&#039; in the War Organization Chat, that may be replaced by the War Monitor. Representatives are responsible for providing the War Monitor with information to allow them to fairly and accurately make decisions. Representative responsibilities include:&lt;br /&gt;
&lt;br /&gt;
*Providing lists of alliance combatants&lt;br /&gt;
*Providing available times&lt;br /&gt;
*Providing map information&lt;br /&gt;
*Detailing where battles will happen&lt;br /&gt;
Representatives may be removed by the War Monitor for toxic behavior in chat, bad sportsmanship, gamesmanship, or stalling.&lt;br /&gt;
&lt;br /&gt;
==== Player Participation ====&lt;br /&gt;
Nations may use their citizens for their army freely. There is no limit on citizens fighting for their nation&lt;br /&gt;
&#039;&#039;&#039;Mercenaries&#039;&#039;&#039; require War Monitor oversight for fair application into the war.&lt;br /&gt;
&lt;br /&gt;
====== Drafting ======&lt;br /&gt;
Nations have an external army size. Army size is dictated by the development of the whole nation. More development allows more external players to fight during battles. This is established at the start of the war using the development level of the tiles, added together.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Suburban:&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Urban:&#039;&#039;&#039; +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ex:&#039;&#039;&#039; 2 Suburban, 1 Urban = 5 external players that can fight&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Drafted players should not be considered as their RP characters&lt;br /&gt;
Once the time for the battle(s) has been set, the server will open a draft for all players on the server to sign up to fight during the time. The list of players will be provided and will either be drafted in turns, or divided by the War Monitor (whichever is fairer), until their army sizes are reached, or are proportionally balanced.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drafted players may not betray their sides. Citizens, mercenaries, and vassals may do so.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== War Map ===&lt;br /&gt;
The &#039;&#039;&#039;War Map&#039;&#039;&#039; is the visual aid for the war to show who controls what, as decided by the War Monitor using map information from the representatives of the war. The map must be completed before battles can begin. The War Map should be drawn using the basic standards:&lt;br /&gt;
&lt;br /&gt;
* Physical Map showing terrain and builds&lt;br /&gt;
* Clear tile and national borders&lt;br /&gt;
* Clear identifiers of tile development&lt;br /&gt;
* Clear colours to distinguish ownership (differentiating occupation or limited control)&lt;br /&gt;
* Clear markings for any defensive structures&lt;br /&gt;
* Clear marking for which tiles are being attacked&lt;br /&gt;
* Minimizing inclusion of undeveloped land&lt;br /&gt;
&lt;br /&gt;
Once the map is created, national and tile boundaries will remain the same until the conclusion of the war (unless diplomacy to involve another nation dictates a change). Undeclared builds made outside of the defined areas may be announced as unprotected by decision of the War Monitor, and have grief/theft protections lifted.&lt;br /&gt;
&lt;br /&gt;
==== Tiles ====&lt;br /&gt;
Tiles are the subdivisions of the map showing where battles can take place, and how players can use the locations. Each tile has a development level to tell players how they operate&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;U.	 Undeveloped&#039;&#039;&#039; (no developments), which are not fought over or from. Ownership is connected to adjacent tiles. May be developed during the war to other rural. &amp;lt;br /&amp;gt;&#039;&#039;&#039;R. 	Rural&#039;&#039;&#039; (sparse development, farmland, major roadways)  &lt;br /&gt;
* &#039;&#039;&#039;S. 	Suburban&#039;&#039;&#039; (Villages, towns, Castles/Fortifications) &lt;br /&gt;
* &#039;&#039;&#039;URB. 	Urban&#039;&#039;&#039; (Cities/ major standalone builds) If a city is large enough, it may be split into multiple urban tiles.&lt;br /&gt;
&lt;br /&gt;
Tiles may have sub descriptors as well &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039;: Tiles that have been occupied over the course of the war. Occupied tiles may only receive minor alterations, such as destroying defenses, looting, graffiti, and small builds. Occupied tiles become controlled after 5 days&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039;: Tiles that cannot be used due to being acquired or given away during/recently before the war through diplomacy. Limited tiles may not be spawned in, and may be freely looted. The War Monitor decides when a tile is limited&lt;br /&gt;
* &#039;&#039;&#039;Uncontrollable&#039;&#039;&#039;: Tiles that are distant, impossible to reach, or are encircled. Only the primary player who has developed it may defend it, and players may not use it to attack out of.&lt;br /&gt;
* &#039;&#039;&#039;Mixed&#039;&#039;&#039;: Mixed tiles are tiles that contain a mix of opposing sides builds. There is no definitive owner, and sides may not spawn inside of the tile until it is fought over&lt;br /&gt;
* &#039;&#039;&#039;Targeted&#039;&#039;&#039;: Targeted tiles are tiles announced as about to be attacked. These tiles cannot be edited in any way.&lt;br /&gt;
* &#039;&#039;&#039;Front&#039;&#039;&#039;: Tiles that border (or are very close to) the enemy nation. These tiles can only receive minor aesthetic or defensive alterations&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039;: Controlled tiles are the tiles one side directly owns&lt;br /&gt;
&lt;br /&gt;
=== Initiative ===&lt;br /&gt;
[[File:Initiative.png|alt=visual example of transfer of initiative|thumb|421x421px|Example of transfer of initiative, by Khantubek]]&lt;br /&gt;
Initiative is the system to track who gets to decide where battles will take place. The system rewards &#039;&#039;victory&#039;&#039; in a tile with the ability to choose where the &#039;&#039;next&#039;&#039; battle will be. The War Monitor will divide all &#039;&#039;&#039;3&#039;&#039;&#039; points of initiative based on the war. Choosing to &#039;&#039;not&#039;&#039; use a point of initiative will have it become a defaulted loss.&lt;br /&gt;
&lt;br /&gt;
Allies share initiative, and must decide where they will be attacking, even if they must attack separately&lt;br /&gt;
&lt;br /&gt;
==== Attacking ====&lt;br /&gt;
Initiative can be used to attack tiles either adjacent to a controlled tile or accessible through undeveloped land. Oceans are considered undeveloped land, ships may count as artificial land.&lt;br /&gt;
&lt;br /&gt;
===== Blitz =====&lt;br /&gt;
Land may be targeted through already targeted land. If the initial tile is not taken, all attacks reliant on that tile being taken fail.&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
&lt;br /&gt;
=== Starting a battle ===&lt;br /&gt;
At the start of a battle, all armies must start from their respawn point, in either a suburban or urban tile, with their spawn set in that tile. Drafted players should arrive unequipped before the battle starts, to be equipped by the nation they fight for. Combatants may not go into opponents territory before the battle, during the day of the battle. Unorganized fighting may happen freely in no-man&#039;s land, or in uninvolved nations.&lt;br /&gt;
Allies with nearby suburban/urban tiles may spawn in allied territory, allies who are far away (War Monitor Decision), or are deemed as unable to reach the battle without crossing through the opponent, may be restricted from joining.&lt;br /&gt;
&lt;br /&gt;
==== Battle ====&lt;br /&gt;
Players fight over key capture points, in a capture the flag styled battle. In more important tiles/large urban centers, multiple points may be in play. The team with majority control wins the battle.&lt;br /&gt;
&lt;br /&gt;
Once a tile is captured, the War Monitor will decide which nation occupies it. Multiple nations may occupy the same tile.&lt;br /&gt;
&lt;br /&gt;
====== Walls, Gates, and Fortifications ======&lt;br /&gt;
Defenses may have a battle outside of them to gain control of a section of the defenses and gain access to the interior. These battles are treated as normal battles, but will have follow up battle(s) for further control of whatever is past the wall.&lt;br /&gt;
&#039;&#039;Ex. A castle having its gate attacked and forcing it open.&#039;&#039;Tiles that have these structures should indicate them on the map, and the tile will only fully fall when the structure is taken.&lt;br /&gt;
&lt;br /&gt;
=== Player Rules ===&lt;br /&gt;
&lt;br /&gt;
====== Movement ======&lt;br /&gt;
&lt;br /&gt;
# Players must stay in the overworld&lt;br /&gt;
# Players may not use any method of teleportation&lt;br /&gt;
# Players may not use boat glitches&lt;br /&gt;
# Riptide is not allowed&lt;br /&gt;
&lt;br /&gt;
====== Equipment ======&lt;br /&gt;
&lt;br /&gt;
# Maces are banned&lt;br /&gt;
# Wind Charges are banned&lt;br /&gt;
&lt;br /&gt;
====== Actions ======&lt;br /&gt;
Players Are explicitly allowed to destroy the following&lt;br /&gt;
&lt;br /&gt;
# Wooden/Iron doors (only in the battle tile)&lt;br /&gt;
# Beds (in any participating tiles)&lt;br /&gt;
# Ender Chests (only in battle tile)&lt;br /&gt;
# Shulkers (in any participating tiles&lt;br /&gt;
# Cobwebs (only in battle tile)&lt;br /&gt;
&lt;br /&gt;
Players are allowed to place&lt;br /&gt;
&lt;br /&gt;
# Beds for the purpose of respawns (in controlled suburban/urban tiles)&lt;br /&gt;
# Shulkers&lt;br /&gt;
# Enderchests (in friendly territory)&lt;br /&gt;
&lt;br /&gt;
In the battle tile, players may explicitly&lt;br /&gt;
&lt;br /&gt;
# Steal from containers&lt;br /&gt;
# Kill entities&lt;br /&gt;
# activate existing redstone&lt;br /&gt;
&lt;br /&gt;
Both players that activate and build redstone devices that destroy territory outside of the immediate area will be held accountable for griefing, to be reviewed by staff&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following actions are explicitly not allowed, and are a breach of server rules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Use of client mods for an advantage (ESP, Radar, hotbar switching, etc.)&lt;br /&gt;
# Utilization of exploits or bugs for an unfair advantage&lt;br /&gt;
# Use of Gsit commands during fighting&lt;br /&gt;
# Usage of end crystals, or respawn anchors&lt;br /&gt;
&lt;br /&gt;
If you need clarification on a client mod or bug, please open a ticket before utilization. Failure to seek clarification may result in disciplinary action without appeal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=2199</id>
		<title>War Rules Draft</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=2199"/>
		<updated>2025-02-07T09:59:10Z</updated>

		<summary type="html">&lt;p&gt;Swonki: /* Starting a battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Swonki&#039;s War Rules Draft}}&lt;br /&gt;
{{DISPLAYTITLE:Swonki&#039;s War Rules Draft Page}}&lt;br /&gt;
{{Infopage}}&lt;br /&gt;
The &#039;&#039;&#039;war rules&#039;&#039;&#039; are based on a scheduled battle system, and utilize the [[Capturepoint Datapack|capturepoint datapack]] by Chras. Alterations may be made for balance. This page is Swonki&#039;s draft page, and are not representative of current server rules&lt;br /&gt;
&lt;br /&gt;
== Organizing War ==&lt;br /&gt;
&lt;br /&gt;
=== Starting a war ===&lt;br /&gt;
War is declared publicly in #global-news, pinging all nations involved in fighting. Any allies being called in should link back to the initial war declaration when announcing involvement, and ping all nations involved. Excessive declarations, or declarations that can be seen as impossible to fulfill a war over may be rejected by staff. The attacking nation must indicate the location(s) of their initial attacks.&lt;br /&gt;
&lt;br /&gt;
The attacking nation must have basic maps ready for all initial participants when they declare the war. Following the declaration, opposing sides may propose their own map, to be approved by the War Monitor. Allies must create their own maps (at least a draft) before being allowed to fight.&lt;br /&gt;
&lt;br /&gt;
==== War Monitor ====&lt;br /&gt;
The &#039;&#039;&#039;War Monitor&#039;&#039;&#039; is an appointed role for every war by the [[staff team of cinder]]. The job of the War Monitor is to regulate the war both in discord and in game. War Monitor responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* The approval of map proposals and changes&lt;br /&gt;
* Managing the war schedule&lt;br /&gt;
* Regulating participation of players in war and battles&lt;br /&gt;
* Setting up the War Organization Chat in the discord&lt;br /&gt;
* Deciding the representatives of the sides&lt;br /&gt;
* Deciding battle outcomes&lt;br /&gt;
* Drafting external players&lt;br /&gt;
The War Monitor should aim to maintain a regular schedule of battles. They may announce the war frozen if scheduling fails (neither side participates), and can end the war.&lt;br /&gt;
&lt;br /&gt;
Multiple War Monitors may be appointed for a war.&lt;br /&gt;
&lt;br /&gt;
==== Representatives ====&lt;br /&gt;
Alliances within a war are limited to 1 &#039;&#039;&#039;representative&#039;&#039;&#039; in the War Organization Chat, that may be replaced by the War Monitor. Representatives are responsible for providing the War Monitor with information to allow them to fairly and accurately make decisions. Representative responsibilities include:&lt;br /&gt;
&lt;br /&gt;
*Providing lists of alliance combatants&lt;br /&gt;
*Providing available times&lt;br /&gt;
*Providing map information&lt;br /&gt;
*Detailing where battles will happen&lt;br /&gt;
Representatives may be removed by the War Monitor for toxic behavior in chat, bad sportsmanship, gamesmanship, or stalling.&lt;br /&gt;
&lt;br /&gt;
==== Player Participation ====&lt;br /&gt;
Nations may use their citizens for their army freely. There is no limit on citizens fighting for their nation&lt;br /&gt;
&#039;&#039;&#039;Mercenaries&#039;&#039;&#039; require War Monitor oversight for fair application into the war.&lt;br /&gt;
&lt;br /&gt;
====== Drafting ======&lt;br /&gt;
Nations have an external army size. Army size is dictated by the development of the whole nation. More development allows more external players to fight during battles. This is established at the start of the war using the development level of the tiles, added together.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Suburban:&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Urban:&#039;&#039;&#039; +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ex:&#039;&#039;&#039; 2 Suburban, 1 Urban = 5 external players that can fight&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Drafted players should not be considered as their RP characters&lt;br /&gt;
Once the time for the battle(s) has been set, the server will open a draft for all players on the server to sign up to fight during the time. The list of players will be provided and will either be drafted in turns, or divided by the War Monitor (whichever is fairer), until their army sizes are reached, or are proportionally balanced.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drafted players may not betray their sides. Citizens, mercenaries, and vassals may do so.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== War Map ===&lt;br /&gt;
The &#039;&#039;&#039;War Map&#039;&#039;&#039; is the visual aid for the war to show who controls what, as decided by the War Monitor using map information from the representatives of the war. The map must be completed before battles can begin. The War Map should be drawn using the basic standards:&lt;br /&gt;
&lt;br /&gt;
* Physical Map showing terrain and builds&lt;br /&gt;
* Clear tile and national borders&lt;br /&gt;
* Clear identifiers of tile development&lt;br /&gt;
* Clear colours to distinguish ownership (differentiating occupation or limited control)&lt;br /&gt;
* Clear markings for any defensive structures&lt;br /&gt;
* Clear marking for which tiles are being attacked&lt;br /&gt;
* Minimizing inclusion of undeveloped land&lt;br /&gt;
&lt;br /&gt;
Once the map is created, national and tile boundaries will remain the same until the conclusion of the war (unless diplomacy to involve another nation dictates a change). Undeclared builds made outside of the defined areas may be announced as unprotected by decision of the War Monitor, and have grief/theft protections lifted.&lt;br /&gt;
&lt;br /&gt;
==== Tiles ====&lt;br /&gt;
Tiles are the subdivisions of the map showing where battles can take place, and how players can use the locations. Each tile has a development level to tell players how they operate&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;U.	 Undeveloped&#039;&#039;&#039; (no developments), which are not fought over or from. Ownership is connected to adjacent tiles. May be developed during the war to other rural. &amp;lt;br /&amp;gt;&#039;&#039;&#039;R. 	Rural&#039;&#039;&#039; (sparse development, farmland, major roadways)  &lt;br /&gt;
* &#039;&#039;&#039;S. 	Suburban&#039;&#039;&#039; (Villages, towns, Castles/Fortifications) &lt;br /&gt;
* &#039;&#039;&#039;URB. 	Urban&#039;&#039;&#039; (Cities/ major standalone builds) If a city is large enough, it may be split into multiple urban tiles.&lt;br /&gt;
&lt;br /&gt;
Tiles may have sub descriptors as well &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039;: Tiles that have been occupied over the course of the war. Occupied tiles may only receive minor alterations, such as destroying defenses, looting, graffiti, and small builds. Occupied tiles become controlled after 5 days&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039;: Tiles that cannot be used due to being acquired or given away during/recently before the war through diplomacy. Limited tiles may not be spawned in, and may be freely looted. The War Monitor decides when a tile is limited&lt;br /&gt;
* &#039;&#039;&#039;Uncontrollable&#039;&#039;&#039;: Tiles that are distant, impossible to reach, or are encircled. Only the primary player who has developed it may defend it, and players may not use it to attack out of.&lt;br /&gt;
* &#039;&#039;&#039;Mixed&#039;&#039;&#039;: Mixed tiles are tiles that contain a mix of opposing sides builds. There is no definitive owner, and sides may not spawn inside of the tile until it is fought over&lt;br /&gt;
* &#039;&#039;&#039;Targeted&#039;&#039;&#039;: Targeted tiles are tiles announced as about to be attacked. These tiles cannot be edited in any way.&lt;br /&gt;
* &#039;&#039;&#039;Front&#039;&#039;&#039;: Tiles that border (or are very close to) the enemy nation. These tiles can only receive minor aesthetic or defensive alterations&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039;: Controlled tiles are the tiles one side directly owns&lt;br /&gt;
&lt;br /&gt;
=== Initiative ===&lt;br /&gt;
[[File:Initiative.png|alt=visual example of transfer of initiative|thumb|421x421px|Example of transfer of initiative, by Khantubek]]&lt;br /&gt;
Initiative is the system to track who gets to decide where battles will take place. The system rewards &#039;&#039;victory&#039;&#039; in a tile with the ability to choose where the &#039;&#039;next&#039;&#039; battle will be. The War Monitor will divide all &#039;&#039;&#039;3&#039;&#039;&#039; points of initiative based on the war. Choosing to &#039;&#039;not&#039;&#039; use a point of initiative will have it become a defaulted loss.&lt;br /&gt;
&lt;br /&gt;
Allies share initiative, and must decide where they will be attacking, even if they must attack separately&lt;br /&gt;
&lt;br /&gt;
==== Attacking ====&lt;br /&gt;
Initiative can be used to attack tiles either adjacent to a controlled tile or accessible through undeveloped land. Oceans are considered undeveloped land, ships may count as artificial land.&lt;br /&gt;
&lt;br /&gt;
===== Blitz =====&lt;br /&gt;
Land may be targeted through already targeted land. If the initial tile is not taken, all attacks reliant on that tile being taken fail.&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
&lt;br /&gt;
=== Starting a battle ===&lt;br /&gt;
At the start of a battle, all armies must start from their nation, in either a suburban or urban tile, with their spawn set in that tile. Drafted players should arrive unequipped before the battle starts, to be equipped by the nation they fight for. Combatants may not go into opponents territory before the battle, during the day of the battle. Unorganized fighting may happen freely in no-man&#039;s land, or in uninvolved nations.&lt;br /&gt;
Allies with nearby suburban/urban tiles may spawn in allied territory, allies who are far away (War Monitor Decision), or are deemed as unable to reach the battle without crossing through the opponent, may be restricted from joining.&lt;br /&gt;
&lt;br /&gt;
==== Battle ====&lt;br /&gt;
Players fight over key capture points, in a capture the flag styled battle. In more important tiles/large urban centers, multiple points may be in play. The team with majority control wins the battle.&lt;br /&gt;
&lt;br /&gt;
Once a tile is captured, the War Monitor will decide which nation occupies it. Multiple nations may occupy the same tile.&lt;br /&gt;
&lt;br /&gt;
====== Walls, Gates, and Fortifications ======&lt;br /&gt;
Defenses may have a battle outside of them to gain control of a section of the defenses and gain access to the interior. These battles are treated as normal battles, but will have follow up battle(s) for further control of whatever is past the wall.&lt;br /&gt;
&#039;&#039;Ex. A castle having its gate attacked and forcing it open.&#039;&#039;Tiles that have these structures should indicate them on the map, and the tile will only fully fall when the structure is taken.&lt;br /&gt;
&lt;br /&gt;
=== Player Rules ===&lt;br /&gt;
&lt;br /&gt;
====== Movement ======&lt;br /&gt;
&lt;br /&gt;
# Players must stay in the overworld&lt;br /&gt;
# Players may not use any method of teleportation&lt;br /&gt;
# Players may not use boat glitches&lt;br /&gt;
# Riptide is not allowed&lt;br /&gt;
&lt;br /&gt;
====== Equipment ======&lt;br /&gt;
&lt;br /&gt;
# Maces are banned&lt;br /&gt;
# Wind Charges are banned&lt;br /&gt;
&lt;br /&gt;
====== Actions ======&lt;br /&gt;
Players Are explicitly allowed to destroy the following&lt;br /&gt;
&lt;br /&gt;
# Wooden/Iron doors (only in the battle tile)&lt;br /&gt;
# Beds (in any participating tiles)&lt;br /&gt;
# Ender Chests (only in battle tile)&lt;br /&gt;
# Shulkers (in any participating tiles&lt;br /&gt;
# Cobwebs (only in battle tile)&lt;br /&gt;
&lt;br /&gt;
Players are allowed to place&lt;br /&gt;
&lt;br /&gt;
# Beds for the purpose of respawns (in controlled suburban/urban tiles)&lt;br /&gt;
# Shulkers&lt;br /&gt;
# Enderchests (in friendly territory)&lt;br /&gt;
&lt;br /&gt;
In the battle tile, players may explicitly&lt;br /&gt;
&lt;br /&gt;
# Steal from containers&lt;br /&gt;
# Kill entities&lt;br /&gt;
# activate existing redstone&lt;br /&gt;
&lt;br /&gt;
Both players that activate and build redstone devices that destroy territory outside of the immediate area will be held accountable for griefing, to be reviewed by staff&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following actions are explicitly not allowed, and are a breach of server rules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Use of client mods for an advantage (ESP, Radar, hotbar switching, etc.)&lt;br /&gt;
# Utilization of exploits or bugs for an unfair advantage&lt;br /&gt;
# Use of Gsit commands during fighting&lt;br /&gt;
# Usage of end crystals, or respawn anchors&lt;br /&gt;
&lt;br /&gt;
If you need clarification on a client mod or bug, please open a ticket before utilization. Failure to seek clarification may result in disciplinary action without appeal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=2198</id>
		<title>War Rules Draft</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=2198"/>
		<updated>2025-02-07T09:52:42Z</updated>

		<summary type="html">&lt;p&gt;Swonki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Swonki&#039;s War Rules Draft}}&lt;br /&gt;
{{DISPLAYTITLE:Swonki&#039;s War Rules Draft Page}}&lt;br /&gt;
{{Infopage}}&lt;br /&gt;
The &#039;&#039;&#039;war rules&#039;&#039;&#039; are based on a scheduled battle system, and utilize the [[Capturepoint Datapack|capturepoint datapack]] by Chras. Alterations may be made for balance. This page is Swonki&#039;s draft page, and are not representative of current server rules&lt;br /&gt;
&lt;br /&gt;
== Organizing War ==&lt;br /&gt;
&lt;br /&gt;
=== Starting a war ===&lt;br /&gt;
War is declared publicly in #global-news, pinging all nations involved in fighting. Any allies being called in should link back to the initial war declaration when announcing involvement, and ping all nations involved. Excessive declarations, or declarations that can be seen as impossible to fulfill a war over may be rejected by staff. The attacking nation must indicate the location(s) of their initial attacks.&lt;br /&gt;
&lt;br /&gt;
The attacking nation must have basic maps ready for all initial participants when they declare the war. Following the declaration, opposing sides may propose their own map, to be approved by the War Monitor. Allies must create their own maps (at least a draft) before being allowed to fight.&lt;br /&gt;
&lt;br /&gt;
==== War Monitor ====&lt;br /&gt;
The &#039;&#039;&#039;War Monitor&#039;&#039;&#039; is an appointed role for every war by the [[staff team of cinder]]. The job of the War Monitor is to regulate the war both in discord and in game. War Monitor responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* The approval of map proposals and changes&lt;br /&gt;
* Managing the war schedule&lt;br /&gt;
* Regulating participation of players in war and battles&lt;br /&gt;
* Setting up the War Organization Chat in the discord&lt;br /&gt;
* Deciding the representatives of the sides&lt;br /&gt;
* Deciding battle outcomes&lt;br /&gt;
* Drafting external players&lt;br /&gt;
The War Monitor should aim to maintain a regular schedule of battles. They may announce the war frozen if scheduling fails (neither side participates), and can end the war.&lt;br /&gt;
&lt;br /&gt;
Multiple War Monitors may be appointed for a war.&lt;br /&gt;
&lt;br /&gt;
==== Representatives ====&lt;br /&gt;
Alliances within a war are limited to 1 &#039;&#039;&#039;representative&#039;&#039;&#039; in the War Organization Chat, that may be replaced by the War Monitor. Representatives are responsible for providing the War Monitor with information to allow them to fairly and accurately make decisions. Representative responsibilities include:&lt;br /&gt;
&lt;br /&gt;
*Providing lists of alliance combatants&lt;br /&gt;
*Providing available times&lt;br /&gt;
*Providing map information&lt;br /&gt;
*Detailing where battles will happen&lt;br /&gt;
Representatives may be removed by the War Monitor for toxic behavior in chat, bad sportsmanship, gamesmanship, or stalling.&lt;br /&gt;
&lt;br /&gt;
==== Player Participation ====&lt;br /&gt;
Nations may use their citizens for their army freely. There is no limit on citizens fighting for their nation&lt;br /&gt;
&#039;&#039;&#039;Mercenaries&#039;&#039;&#039; require War Monitor oversight for fair application into the war.&lt;br /&gt;
&lt;br /&gt;
====== Drafting ======&lt;br /&gt;
Nations have an external army size. Army size is dictated by the development of the whole nation. More development allows more external players to fight during battles. This is established at the start of the war using the development level of the tiles, added together.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Suburban:&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Urban:&#039;&#039;&#039; +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ex:&#039;&#039;&#039; 2 Suburban, 1 Urban = 5 external players that can fight&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Drafted players should not be considered as their RP characters&lt;br /&gt;
Once the time for the battle(s) has been set, the server will open a draft for all players on the server to sign up to fight during the time. The list of players will be provided and will either be drafted in turns, or divided by the War Monitor (whichever is fairer), until their army sizes are reached, or are proportionally balanced.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drafted players may not betray their sides. Citizens, mercenaries, and vassals may do so.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== War Map ===&lt;br /&gt;
The &#039;&#039;&#039;War Map&#039;&#039;&#039; is the visual aid for the war to show who controls what, as decided by the War Monitor using map information from the representatives of the war. The map must be completed before battles can begin. The War Map should be drawn using the basic standards:&lt;br /&gt;
&lt;br /&gt;
* Physical Map showing terrain and builds&lt;br /&gt;
* Clear tile and national borders&lt;br /&gt;
* Clear identifiers of tile development&lt;br /&gt;
* Clear colours to distinguish ownership (differentiating occupation or limited control)&lt;br /&gt;
* Clear markings for any defensive structures&lt;br /&gt;
* Clear marking for which tiles are being attacked&lt;br /&gt;
* Minimizing inclusion of undeveloped land&lt;br /&gt;
&lt;br /&gt;
Once the map is created, national and tile boundaries will remain the same until the conclusion of the war (unless diplomacy to involve another nation dictates a change). Undeclared builds made outside of the defined areas may be announced as unprotected by decision of the War Monitor, and have grief/theft protections lifted.&lt;br /&gt;
&lt;br /&gt;
==== Tiles ====&lt;br /&gt;
Tiles are the subdivisions of the map showing where battles can take place, and how players can use the locations. Each tile has a development level to tell players how they operate&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;U.	 Undeveloped&#039;&#039;&#039; (no developments), which are not fought over or from. Ownership is connected to adjacent tiles. May be developed during the war to other rural. &amp;lt;br /&amp;gt;&#039;&#039;&#039;R. 	Rural&#039;&#039;&#039; (sparse development, farmland, major roadways)  &lt;br /&gt;
* &#039;&#039;&#039;S. 	Suburban&#039;&#039;&#039; (Villages, towns, Castles/Fortifications) &lt;br /&gt;
* &#039;&#039;&#039;URB. 	Urban&#039;&#039;&#039; (Cities/ major standalone builds) If a city is large enough, it may be split into multiple urban tiles.&lt;br /&gt;
&lt;br /&gt;
Tiles may have sub descriptors as well &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039;: Tiles that have been occupied over the course of the war. Occupied tiles may only receive minor alterations, such as destroying defenses, looting, graffiti, and small builds. Occupied tiles become controlled after 5 days&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039;: Tiles that cannot be used due to being acquired or given away during/recently before the war through diplomacy. Limited tiles may not be spawned in, and may be freely looted. The War Monitor decides when a tile is limited&lt;br /&gt;
* &#039;&#039;&#039;Uncontrollable&#039;&#039;&#039;: Tiles that are distant, impossible to reach, or are encircled. Only the primary player who has developed it may defend it, and players may not use it to attack out of.&lt;br /&gt;
* &#039;&#039;&#039;Mixed&#039;&#039;&#039;: Mixed tiles are tiles that contain a mix of opposing sides builds. There is no definitive owner, and sides may not spawn inside of the tile until it is fought over&lt;br /&gt;
* &#039;&#039;&#039;Targeted&#039;&#039;&#039;: Targeted tiles are tiles announced as about to be attacked. These tiles cannot be edited in any way.&lt;br /&gt;
* &#039;&#039;&#039;Front&#039;&#039;&#039;: Tiles that border (or are very close to) the enemy nation. These tiles can only receive minor aesthetic or defensive alterations&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039;: Controlled tiles are the tiles one side directly owns&lt;br /&gt;
&lt;br /&gt;
=== Initiative ===&lt;br /&gt;
[[File:Initiative.png|alt=visual example of transfer of initiative|thumb|421x421px|Example of transfer of initiative, by Khantubek]]&lt;br /&gt;
Initiative is the system to track who gets to decide where battles will take place. The system rewards &#039;&#039;victory&#039;&#039; in a tile with the ability to choose where the &#039;&#039;next&#039;&#039; battle will be. The War Monitor will divide all &#039;&#039;&#039;3&#039;&#039;&#039; points of initiative based on the war. Choosing to &#039;&#039;not&#039;&#039; use a point of initiative will have it become a defaulted loss.&lt;br /&gt;
&lt;br /&gt;
Allies share initiative, and must decide where they will be attacking, even if they must attack separately&lt;br /&gt;
&lt;br /&gt;
==== Attacking ====&lt;br /&gt;
Initiative can be used to attack tiles either adjacent to a controlled tile or accessible through undeveloped land. Oceans are considered undeveloped land, ships may count as artificial land.&lt;br /&gt;
&lt;br /&gt;
===== Blitz =====&lt;br /&gt;
Land may be targeted through already targeted land. If the initial tile is not taken, all attacks reliant on that tile being taken fail.&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
&lt;br /&gt;
=== Starting a battle ===&lt;br /&gt;
At the start of a battle, all armies must start from their nation, in either a suburban or urban tile, with their spawn set in that tile. Drafted players should arrive unequipped before the battle starts, to be equipped by the nation they fight for. Combatants may not go into opponents territory before the battle, during the day of the battle. Unorganized fighting may happen freely in no-man&#039;s land, or in uninvolved nations.&lt;br /&gt;
Allies with nearby suburban/urban tiles may spawn in allied territory, allies who are far away (War Monitor Decision), or are deemed as unable to reach the battle without crossing through the opponent, may be restricted from joining.&lt;br /&gt;
&lt;br /&gt;
==== Battle ====&lt;br /&gt;
Players fight over key capture points, in a capture the flag styled battle. In more important tiles/large urban centers, multiple points may be in play. The team with majority control wins the battle.&lt;br /&gt;
&lt;br /&gt;
Once a tile is captured, the War Monitor will decide which nation occupies it. Multiple nations may occupy the same tile.&lt;br /&gt;
&lt;br /&gt;
====== Walls, Gates, and Fortifications ======&lt;br /&gt;
Defenses may have a battle outside of them to gain control of a section of the defenses and gain access to the interior. These battles are treated as normal battles, but will have follow up battle(s) for further control of whatever is past the wall.&lt;br /&gt;
&#039;&#039;Ex. A castle having its gate attacked and forcing it open.&#039;&#039;Tiles that have these structures should indicate them on the map, and the tile will only fully fall when the structure is taken.&lt;br /&gt;
&lt;br /&gt;
=== Player Rules ===&lt;br /&gt;
&lt;br /&gt;
====== Movement ======&lt;br /&gt;
&lt;br /&gt;
# Players must stay in the overworld&lt;br /&gt;
# Players may not use any method of teleportation&lt;br /&gt;
# Players may not use boat glitches&lt;br /&gt;
# Riptide is not allowed&lt;br /&gt;
&lt;br /&gt;
====== Equipment ======&lt;br /&gt;
&lt;br /&gt;
# Maces are banned&lt;br /&gt;
# Wind Charges are banned&lt;br /&gt;
&lt;br /&gt;
====== Actions ======&lt;br /&gt;
Players Are explicitly allowed to destroy the following&lt;br /&gt;
&lt;br /&gt;
# Wooden/Iron doors (only in the battle tile)&lt;br /&gt;
# Beds (in any participating tiles)&lt;br /&gt;
# Ender Chests (only in battle tile)&lt;br /&gt;
# Shulkers (in any participating tiles&lt;br /&gt;
# Cobwebs (only in battle tile)&lt;br /&gt;
&lt;br /&gt;
Players are allowed to place&lt;br /&gt;
&lt;br /&gt;
# Beds for the purpose of respawns (in controlled suburban/urban tiles)&lt;br /&gt;
# Shulkers&lt;br /&gt;
# Enderchests (in friendly territory)&lt;br /&gt;
&lt;br /&gt;
In the battle tile, players may explicitly&lt;br /&gt;
&lt;br /&gt;
# Steal from containers&lt;br /&gt;
# Kill entities&lt;br /&gt;
# activate existing redstone&lt;br /&gt;
&lt;br /&gt;
Both players that activate and build redstone devices that destroy territory outside of the immediate area will be held accountable for griefing, to be reviewed by staff&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following actions are explicitly not allowed, and are a breach of server rules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Use of client mods for an advantage (ESP, Radar, hotbar switching, etc.)&lt;br /&gt;
# Utilization of exploits or bugs for an unfair advantage&lt;br /&gt;
# Use of Gsit commands during fighting&lt;br /&gt;
&lt;br /&gt;
If you need clarification on a client mod or bug, please open a ticket before utilization. Failure to seek clarification may result in disciplinary action without appeal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=2197</id>
		<title>War Rules Draft</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=2197"/>
		<updated>2025-02-07T09:42:30Z</updated>

		<summary type="html">&lt;p&gt;Swonki: /* Movement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Swonki&#039;s War Rules Draft}}&lt;br /&gt;
{{DISPLAYTITLE:Swonki&#039;s War Rules Draft Page}}&lt;br /&gt;
{{Infopage}}&lt;br /&gt;
The &#039;&#039;&#039;war rules&#039;&#039;&#039; are based on a scheduled battle system, and utilize a capture the flag datapack by Chras. Alterations may be made for balance. This page is Swonki&#039;s draft page, and are not representative of current server rules&lt;br /&gt;
&lt;br /&gt;
== Organizing War ==&lt;br /&gt;
&lt;br /&gt;
=== Starting a war ===&lt;br /&gt;
War is declared publicly in #global-news, pinging all nations involved in fighting. Any allies being called in should link back to the initial war declaration when announcing involvement, and ping all nations involved. Excessive declarations, or declarations that can be seen as impossible to fulfill a war over may be rejected by staff. The attacking nation must indicate the location(s) of their initial attacks.&lt;br /&gt;
&lt;br /&gt;
The attacking nation must have basic maps ready for all initial participants when they declare the war. Following the declaration, opposing sides may propose their own map, to be approved by the War Monitor. Allies must create their own maps (at least a draft) before being allowed to fight.&lt;br /&gt;
&lt;br /&gt;
==== War Monitor ====&lt;br /&gt;
The &#039;&#039;&#039;War Monitor&#039;&#039;&#039; is an appointed role for every war by the [[staff team of cinder]]. The job of the War Monitor is to regulate the war both in discord and in game. War Monitor responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* The approval of map proposals and changes&lt;br /&gt;
* Managing the war schedule&lt;br /&gt;
* Regulating participation of players in war and battles&lt;br /&gt;
* Setting up the War Organization Chat in the discord&lt;br /&gt;
* Deciding the representatives of the sides&lt;br /&gt;
* Deciding battle outcomes&lt;br /&gt;
* Drafting external players&lt;br /&gt;
The War Monitor should aim to maintain a regular schedule of battles. They may announce the war frozen if scheduling fails (neither side participates), and can end the war.&lt;br /&gt;
&lt;br /&gt;
Multiple War Monitors may be appointed for a war.&lt;br /&gt;
&lt;br /&gt;
==== Representatives ====&lt;br /&gt;
Alliances within a war are limited to 1 &#039;&#039;&#039;representative&#039;&#039;&#039; in the War Organization Chat, that may be replaced by the War Monitor. Representatives are responsible for providing the War Monitor with information to allow them to fairly and accurately make decisions. Representative responsibilities include:&lt;br /&gt;
&lt;br /&gt;
*Providing lists of alliance combatants&lt;br /&gt;
*Providing available times&lt;br /&gt;
*Providing map information&lt;br /&gt;
*Detailing where battles will happen&lt;br /&gt;
Representatives may be removed by the War Monitor for toxic behavior in chat, bad sportsmanship, gamesmanship, or stalling.&lt;br /&gt;
&lt;br /&gt;
==== Player Participation ====&lt;br /&gt;
Nations may use their citizens for their army freely. There is no limit on citizens fighting for their nation&lt;br /&gt;
&#039;&#039;&#039;Mercenaries&#039;&#039;&#039; require War Monitor oversight for fair application into the war.&lt;br /&gt;
&lt;br /&gt;
====== Drafting ======&lt;br /&gt;
Nations have an external army size. Army size is dictated by the development of the whole nation. More development allows more external players to fight during battles. This is established at the start of the war using the development level of the tiles, added together.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Suburban:&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Urban:&#039;&#039;&#039; +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ex:&#039;&#039;&#039; 2 Suburban, 1 Urban = 5 external players that can fight&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Drafted players should not be considered as their RP characters&lt;br /&gt;
Once the time for the battle(s) has been set, the server will open a draft for all players on the server to sign up to fight during the time. The list of players will be provided and will either be drafted in turns, or divided by the War Monitor (whichever is fairer), until their army sizes are reached, or are proportionally balanced.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drafted players may not betray their sides. Citizens, mercenaries, and vassals may do so.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== War Map ===&lt;br /&gt;
The &#039;&#039;&#039;War Map&#039;&#039;&#039; is the visual aid for the war to show who controls what, as decided by the War Monitor using map information from the representatives of the war. The map must be completed before battles can begin. The War Map should be drawn using the basic standards:&lt;br /&gt;
&lt;br /&gt;
* Physical Map showing terrain and builds&lt;br /&gt;
* Clear tile and national borders&lt;br /&gt;
* Clear identifiers of tile development&lt;br /&gt;
* Clear colours to distinguish ownership (differentiating occupation or limited control)&lt;br /&gt;
* Clear markings for any defensive structures&lt;br /&gt;
* Clear marking for which tiles are being attacked&lt;br /&gt;
* Minimizing inclusion of undeveloped land&lt;br /&gt;
&lt;br /&gt;
Once the map is created, national and tile boundaries will remain the same until the conclusion of the war (unless diplomacy to involve another nation dictates a change). Undeclared builds made outside of the defined areas may be announced as unprotected by decision of the War Monitor, and have grief/theft protections lifted.&lt;br /&gt;
&lt;br /&gt;
==== Tiles ====&lt;br /&gt;
Tiles are the subdivisions of the map showing where battles can take place, and how players can use the locations. Each tile has a development level to tell players how they operate&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;U.	 Undeveloped&#039;&#039;&#039; (no developments), which are not fought over or from. Ownership is connected to adjacent tiles. May be developed during the war to other rural. &amp;lt;br /&amp;gt;&#039;&#039;&#039;R. 	Rural&#039;&#039;&#039; (sparse development, farmland, major roadways)  &lt;br /&gt;
* &#039;&#039;&#039;S. 	Suburban&#039;&#039;&#039; (Villages, towns, Castles/Fortifications) &lt;br /&gt;
* &#039;&#039;&#039;URB. 	Urban&#039;&#039;&#039; (Cities/ major standalone builds) If a city is large enough, it may be split into multiple urban tiles.&lt;br /&gt;
&lt;br /&gt;
Tiles may have sub descriptors as well &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039;: Tiles that have been occupied over the course of the war. Occupied tiles may only receive minor alterations, such as destroying defenses, looting, graffiti, and small builds. Occupied tiles become controlled after 5 days&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039;: Tiles that cannot be used due to being acquired or given away during/recently before the war through diplomacy. Limited tiles may not be spawned in, and may be freely looted. The War Monitor decides when a tile is limited&lt;br /&gt;
* &#039;&#039;&#039;Uncontrollable&#039;&#039;&#039;: Tiles that are distant, impossible to reach, or are encircled. Only the primary player who has developed it may defend it, and players may not use it to attack out of.&lt;br /&gt;
* &#039;&#039;&#039;Mixed&#039;&#039;&#039;: Mixed tiles are tiles that contain a mix of opposing sides builds. There is no definitive owner, and sides may not spawn inside of the tile until it is fought over&lt;br /&gt;
* &#039;&#039;&#039;Targeted&#039;&#039;&#039;: Targeted tiles are tiles announced as about to be attacked. These tiles cannot be edited in any way.&lt;br /&gt;
* &#039;&#039;&#039;Front&#039;&#039;&#039;: Tiles that border (or are very close to) the enemy nation. These tiles can only receive minor aesthetic or defensive alterations&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039;: Controlled tiles are the tiles one side directly owns&lt;br /&gt;
&lt;br /&gt;
=== Initiative ===&lt;br /&gt;
[[File:Initiative.png|alt=visual example of transfer of initiative|thumb|421x421px|Example of transfer of initiative, by Khantubek]]&lt;br /&gt;
Initiative is the system to track who gets to decide where battles will take place. The system rewards &#039;&#039;victory&#039;&#039; in a tile with the ability to choose where the &#039;&#039;next&#039;&#039; battle will be. The War Monitor will divide all &#039;&#039;&#039;3&#039;&#039;&#039; points of initiative based on the war. Choosing to &#039;&#039;not&#039;&#039; use a point of initiative will have it become a defaulted loss.&lt;br /&gt;
&lt;br /&gt;
Allies share initiative, and must decide where they will be attacking, even if they must attack separately&lt;br /&gt;
&lt;br /&gt;
==== Attacking ====&lt;br /&gt;
Initiative can be used to attack tiles either adjacent to a controlled tile or accessible through undeveloped land. Oceans are considered undeveloped land, ships may count as artificial land.&lt;br /&gt;
&lt;br /&gt;
===== Blitz =====&lt;br /&gt;
Land may be targeted through already targeted land. If the initial tile is not taken, all attacks reliant on that tile being taken fail.&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
&lt;br /&gt;
=== Starting a battle ===&lt;br /&gt;
At the start of a battle, all armies must start from their nation, in either a suburban or urban tile, with their spawn set in that tile. Drafted players should arrive unequipped before the battle starts, to be equipped by the nation they fight for. Combatants may not go into opponents territory before the battle, during the day of the battle. Unorganized fighting may happen freely in no-man&#039;s land, or in uninvolved nations.&lt;br /&gt;
Allies with nearby suburban/urban tiles may spawn in allied territory, allies who are far away (War Monitor Decision), or are deemed as unable to reach the battle without crossing through the opponent, may be restricted from joining.&lt;br /&gt;
&lt;br /&gt;
==== Battle ====&lt;br /&gt;
Players fight over key capture points, in a capture the flag styled battle. In more important tiles/large urban centers, multiple points may be in play. The team with majority control wins the battle.&lt;br /&gt;
&lt;br /&gt;
Once a tile is captured, the War Monitor will decide which nation occupies it. Multiple nations may occupy the same tile.&lt;br /&gt;
&lt;br /&gt;
====== Walls, Gates, and Fortifications ======&lt;br /&gt;
Defenses may have a battle outside of them to gain control of a section of the defenses and gain access to the interior. These battles are treated as normal battles, but will have follow up battle(s) for further control of whatever is past the wall.&lt;br /&gt;
&#039;&#039;Ex. A castle having its gate attacked and forcing it open.&#039;&#039;Tiles that have these structures should indicate them on the map, and the tile will only fully fall when the structure is taken.&lt;br /&gt;
&lt;br /&gt;
=== Player Rules ===&lt;br /&gt;
&lt;br /&gt;
====== Movement ======&lt;br /&gt;
&lt;br /&gt;
# Players must stay in the overworld&lt;br /&gt;
# Players may not use any method of teleportation&lt;br /&gt;
# Players may not use boat glitches&lt;br /&gt;
# Riptide is not allowed&lt;br /&gt;
&lt;br /&gt;
====== Equipment ======&lt;br /&gt;
&lt;br /&gt;
# Maces are banned&lt;br /&gt;
# Wind Charges are banned&lt;br /&gt;
&lt;br /&gt;
====== Actions ======&lt;br /&gt;
Players Are explicitly allowed to destroy the following&lt;br /&gt;
&lt;br /&gt;
# Wooden/Iron doors (only in the battle tile)&lt;br /&gt;
# Beds (in any participating tiles)&lt;br /&gt;
# Ender Chests (only in battle tile)&lt;br /&gt;
# Shulkers (in any participating tiles&lt;br /&gt;
# Cobwebs (only in battle tile)&lt;br /&gt;
&lt;br /&gt;
Players are allowed to place&lt;br /&gt;
&lt;br /&gt;
# Beds for the purpose of respawns (in controlled suburban/urban tiles)&lt;br /&gt;
# Shulkers&lt;br /&gt;
# Enderchests (in friendly territory)&lt;br /&gt;
&lt;br /&gt;
In the battle tile, players may explicitly&lt;br /&gt;
&lt;br /&gt;
# Steal from containers&lt;br /&gt;
# Kill entities&lt;br /&gt;
# activate existing redstone&lt;br /&gt;
&lt;br /&gt;
Both players that activate and build redstone devices that destroy territory outside of the immediate area will be held accountable for griefing, to be reviewed by staff&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following actions are explicitly not allowed, and are a breach of server rules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Use of client mods for an advantage (ESP, Radar, hotbar switching, etc.)&lt;br /&gt;
# Utilization of exploits or bugs for an unfair advantage&lt;br /&gt;
# Use of Gsit commands during fighting&lt;br /&gt;
&lt;br /&gt;
If you need clarification on a client mod or bug, please open a ticket before utilization. Failure to seek clarification may result in disciplinary action without appeal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=2189</id>
		<title>War Rules Draft</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=2189"/>
		<updated>2025-02-05T12:49:54Z</updated>

		<summary type="html">&lt;p&gt;Swonki: added disclaimer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Swonki&#039;s War Rules Draft}}&lt;br /&gt;
{{DISPLAYTITLE:Swonki&#039;s War Rules Draft Page}}&lt;br /&gt;
{{Infopage}}&lt;br /&gt;
The &#039;&#039;&#039;war rules&#039;&#039;&#039; are based on a scheduled battle system, and utilize a capture the flag datapack by Chras. Alterations may be made for balance. This page is Swonki&#039;s draft page, and are not representative of current server rules&lt;br /&gt;
&lt;br /&gt;
== Organizing War ==&lt;br /&gt;
&lt;br /&gt;
=== Starting a war ===&lt;br /&gt;
War is declared publicly in #global-news, pinging all nations involved in fighting. Any allies being called in should link back to the initial war declaration when announcing involvement, and ping all nations involved. Excessive declarations, or declarations that can be seen as impossible to fulfill a war over may be rejected by staff. The attacking nation must indicate the location(s) of their initial attacks.&lt;br /&gt;
&lt;br /&gt;
The attacking nation must have basic maps ready for all initial participants when they declare the war. Following the declaration, opposing sides may propose their own map, to be approved by the War Monitor. Allies must create their own maps (at least a draft) before being allowed to fight.&lt;br /&gt;
&lt;br /&gt;
==== War Monitor ====&lt;br /&gt;
The &#039;&#039;&#039;War Monitor&#039;&#039;&#039; is an appointed role for every war by the [[staff team of cinder]]. The job of the War Monitor is to regulate the war both in discord and in game. War Monitor responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* The approval of map proposals and changes&lt;br /&gt;
* Managing the war schedule&lt;br /&gt;
* Regulating participation of players in war and battles&lt;br /&gt;
* Setting up the War Organization Chat in the discord&lt;br /&gt;
* Deciding the representatives of the sides&lt;br /&gt;
* Deciding battle outcomes&lt;br /&gt;
* Drafting external players&lt;br /&gt;
The War Monitor should aim to maintain a regular schedule of battles. They may announce the war frozen if scheduling fails (neither side participates), and can end the war.&lt;br /&gt;
&lt;br /&gt;
Multiple War Monitors may be appointed for a war.&lt;br /&gt;
&lt;br /&gt;
==== Representatives ====&lt;br /&gt;
Alliances within a war are limited to 1 &#039;&#039;&#039;representative&#039;&#039;&#039; in the War Organization Chat, that may be replaced by the War Monitor. Representatives are responsible for providing the War Monitor with information to allow them to fairly and accurately make decisions. Representative responsibilities include:&lt;br /&gt;
&lt;br /&gt;
*Providing lists of alliance combatants&lt;br /&gt;
*Providing available times&lt;br /&gt;
*Providing map information&lt;br /&gt;
*Detailing where battles will happen&lt;br /&gt;
Representatives may be removed by the War Monitor for toxic behavior in chat, bad sportsmanship, gamesmanship, or stalling.&lt;br /&gt;
&lt;br /&gt;
==== Player Participation ====&lt;br /&gt;
Nations may use their citizens for their army freely. There is no limit on citizens fighting for their nation&lt;br /&gt;
&#039;&#039;&#039;Mercenaries&#039;&#039;&#039; require War Monitor oversight for fair application into the war.&lt;br /&gt;
&lt;br /&gt;
====== Drafting ======&lt;br /&gt;
Nations have an external army size. Army size is dictated by the development of the whole nation. More development allows more external players to fight during battles. This is established at the start of the war using the development level of the tiles, added together.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Suburban:&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Urban:&#039;&#039;&#039; +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ex:&#039;&#039;&#039; 2 Suburban, 1 Urban = 5 external players that can fight&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Drafted players should not be considered as their RP characters&lt;br /&gt;
Once the time for the battle(s) has been set, the server will open a draft for all players on the server to sign up to fight during the time. The list of players will be provided and will either be drafted in turns, or divided by the War Monitor (whichever is fairer), until their army sizes are reached, or are proportionally balanced.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drafted players may not betray their sides. Citizens, mercenaries, and vassals may do so.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== War Map ===&lt;br /&gt;
The &#039;&#039;&#039;War Map&#039;&#039;&#039; is the visual aid for the war to show who controls what, as decided by the War Monitor using map information from the representatives of the war. The map must be completed before battles can begin. The War Map should be drawn using the basic standards:&lt;br /&gt;
&lt;br /&gt;
* Physical Map showing terrain and builds&lt;br /&gt;
* Clear tile and national borders&lt;br /&gt;
* Clear identifiers of tile development&lt;br /&gt;
* Clear colours to distinguish ownership (differentiating occupation or limited control)&lt;br /&gt;
* Clear markings for any defensive structures&lt;br /&gt;
* Clear marking for which tiles are being attacked&lt;br /&gt;
* Minimizing inclusion of undeveloped land&lt;br /&gt;
&lt;br /&gt;
Once the map is created, national and tile boundaries will remain the same until the conclusion of the war (unless diplomacy to involve another nation dictates a change). Undeclared builds made outside of the defined areas may be announced as unprotected by decision of the War Monitor, and have grief/theft protections lifted.&lt;br /&gt;
&lt;br /&gt;
==== Tiles ====&lt;br /&gt;
Tiles are the subdivisions of the map showing where battles can take place, and how players can use the locations. Each tile has a development level to tell players how they operate&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;U.	 Undeveloped&#039;&#039;&#039; (no developments), which are not fought over or from. Ownership is connected to adjacent tiles. May be developed during the war to other rural. &amp;lt;br /&amp;gt;&#039;&#039;&#039;R. 	Rural&#039;&#039;&#039; (sparse development, farmland, major roadways)  &lt;br /&gt;
* &#039;&#039;&#039;S. 	Suburban&#039;&#039;&#039; (Villages, towns, Castles/Fortifications) &lt;br /&gt;
* &#039;&#039;&#039;URB. 	Urban&#039;&#039;&#039; (Cities/ major standalone builds) If a city is large enough, it may be split into multiple urban tiles.&lt;br /&gt;
&lt;br /&gt;
Tiles may have sub descriptors as well &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039;: Tiles that have been occupied over the course of the war. Occupied tiles may only receive minor alterations, such as destroying defenses, looting, graffiti, and small builds. Occupied tiles become controlled after 5 days&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039;: Tiles that cannot be used due to being acquired or given away during/recently before the war through diplomacy. Limited tiles may not be spawned in, and may be freely looted. The War Monitor decides when a tile is limited&lt;br /&gt;
* &#039;&#039;&#039;Uncontrollable&#039;&#039;&#039;: Tiles that are distant, impossible to reach, or are encircled. Only the primary player who has developed it may defend it, and players may not use it to attack out of.&lt;br /&gt;
* &#039;&#039;&#039;Mixed&#039;&#039;&#039;: Mixed tiles are tiles that contain a mix of opposing sides builds. There is no definitive owner, and sides may not spawn inside of the tile until it is fought over&lt;br /&gt;
* &#039;&#039;&#039;Targeted&#039;&#039;&#039;: Targeted tiles are tiles announced as about to be attacked. These tiles cannot be edited in any way.&lt;br /&gt;
* &#039;&#039;&#039;Front&#039;&#039;&#039;: Tiles that border (or are very close to) the enemy nation. These tiles can only receive minor aesthetic or defensive alterations&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039;: Controlled tiles are the tiles one side directly owns&lt;br /&gt;
&lt;br /&gt;
=== Initiative ===&lt;br /&gt;
[[File:Initiative.png|alt=visual example of transfer of initiative|thumb|421x421px|Example of transfer of initiative, by Khantubek]]&lt;br /&gt;
Initiative is the system to track who gets to decide where battles will take place. The system rewards &#039;&#039;victory&#039;&#039; in a tile with the ability to choose where the &#039;&#039;next&#039;&#039; battle will be. The War Monitor will divide all &#039;&#039;&#039;3&#039;&#039;&#039; points of initiative based on the war. Choosing to &#039;&#039;not&#039;&#039; use a point of initiative will have it become a defaulted loss.&lt;br /&gt;
&lt;br /&gt;
Allies share initiative, and must decide where they will be attacking, even if they must attack separately&lt;br /&gt;
&lt;br /&gt;
==== Attacking ====&lt;br /&gt;
Initiative can be used to attack tiles either adjacent to a controlled tile or accessible through undeveloped land. Oceans are considered undeveloped land, ships may count as artificial land.&lt;br /&gt;
&lt;br /&gt;
===== Blitz =====&lt;br /&gt;
Land may be targeted through already targeted land. If the initial tile is not taken, all attacks reliant on that tile being taken fail.&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
&lt;br /&gt;
=== Starting a battle ===&lt;br /&gt;
At the start of a battle, all armies must start from their nation, in either a suburban or urban tile, with their spawn set in that tile. Drafted players should arrive unequipped before the battle starts, to be equipped by the nation they fight for. Combatants may not go into opponents territory before the battle, during the day of the battle. Unorganized fighting may happen freely in no-man&#039;s land, or in uninvolved nations.&lt;br /&gt;
Allies with nearby suburban/urban tiles may spawn in allied territory, allies who are far away (War Monitor Decision), or are deemed as unable to reach the battle without crossing through the opponent, may be restricted from joining.&lt;br /&gt;
&lt;br /&gt;
==== Battle ====&lt;br /&gt;
Players fight over key capture points, in a capture the flag styled battle. In more important tiles/large urban centers, multiple points may be in play. The team with majority control wins the battle.&lt;br /&gt;
&lt;br /&gt;
Once a tile is captured, the War Monitor will decide which nation occupies it. Multiple nations may occupy the same tile.&lt;br /&gt;
&lt;br /&gt;
====== Walls, Gates, and Fortifications ======&lt;br /&gt;
Defenses may have a battle outside of them to gain control of a section of the defenses and gain access to the interior. These battles are treated as normal battles, but will have follow up battle(s) for further control of whatever is past the wall.&lt;br /&gt;
&#039;&#039;Ex. A castle having its gate attacked and forcing it open.&#039;&#039;Tiles that have these structures should indicate them on the map, and the tile will only fully fall when the structure is taken.&lt;br /&gt;
&lt;br /&gt;
=== Player Rules ===&lt;br /&gt;
&lt;br /&gt;
====== Movement ======&lt;br /&gt;
&lt;br /&gt;
# Players must use the overworld&lt;br /&gt;
# Players may not use any method of teleportation&lt;br /&gt;
# Players may not use boat glitches&lt;br /&gt;
# Riptide is not allowed&lt;br /&gt;
&lt;br /&gt;
====== Equipment ======&lt;br /&gt;
&lt;br /&gt;
# Maces are banned&lt;br /&gt;
# Wind Charges are banned&lt;br /&gt;
&lt;br /&gt;
====== Actions ======&lt;br /&gt;
Players Are explicitly allowed to destroy the following&lt;br /&gt;
&lt;br /&gt;
# Wooden/Iron doors (only in the battle tile)&lt;br /&gt;
# Beds (in any participating tiles)&lt;br /&gt;
# Ender Chests (only in battle tile)&lt;br /&gt;
# Shulkers (in any participating tiles&lt;br /&gt;
# Cobwebs (only in battle tile)&lt;br /&gt;
&lt;br /&gt;
Players are allowed to place&lt;br /&gt;
&lt;br /&gt;
# Beds for the purpose of respawns (in controlled suburban/urban tiles)&lt;br /&gt;
# Shulkers&lt;br /&gt;
# Enderchests (in friendly territory)&lt;br /&gt;
&lt;br /&gt;
In the battle tile, players may explicitly&lt;br /&gt;
&lt;br /&gt;
# Steal from containers&lt;br /&gt;
# Kill entities&lt;br /&gt;
# activate existing redstone&lt;br /&gt;
&lt;br /&gt;
Both players that activate and build redstone devices that destroy territory outside of the immediate area will be held accountable for griefing, to be reviewed by staff&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following actions are explicitly not allowed, and are a breach of server rules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Use of client mods for an advantage (ESP, Radar, hotbar switching, etc.)&lt;br /&gt;
# Utilization of exploits or bugs for an unfair advantage&lt;br /&gt;
# Use of Gsit commands during fighting&lt;br /&gt;
&lt;br /&gt;
If you need clarification on a client mod or bug, please open a ticket before utilization. Failure to seek clarification may result in disciplinary action without appeal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=2188</id>
		<title>War Rules Draft</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=2188"/>
		<updated>2025-02-05T12:48:26Z</updated>

		<summary type="html">&lt;p&gt;Swonki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Swonki&#039;s War Rules Draft}}&lt;br /&gt;
{{DISPLAYTITLE:Swonki&#039;s War Rules Draft Page}}&lt;br /&gt;
{{Infopage}}&lt;br /&gt;
The &#039;&#039;&#039;war rules&#039;&#039;&#039; are based on a scheduled battle system, and utilize a capture the flag datapack by Chras. Alterations may be made for balance&lt;br /&gt;
&lt;br /&gt;
== Organizing War ==&lt;br /&gt;
&lt;br /&gt;
=== Starting a war ===&lt;br /&gt;
War is declared publicly in #global-news, pinging all nations involved in fighting. Any allies being called in should link back to the initial war declaration when announcing involvement, and ping all nations involved. Excessive declarations, or declarations that can be seen as impossible to fulfill a war over may be rejected by staff. The attacking nation must indicate the location(s) of their initial attacks.&lt;br /&gt;
&lt;br /&gt;
The attacking nation must have basic maps ready for all initial participants when they declare the war. Following the declaration, opposing sides may propose their own map, to be approved by the War Monitor. Allies must create their own maps (at least a draft) before being allowed to fight.&lt;br /&gt;
&lt;br /&gt;
==== War Monitor ====&lt;br /&gt;
The &#039;&#039;&#039;War Monitor&#039;&#039;&#039; is an appointed role for every war by the [[staff team of cinder]]. The job of the War Monitor is to regulate the war both in discord and in game. War Monitor responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* The approval of map proposals and changes&lt;br /&gt;
* Managing the war schedule&lt;br /&gt;
* Regulating participation of players in war and battles&lt;br /&gt;
* Setting up the War Organization Chat in the discord&lt;br /&gt;
* Deciding the representatives of the sides&lt;br /&gt;
* Deciding battle outcomes&lt;br /&gt;
* Drafting external players&lt;br /&gt;
The War Monitor should aim to maintain a regular schedule of battles. They may announce the war frozen if scheduling fails (neither side participates), and can end the war.&lt;br /&gt;
&lt;br /&gt;
Multiple War Monitors may be appointed for a war.&lt;br /&gt;
&lt;br /&gt;
==== Representatives ====&lt;br /&gt;
Alliances within a war are limited to 1 &#039;&#039;&#039;representative&#039;&#039;&#039; in the War Organization Chat, that may be replaced by the War Monitor. Representatives are responsible for providing the War Monitor with information to allow them to fairly and accurately make decisions. Representative responsibilities include:&lt;br /&gt;
&lt;br /&gt;
*Providing lists of alliance combatants&lt;br /&gt;
*Providing available times&lt;br /&gt;
*Providing map information&lt;br /&gt;
*Detailing where battles will happen&lt;br /&gt;
Representatives may be removed by the War Monitor for toxic behavior in chat, bad sportsmanship, gamesmanship, or stalling.&lt;br /&gt;
&lt;br /&gt;
==== Player Participation ====&lt;br /&gt;
Nations may use their citizens for their army freely. There is no limit on citizens fighting for their nation&lt;br /&gt;
&#039;&#039;&#039;Mercenaries&#039;&#039;&#039; require War Monitor oversight for fair application into the war.&lt;br /&gt;
&lt;br /&gt;
====== Drafting ======&lt;br /&gt;
Nations have an external army size. Army size is dictated by the development of the whole nation. More development allows more external players to fight during battles. This is established at the start of the war using the development level of the tiles, added together.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Suburban:&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Urban:&#039;&#039;&#039; +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ex:&#039;&#039;&#039; 2 Suburban, 1 Urban = 5 external players that can fight&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Drafted players should not be considered as their RP characters&lt;br /&gt;
Once the time for the battle(s) has been set, the server will open a draft for all players on the server to sign up to fight during the time. The list of players will be provided and will either be drafted in turns, or divided by the War Monitor (whichever is fairer), until their army sizes are reached, or are proportionally balanced.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drafted players may not betray their sides. Citizens, mercenaries, and vassals may do so.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== War Map ===&lt;br /&gt;
The &#039;&#039;&#039;War Map&#039;&#039;&#039; is the visual aid for the war to show who controls what, as decided by the War Monitor using map information from the representatives of the war. The map must be completed before battles can begin. The War Map should be drawn using the basic standards:&lt;br /&gt;
&lt;br /&gt;
* Physical Map showing terrain and builds&lt;br /&gt;
* Clear tile and national borders&lt;br /&gt;
* Clear identifiers of tile development&lt;br /&gt;
* Clear colours to distinguish ownership (differentiating occupation or limited control)&lt;br /&gt;
* Clear markings for any defensive structures&lt;br /&gt;
* Clear marking for which tiles are being attacked&lt;br /&gt;
* Minimizing inclusion of undeveloped land&lt;br /&gt;
&lt;br /&gt;
Once the map is created, national and tile boundaries will remain the same until the conclusion of the war (unless diplomacy to involve another nation dictates a change). Undeclared builds made outside of the defined areas may be announced as unprotected by decision of the War Monitor, and have grief/theft protections lifted.&lt;br /&gt;
&lt;br /&gt;
==== Tiles ====&lt;br /&gt;
Tiles are the subdivisions of the map showing where battles can take place, and how players can use the locations. Each tile has a development level to tell players how they operate&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;U.	 Undeveloped&#039;&#039;&#039; (no developments), which are not fought over or from. Ownership is connected to adjacent tiles. May be developed during the war to other rural. &amp;lt;br /&amp;gt;&#039;&#039;&#039;R. 	Rural&#039;&#039;&#039; (sparse development, farmland, major roadways)  &lt;br /&gt;
* &#039;&#039;&#039;S. 	Suburban&#039;&#039;&#039; (Villages, towns, Castles/Fortifications) &lt;br /&gt;
* &#039;&#039;&#039;URB. 	Urban&#039;&#039;&#039; (Cities/ major standalone builds) If a city is large enough, it may be split into multiple urban tiles.&lt;br /&gt;
&lt;br /&gt;
Tiles may have sub descriptors as well &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039;: Tiles that have been occupied over the course of the war. Occupied tiles may only receive minor alterations, such as destroying defenses, looting, graffiti, and small builds. Occupied tiles become controlled after 5 days&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039;: Tiles that cannot be used due to being acquired or given away during/recently before the war through diplomacy. Limited tiles may not be spawned in, and may be freely looted. The War Monitor decides when a tile is limited&lt;br /&gt;
* &#039;&#039;&#039;Uncontrollable&#039;&#039;&#039;: Tiles that are distant, impossible to reach, or are encircled. Only the primary player who has developed it may defend it, and players may not use it to attack out of.&lt;br /&gt;
* &#039;&#039;&#039;Mixed&#039;&#039;&#039;: Mixed tiles are tiles that contain a mix of opposing sides builds. There is no definitive owner, and sides may not spawn inside of the tile until it is fought over&lt;br /&gt;
* &#039;&#039;&#039;Targeted&#039;&#039;&#039;: Targeted tiles are tiles announced as about to be attacked. These tiles cannot be edited in any way.&lt;br /&gt;
* &#039;&#039;&#039;Front&#039;&#039;&#039;: Tiles that border (or are very close to) the enemy nation. These tiles can only receive minor aesthetic or defensive alterations&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039;: Controlled tiles are the tiles one side directly owns&lt;br /&gt;
&lt;br /&gt;
=== Initiative ===&lt;br /&gt;
[[File:Initiative.png|alt=visual example of transfer of initiative|thumb|421x421px|Example of transfer of initiative, by Khantubek]]&lt;br /&gt;
Initiative is the system to track who gets to decide where battles will take place. The system rewards &#039;&#039;victory&#039;&#039; in a tile with the ability to choose where the &#039;&#039;next&#039;&#039; battle will be. The War Monitor will divide all &#039;&#039;&#039;3&#039;&#039;&#039; points of initiative based on the war. Choosing to &#039;&#039;not&#039;&#039; use a point of initiative will have it become a defaulted loss.&lt;br /&gt;
&lt;br /&gt;
Allies share initiative, and must decide where they will be attacking, even if they must attack separately&lt;br /&gt;
&lt;br /&gt;
==== Attacking ====&lt;br /&gt;
Initiative can be used to attack tiles either adjacent to a controlled tile or accessible through undeveloped land. Oceans are considered undeveloped land, ships may count as artificial land.&lt;br /&gt;
&lt;br /&gt;
===== Blitz =====&lt;br /&gt;
Land may be targeted through already targeted land. If the initial tile is not taken, all attacks reliant on that tile being taken fail.&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
&lt;br /&gt;
=== Starting a battle ===&lt;br /&gt;
At the start of a battle, all armies must start from their nation, in either a suburban or urban tile, with their spawn set in that tile. Drafted players should arrive unequipped before the battle starts, to be equipped by the nation they fight for. Combatants may not go into opponents territory before the battle, during the day of the battle. Unorganized fighting may happen freely in no-man&#039;s land, or in uninvolved nations.&lt;br /&gt;
Allies with nearby suburban/urban tiles may spawn in allied territory, allies who are far away (War Monitor Decision), or are deemed as unable to reach the battle without crossing through the opponent, may be restricted from joining.&lt;br /&gt;
&lt;br /&gt;
==== Battle ====&lt;br /&gt;
Players fight over key capture points, in a capture the flag styled battle. In more important tiles/large urban centers, multiple points may be in play. The team with majority control wins the battle.&lt;br /&gt;
&lt;br /&gt;
Once a tile is captured, the War Monitor will decide which nation occupies it. Multiple nations may occupy the same tile.&lt;br /&gt;
&lt;br /&gt;
====== Walls, Gates, and Fortifications ======&lt;br /&gt;
Defenses may have a battle outside of them to gain control of a section of the defenses and gain access to the interior. These battles are treated as normal battles, but will have follow up battle(s) for further control of whatever is past the wall.&lt;br /&gt;
&#039;&#039;Ex. A castle having its gate attacked and forcing it open.&#039;&#039;Tiles that have these structures should indicate them on the map, and the tile will only fully fall when the structure is taken.&lt;br /&gt;
&lt;br /&gt;
=== Player Rules ===&lt;br /&gt;
&lt;br /&gt;
====== Movement ======&lt;br /&gt;
&lt;br /&gt;
# Players must use the overworld&lt;br /&gt;
# Players may not use any method of teleportation&lt;br /&gt;
# Players may not use boat glitches&lt;br /&gt;
# Riptide is not allowed&lt;br /&gt;
&lt;br /&gt;
====== Equipment ======&lt;br /&gt;
&lt;br /&gt;
# Maces are banned&lt;br /&gt;
# Wind Charges are banned&lt;br /&gt;
&lt;br /&gt;
====== Actions ======&lt;br /&gt;
Players Are explicitly allowed to destroy the following&lt;br /&gt;
&lt;br /&gt;
# Wooden/Iron doors (only in the battle tile)&lt;br /&gt;
# Beds (in any participating tiles)&lt;br /&gt;
# Ender Chests (only in battle tile)&lt;br /&gt;
# Shulkers (in any participating tiles&lt;br /&gt;
# Cobwebs (only in battle tile)&lt;br /&gt;
&lt;br /&gt;
Players are allowed to place&lt;br /&gt;
&lt;br /&gt;
# Beds for the purpose of respawns (in controlled suburban/urban tiles)&lt;br /&gt;
# Shulkers&lt;br /&gt;
# Enderchests (in friendly territory)&lt;br /&gt;
&lt;br /&gt;
In the battle tile, players may explicitly&lt;br /&gt;
&lt;br /&gt;
# Steal from containers&lt;br /&gt;
# Kill entities&lt;br /&gt;
# activate existing redstone&lt;br /&gt;
&lt;br /&gt;
Both players that activate and build redstone devices that destroy territory outside of the immediate area will be held accountable for griefing, to be reviewed by staff&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following actions are explicitly not allowed, and are a breach of server rules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Use of client mods for an advantage (ESP, Radar, hotbar switching, etc.)&lt;br /&gt;
# Utilization of exploits or bugs for an unfair advantage&lt;br /&gt;
# Use of Gsit commands during fighting&lt;br /&gt;
&lt;br /&gt;
If you need clarification on a client mod or bug, please open a ticket before utilization. Failure to seek clarification may result in disciplinary action without appeal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=2187</id>
		<title>War Rules Draft</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=2187"/>
		<updated>2025-02-05T12:46:51Z</updated>

		<summary type="html">&lt;p&gt;Swonki: Rename&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Swonki&#039;s War Rules Draft Page}}&lt;br /&gt;
{{Infopage}}&lt;br /&gt;
The &#039;&#039;&#039;war rules&#039;&#039;&#039; are based on a scheduled battle system, and utilize a capture the flag datapack by Chras. Alterations may be made for balance&lt;br /&gt;
&lt;br /&gt;
== Organizing War ==&lt;br /&gt;
&lt;br /&gt;
=== Starting a war ===&lt;br /&gt;
War is declared publicly in #global-news, pinging all nations involved in fighting. Any allies being called in should link back to the initial war declaration when announcing involvement, and ping all nations involved. Excessive declarations, or declarations that can be seen as impossible to fulfill a war over may be rejected by staff. The attacking nation must indicate the location(s) of their initial attacks.&lt;br /&gt;
&lt;br /&gt;
The attacking nation must have basic maps ready for all initial participants when they declare the war. Following the declaration, opposing sides may propose their own map, to be approved by the War Monitor. Allies must create their own maps (at least a draft) before being allowed to fight.&lt;br /&gt;
&lt;br /&gt;
==== War Monitor ====&lt;br /&gt;
The &#039;&#039;&#039;War Monitor&#039;&#039;&#039; is an appointed role for every war by the [[staff team of cinder]]. The job of the War Monitor is to regulate the war both in discord and in game. War Monitor responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* The approval of map proposals and changes&lt;br /&gt;
* Managing the war schedule&lt;br /&gt;
* Regulating participation of players in war and battles&lt;br /&gt;
* Setting up the War Organization Chat in the discord&lt;br /&gt;
* Deciding the representatives of the sides&lt;br /&gt;
* Deciding battle outcomes&lt;br /&gt;
* Drafting external players&lt;br /&gt;
The War Monitor should aim to maintain a regular schedule of battles. They may announce the war frozen if scheduling fails (neither side participates), and can end the war.&lt;br /&gt;
&lt;br /&gt;
Multiple War Monitors may be appointed for a war.&lt;br /&gt;
&lt;br /&gt;
==== Representatives ====&lt;br /&gt;
Alliances within a war are limited to 1 &#039;&#039;&#039;representative&#039;&#039;&#039; in the War Organization Chat, that may be replaced by the War Monitor. Representatives are responsible for providing the War Monitor with information to allow them to fairly and accurately make decisions. Representative responsibilities include:&lt;br /&gt;
&lt;br /&gt;
*Providing lists of alliance combatants&lt;br /&gt;
*Providing available times&lt;br /&gt;
*Providing map information&lt;br /&gt;
*Detailing where battles will happen&lt;br /&gt;
Representatives may be removed by the War Monitor for toxic behavior in chat, bad sportsmanship, gamesmanship, or stalling.&lt;br /&gt;
&lt;br /&gt;
==== Player Participation ====&lt;br /&gt;
Nations may use their citizens for their army freely. There is no limit on citizens fighting for their nation&lt;br /&gt;
&#039;&#039;&#039;Mercenaries&#039;&#039;&#039; require War Monitor oversight for fair application into the war.&lt;br /&gt;
&lt;br /&gt;
====== Drafting ======&lt;br /&gt;
Nations have an external army size. Army size is dictated by the development of the whole nation. More development allows more external players to fight during battles. This is established at the start of the war using the development level of the tiles, added together.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Suburban:&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Urban:&#039;&#039;&#039; +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ex:&#039;&#039;&#039; 2 Suburban, 1 Urban = 5 external players that can fight&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Drafted players should not be considered as their RP characters&lt;br /&gt;
Once the time for the battle(s) has been set, the server will open a draft for all players on the server to sign up to fight during the time. The list of players will be provided and will either be drafted in turns, or divided by the War Monitor (whichever is fairer), until their army sizes are reached, or are proportionally balanced.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drafted players may not betray their sides. Citizens, mercenaries, and vassals may do so.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== War Map ===&lt;br /&gt;
The &#039;&#039;&#039;War Map&#039;&#039;&#039; is the visual aid for the war to show who controls what, as decided by the War Monitor using map information from the representatives of the war. The map must be completed before battles can begin. The War Map should be drawn using the basic standards:&lt;br /&gt;
&lt;br /&gt;
* Physical Map showing terrain and builds&lt;br /&gt;
* Clear tile and national borders&lt;br /&gt;
* Clear identifiers of tile development&lt;br /&gt;
* Clear colours to distinguish ownership (differentiating occupation or limited control)&lt;br /&gt;
* Clear markings for any defensive structures&lt;br /&gt;
* Clear marking for which tiles are being attacked&lt;br /&gt;
* Minimizing inclusion of undeveloped land&lt;br /&gt;
&lt;br /&gt;
Once the map is created, national and tile boundaries will remain the same until the conclusion of the war (unless diplomacy to involve another nation dictates a change). Undeclared builds made outside of the defined areas may be announced as unprotected by decision of the War Monitor, and have grief/theft protections lifted.&lt;br /&gt;
&lt;br /&gt;
==== Tiles ====&lt;br /&gt;
Tiles are the subdivisions of the map showing where battles can take place, and how players can use the locations. Each tile has a development level to tell players how they operate&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;U.	 Undeveloped&#039;&#039;&#039; (no developments), which are not fought over or from. Ownership is connected to adjacent tiles. May be developed during the war to other rural. &amp;lt;br /&amp;gt;&#039;&#039;&#039;R. 	Rural&#039;&#039;&#039; (sparse development, farmland, major roadways)  &lt;br /&gt;
* &#039;&#039;&#039;S. 	Suburban&#039;&#039;&#039; (Villages, towns, Castles/Fortifications) &lt;br /&gt;
* &#039;&#039;&#039;URB. 	Urban&#039;&#039;&#039; (Cities/ major standalone builds) If a city is large enough, it may be split into multiple urban tiles.&lt;br /&gt;
&lt;br /&gt;
Tiles may have sub descriptors as well &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039;: Tiles that have been occupied over the course of the war. Occupied tiles may only receive minor alterations, such as destroying defenses, looting, graffiti, and small builds. Occupied tiles become controlled after 5 days&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039;: Tiles that cannot be used due to being acquired or given away during/recently before the war through diplomacy. Limited tiles may not be spawned in, and may be freely looted. The War Monitor decides when a tile is limited&lt;br /&gt;
* &#039;&#039;&#039;Uncontrollable&#039;&#039;&#039;: Tiles that are distant, impossible to reach, or are encircled. Only the primary player who has developed it may defend it, and players may not use it to attack out of.&lt;br /&gt;
* &#039;&#039;&#039;Mixed&#039;&#039;&#039;: Mixed tiles are tiles that contain a mix of opposing sides builds. There is no definitive owner, and sides may not spawn inside of the tile until it is fought over&lt;br /&gt;
* &#039;&#039;&#039;Targeted&#039;&#039;&#039;: Targeted tiles are tiles announced as about to be attacked. These tiles cannot be edited in any way.&lt;br /&gt;
* &#039;&#039;&#039;Front&#039;&#039;&#039;: Tiles that border (or are very close to) the enemy nation. These tiles can only receive minor aesthetic or defensive alterations&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039;: Controlled tiles are the tiles one side directly owns&lt;br /&gt;
&lt;br /&gt;
=== Initiative ===&lt;br /&gt;
[[File:Initiative.png|alt=visual example of transfer of initiative|thumb|421x421px|Example of transfer of initiative, by Khantubek]]&lt;br /&gt;
Initiative is the system to track who gets to decide where battles will take place. The system rewards &#039;&#039;victory&#039;&#039; in a tile with the ability to choose where the &#039;&#039;next&#039;&#039; battle will be. The War Monitor will divide all &#039;&#039;&#039;3&#039;&#039;&#039; points of initiative based on the war. Choosing to &#039;&#039;not&#039;&#039; use a point of initiative will have it become a defaulted loss.&lt;br /&gt;
&lt;br /&gt;
Allies share initiative, and must decide where they will be attacking, even if they must attack separately&lt;br /&gt;
&lt;br /&gt;
==== Attacking ====&lt;br /&gt;
Initiative can be used to attack tiles either adjacent to a controlled tile or accessible through undeveloped land. Oceans are considered undeveloped land, ships may count as artificial land.&lt;br /&gt;
&lt;br /&gt;
===== Blitz =====&lt;br /&gt;
Land may be targeted through already targeted land. If the initial tile is not taken, all attacks reliant on that tile being taken fail.&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
&lt;br /&gt;
=== Starting a battle ===&lt;br /&gt;
At the start of a battle, all armies must start from their nation, in either a suburban or urban tile, with their spawn set in that tile. Drafted players should arrive unequipped before the battle starts, to be equipped by the nation they fight for. Combatants may not go into opponents territory before the battle, during the day of the battle. Unorganized fighting may happen freely in no-man&#039;s land, or in uninvolved nations.&lt;br /&gt;
Allies with nearby suburban/urban tiles may spawn in allied territory, allies who are far away (War Monitor Decision), or are deemed as unable to reach the battle without crossing through the opponent, may be restricted from joining.&lt;br /&gt;
&lt;br /&gt;
==== Battle ====&lt;br /&gt;
Players fight over key capture points, in a capture the flag styled battle. In more important tiles/large urban centers, multiple points may be in play. The team with majority control wins the battle.&lt;br /&gt;
&lt;br /&gt;
Once a tile is captured, the War Monitor will decide which nation occupies it. Multiple nations may occupy the same tile.&lt;br /&gt;
&lt;br /&gt;
====== Walls, Gates, and Fortifications ======&lt;br /&gt;
Defenses may have a battle outside of them to gain control of a section of the defenses and gain access to the interior. These battles are treated as normal battles, but will have follow up battle(s) for further control of whatever is past the wall.&lt;br /&gt;
&#039;&#039;Ex. A castle having its gate attacked and forcing it open.&#039;&#039;Tiles that have these structures should indicate them on the map, and the tile will only fully fall when the structure is taken.&lt;br /&gt;
&lt;br /&gt;
=== Player Rules ===&lt;br /&gt;
&lt;br /&gt;
====== Movement ======&lt;br /&gt;
&lt;br /&gt;
# Players must use the overworld&lt;br /&gt;
# Players may not use any method of teleportation&lt;br /&gt;
# Players may not use boat glitches&lt;br /&gt;
# Riptide is not allowed&lt;br /&gt;
&lt;br /&gt;
====== Equipment ======&lt;br /&gt;
&lt;br /&gt;
# Maces are banned&lt;br /&gt;
# Wind Charges are banned&lt;br /&gt;
&lt;br /&gt;
====== Actions ======&lt;br /&gt;
Players Are explicitly allowed to destroy the following&lt;br /&gt;
&lt;br /&gt;
# Wooden/Iron doors (only in the battle tile)&lt;br /&gt;
# Beds (in any participating tiles)&lt;br /&gt;
# Ender Chests (only in battle tile)&lt;br /&gt;
# Shulkers (in any participating tiles&lt;br /&gt;
# Cobwebs (only in battle tile)&lt;br /&gt;
&lt;br /&gt;
Players are allowed to place&lt;br /&gt;
&lt;br /&gt;
# Beds for the purpose of respawns (in controlled suburban/urban tiles)&lt;br /&gt;
# Shulkers&lt;br /&gt;
# Enderchests (in friendly territory)&lt;br /&gt;
&lt;br /&gt;
In the battle tile, players may explicitly&lt;br /&gt;
&lt;br /&gt;
# Steal from containers&lt;br /&gt;
# Kill entities&lt;br /&gt;
# activate existing redstone&lt;br /&gt;
&lt;br /&gt;
Both players that activate and build redstone devices that destroy territory outside of the immediate area will be held accountable for griefing, to be reviewed by staff&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following actions are explicitly not allowed, and are a breach of server rules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Use of client mods for an advantage (ESP, Radar, hotbar switching, etc.)&lt;br /&gt;
# Utilization of exploits or bugs for an unfair advantage&lt;br /&gt;
# Use of Gsit commands during fighting&lt;br /&gt;
&lt;br /&gt;
If you need clarification on a client mod or bug, please open a ticket before utilization. Failure to seek clarification may result in disciplinary action without appeal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=2178</id>
		<title>War Rules Draft</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=2178"/>
		<updated>2025-02-05T11:02:22Z</updated>

		<summary type="html">&lt;p&gt;Swonki: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;war rules&#039;&#039;&#039; are based on a scheduled battle system, and utilize a capture the flag datapack by Chras. Alterations may be made for balance&lt;br /&gt;
&lt;br /&gt;
== Organizing War ==&lt;br /&gt;
&lt;br /&gt;
=== Starting a war ===&lt;br /&gt;
War is declared publicly in #global-news, pinging all nations involved in fighting. Any allies being called in should link back to the initial war declaration when announcing involvement, and ping all nations involved. Excessive declarations, or declarations that can be seen as impossible to fulfill a war over may be rejected by staff. The attacking nation must indicate the location(s) of their initial attacks.&lt;br /&gt;
&lt;br /&gt;
The attacking nation must have basic maps ready for all initial participants when they declare the war. Following the declaration, opposing sides may propose their own map, to be approved by the War Monitor. Allies must create their own maps (at least a draft) before being allowed to fight.&lt;br /&gt;
&lt;br /&gt;
==== War Monitor ====&lt;br /&gt;
The &#039;&#039;&#039;War Monitor&#039;&#039;&#039; is an appointed role for every war by the [[staff team of cinder]]. The job of the War Monitor is to regulate the war both in discord and in game. War Monitor responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* The approval of map proposals and changes&lt;br /&gt;
* Managing the war schedule&lt;br /&gt;
* Regulating participation of players in war and battles&lt;br /&gt;
* Setting up the War Organization Chat in the discord&lt;br /&gt;
* Deciding the representatives of the sides&lt;br /&gt;
* Deciding battle outcomes&lt;br /&gt;
* Drafting external players&lt;br /&gt;
The War Monitor should aim to maintain a regular schedule of battles. They may announce the war frozen if scheduling fails (neither side participates), and can end the war.&lt;br /&gt;
&lt;br /&gt;
Multiple War Monitors may be appointed for a war.&lt;br /&gt;
&lt;br /&gt;
==== Representatives ====&lt;br /&gt;
Alliances within a war are limited to 1 &#039;&#039;&#039;representative&#039;&#039;&#039; in the War Organization Chat, that may be replaced by the War Monitor. Representatives are responsible for providing the War Monitor with information to allow them to fairly and accurately make decisions. Representative responsibilities include:&lt;br /&gt;
&lt;br /&gt;
*Providing lists of alliance combatants&lt;br /&gt;
*Providing available times&lt;br /&gt;
*Providing map information&lt;br /&gt;
*Detailing where battles will happen&lt;br /&gt;
Representatives may be removed by the War Monitor for toxic behavior in chat, bad sportsmanship, gamesmanship, or stalling.&lt;br /&gt;
&lt;br /&gt;
==== Player Participation ====&lt;br /&gt;
Nations may use their citizens for their army freely. There is no limit on citizens fighting for their nation&lt;br /&gt;
&#039;&#039;&#039;Mercenaries&#039;&#039;&#039; require War Monitor oversight for fair application into the war.&lt;br /&gt;
&lt;br /&gt;
====== Drafting ======&lt;br /&gt;
Nations have an external army size. Army size is dictated by the development of the whole nation. More development allows more external players to fight during battles. This is established at the start of the war using the development level of the tiles, added together.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Suburban:&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Urban:&#039;&#039;&#039; +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ex:&#039;&#039;&#039; 2 Suburban, 1 Urban = 5 external players that can fight&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Drafted players should not be considered as their RP characters&lt;br /&gt;
Once the time for the battle(s) has been set, the server will open a draft for all players on the server to sign up to fight during the time. The list of players will be provided and will either be drafted in turns, or divided by the War Monitor (whichever is fairer), until their army sizes are reached, or are proportionally balanced.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drafted players may not betray their sides. Citizens, mercenaries, and vassals may do so.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== War Map ===&lt;br /&gt;
The &#039;&#039;&#039;War Map&#039;&#039;&#039; is the visual aid for the war to show who controls what, as decided by the War Monitor using map information from the representatives of the war. The map must be completed before battles can begin. The War Map should be drawn using the basic standards:&lt;br /&gt;
&lt;br /&gt;
* Physical Map showing terrain and builds&lt;br /&gt;
* Clear tile and national borders&lt;br /&gt;
* Clear identifiers of tile development&lt;br /&gt;
* Clear colours to distinguish ownership (differentiating occupation or limited control)&lt;br /&gt;
* Clear markings for any defensive structures&lt;br /&gt;
* Clear marking for which tiles are being attacked&lt;br /&gt;
* Minimizing inclusion of undeveloped land&lt;br /&gt;
&lt;br /&gt;
Once the map is created, national and tile boundaries will remain the same until the conclusion of the war (unless diplomacy to involve another nation dictates a change). Undeclared builds made outside of the defined areas may be announced as unprotected by decision of the War Monitor, and have grief/theft protections lifted.&lt;br /&gt;
&lt;br /&gt;
==== Tiles ====&lt;br /&gt;
Tiles are the subdivisions of the map showing where battles can take place, and how players can use the locations. Each tile has a development level to tell players how they operate&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;U.	 Undeveloped&#039;&#039;&#039; (no developments), which are not fought over or from. Ownership is connected to adjacent tiles. May be developed during the war to other rural. &amp;lt;br /&amp;gt;&#039;&#039;&#039;R. 	Rural&#039;&#039;&#039; (sparse development, farmland, major roadways)  &lt;br /&gt;
* &#039;&#039;&#039;S. 	Suburban&#039;&#039;&#039; (Villages, towns, Castles/Fortifications) &lt;br /&gt;
* &#039;&#039;&#039;URB. 	Urban&#039;&#039;&#039; (Cities/ major standalone builds) If a city is large enough, it may be split into multiple urban tiles.&lt;br /&gt;
&lt;br /&gt;
Tiles may have sub descriptors as well &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039;: Tiles that have been occupied over the course of the war. Occupied tiles may only receive minor alterations, such as destroying defenses, looting, graffiti, and small builds. Occupied tiles become controlled after 5 days&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039;: Tiles that cannot be used due to being acquired or given away during/recently before the war through diplomacy. Limited tiles may not be spawned in, and may be freely looted. The War Monitor decides when a tile is limited&lt;br /&gt;
* &#039;&#039;&#039;Uncontrollable&#039;&#039;&#039;: Tiles that are distant, impossible to reach, or are encircled. Only the primary player who has developed it may defend it, and players may not use it to attack out of.&lt;br /&gt;
* &#039;&#039;&#039;Mixed&#039;&#039;&#039;: Mixed tiles are tiles that contain a mix of opposing sides builds. There is no definitive owner, and sides may not spawn inside of the tile until it is fought over&lt;br /&gt;
* &#039;&#039;&#039;Targeted&#039;&#039;&#039;: Targeted tiles are tiles announced as about to be attacked. These tiles cannot be edited in any way.&lt;br /&gt;
* &#039;&#039;&#039;Front&#039;&#039;&#039;: Tiles that border (or are very close to) the enemy nation. These tiles can only receive minor aesthetic or defensive alterations&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039;: Controlled tiles are the tiles one side directly owns&lt;br /&gt;
&lt;br /&gt;
=== Initiative ===&lt;br /&gt;
[[File:Initiative.png|alt=visual example of transfer of initiative|thumb|421x421px|Example of transfer of initiative, by Khantubek]]&lt;br /&gt;
Initiative is the system to track who gets to decide where battles will take place. The system rewards &#039;&#039;victory&#039;&#039; in a tile with the ability to choose where the &#039;&#039;next&#039;&#039; battle will be. The War Monitor will divide all &#039;&#039;&#039;3&#039;&#039;&#039; points of initiative based on the war. Choosing to &#039;&#039;not&#039;&#039; use a point of initiative will have it become a defaulted loss.&lt;br /&gt;
&lt;br /&gt;
Allies share initiative, and must decide where they will be attacking, even if they must attack separately&lt;br /&gt;
&lt;br /&gt;
==== Attacking ====&lt;br /&gt;
Initiative can be used to attack tiles either adjacent to a controlled tile or accessible through undeveloped land. Oceans are considered undeveloped land, ships may count as artificial land.&lt;br /&gt;
&lt;br /&gt;
===== Blitz =====&lt;br /&gt;
Land may be targeted through already targeted land. If the initial tile is not taken, all attacks reliant on that tile being taken fail.&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
&lt;br /&gt;
=== Starting a battle ===&lt;br /&gt;
At the start of a battle, all armies must start from their nation, in either a suburban or urban tile, with their spawn set in that tile. Drafted players should arrive unequipped before the battle starts, to be equipped by the nation they fight for. Combatants may not go into opponents territory before the battle, during the day of the battle. Unorganized fighting may happen freely in no-man&#039;s land, or in uninvolved nations.&lt;br /&gt;
Allies with nearby suburban/urban tiles may spawn in allied territory, allies who are far away (War Monitor Decision), or are deemed as unable to reach the battle without crossing through the opponent, may be restricted from joining.&lt;br /&gt;
&lt;br /&gt;
==== Battle ====&lt;br /&gt;
Players fight over key capture points, in a capture the flag styled battle. In more important tiles/large urban centers, multiple points may be in play. The team with majority control wins the battle.&lt;br /&gt;
&lt;br /&gt;
Once a tile is captured, the War Monitor will decide which nation occupies it. Multiple nations may occupy the same tile.&lt;br /&gt;
&lt;br /&gt;
====== Walls, Gates, and Fortifications ======&lt;br /&gt;
Defenses may have a battle outside of them to gain control of a section of the defenses and gain access to the interior. These battles are treated as normal battles, but will have follow up battle(s) for further control of whatever is past the wall.&lt;br /&gt;
&#039;&#039;Ex. A castle having its gate attacked and forcing it open.&#039;&#039;Tiles that have these structures should indicate them on the map, and the tile will only fully fall when the structure is taken.&lt;br /&gt;
&lt;br /&gt;
=== Player Rules ===&lt;br /&gt;
&lt;br /&gt;
====== Movement ======&lt;br /&gt;
&lt;br /&gt;
# Players must use the overworld&lt;br /&gt;
# Players may not use any method of teleportation&lt;br /&gt;
# Players may not use boat glitches&lt;br /&gt;
# Riptide is not allowed&lt;br /&gt;
&lt;br /&gt;
====== Equipment ======&lt;br /&gt;
&lt;br /&gt;
# Maces are banned&lt;br /&gt;
# Wind Charges are banned&lt;br /&gt;
&lt;br /&gt;
====== Actions ======&lt;br /&gt;
Players Are explicitly allowed to destroy the following&lt;br /&gt;
&lt;br /&gt;
# Wooden/Iron doors (only in the battle tile)&lt;br /&gt;
# Beds (in any participating tiles)&lt;br /&gt;
# Ender Chests (only in battle tile)&lt;br /&gt;
# Shulkers (in any participating tiles&lt;br /&gt;
# Cobwebs (only in battle tile)&lt;br /&gt;
&lt;br /&gt;
Players are allowed to place&lt;br /&gt;
&lt;br /&gt;
# Beds for the purpose of respawns (in controlled suburban/urban tiles)&lt;br /&gt;
# Shulkers&lt;br /&gt;
# Enderchests (in friendly territory)&lt;br /&gt;
&lt;br /&gt;
In the battle tile, players may explicitly&lt;br /&gt;
&lt;br /&gt;
# Steal from containers&lt;br /&gt;
# Kill entities&lt;br /&gt;
# activate existing redstone&lt;br /&gt;
&lt;br /&gt;
Both players that activate and build redstone devices that destroy territory outside of the immediate area will be held accountable for griefing, to be reviewed by staff&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following actions are explicitly not allowed, and are a breach of server rules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Use of client mods for an advantage (ESP, Radar, hotbar switching, etc.)&lt;br /&gt;
# Utilization of exploits or bugs for an unfair advantage&lt;br /&gt;
# Use of Gsit commands during fighting&lt;br /&gt;
&lt;br /&gt;
If you need clarification on a client mod or bug, please open a ticket before utilization. Failure to seek clarification may result in disciplinary action without appeal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=2177</id>
		<title>War Rules Draft</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=2177"/>
		<updated>2025-02-05T10:56:16Z</updated>

		<summary type="html">&lt;p&gt;Swonki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;war rules&#039;&#039;&#039; are based on a scheduled battle system, and utilize a capture the flag datapack by Chras. Alterations may be made for balance&lt;br /&gt;
&lt;br /&gt;
== Organizing War ==&lt;br /&gt;
&lt;br /&gt;
=== Starting a war ===&lt;br /&gt;
War is declared publicly in #global-news, pinging all nations involved in fighting. Any allies being called in should link back to the initial war declaration when announcing involvement, and ping all nations involved. Excessive declarations, or declarations that can be seen as impossible to fulfill a war over may be rejected by staff. The attacking nation must indicate the location(s) of their initial attacks.&lt;br /&gt;
&lt;br /&gt;
The attacking nation must have basic maps ready for all initial participants when they declare the war. Following the declaration, opposing sides may propose their own map, to be approved by the War Monitor. Allies must create their own maps (at least a draft) before being allowed to fight.&lt;br /&gt;
&lt;br /&gt;
==== War Monitor ====&lt;br /&gt;
The &#039;&#039;&#039;War Monitor&#039;&#039;&#039; is an appointed role for every war by the [[staff team of cinder]]. The job of the War Monitor is to regulate the war both in discord and in game. War Monitor responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* The approval of map proposals and changes&lt;br /&gt;
* Managing the war schedule&lt;br /&gt;
* Regulating participation of players in war and battles&lt;br /&gt;
* Setting up the War Organization Chat in the discord&lt;br /&gt;
* Deciding the representatives of the sides&lt;br /&gt;
* Deciding battle outcomes&lt;br /&gt;
* Drafting external players&lt;br /&gt;
The War Monitor should aim to maintain a regular schedule of battles. They may announce the war frozen if scheduling fails (neither side participates), and can end the war.&lt;br /&gt;
&lt;br /&gt;
Multiple War Monitors may be appointed for a war.&lt;br /&gt;
&lt;br /&gt;
==== Representatives ====&lt;br /&gt;
Alliances within a war are limited to 1 &#039;&#039;&#039;representative&#039;&#039;&#039; in the War Organization Chat, that may be replaced by the War Monitor. Representatives are responsible for providing the War Monitor with information to allow them to fairly and accurately make decisions. Representative responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* Providing lists of alliance combatants&lt;br /&gt;
* Providing available times&lt;br /&gt;
* Providing map information&lt;br /&gt;
* Detailing where battles will happen&lt;br /&gt;
&lt;br /&gt;
Representatives may be removed by the War Monitor for toxic behavior in chat, bad sportsmanship, gamesmanship, or stalling.&lt;br /&gt;
&lt;br /&gt;
==== Player Participation ====&lt;br /&gt;
Nations may use their citizens for their army freely. There is no limit on citizens fighting for their nation&lt;br /&gt;
&#039;&#039;&#039;Mercenaries&#039;&#039;&#039; require War Monitor oversight for fair application into the war.&lt;br /&gt;
&lt;br /&gt;
===== Drafting =====&lt;br /&gt;
Nations have an external army size. Army size is dictated by the development of the whole nation. More development allows more external players to fight during battles. This is established at the start of the war using the development level of the tiles, added together.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suburban:&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Urban:&#039;&#039;&#039; +3&lt;br /&gt;
&#039;&#039;&#039;Ex:&#039;&#039;&#039; 2 Suburban, 1 Urban = 5 external players that can fight&lt;br /&gt;
&lt;br /&gt;
Drafted players should not be considered as their RP characters&lt;br /&gt;
Once the time for the battle(s) has been set, the server will open a draft for all players on the server to sign up to fight during the time. The list of players will be provided and will either be drafted in turns, or divided by the War Monitor (whichever is fairer), until their army sizes are reached, or are proportionally balanced.&lt;br /&gt;
&#039;&#039;&#039;Drafted players may not betray their sides. Citizens, mercenaries, and vassals may do so.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== War Map ===&lt;br /&gt;
The &#039;&#039;&#039;War Map&#039;&#039;&#039; is the visual aid for the war to show who controls what, as decided by the War Monitor using map information from the representatives of the war. The map must be completed before battles can begin. The War Map should be drawn using the basic standards:&lt;br /&gt;
&lt;br /&gt;
* Physical Map showing terrain and builds&lt;br /&gt;
* Clear tile and national borders&lt;br /&gt;
* Clear identifiers of tile development&lt;br /&gt;
* Clear colours to distinguish ownership (differentiating occupation or limited control)&lt;br /&gt;
* Clear markings for any defensive structures&lt;br /&gt;
* Clear marking for which tiles are being attacked&lt;br /&gt;
* Minimizing inclusion of undeveloped land&lt;br /&gt;
&lt;br /&gt;
Once the map is created, national and tile boundaries will remain the same until the conclusion of the war (unless diplomacy to involve another nation dictates a change). Undeclared builds made outside of the defined areas may be announced as unprotected by decision of the War Monitor, and have grief/theft protections lifted.&lt;br /&gt;
&lt;br /&gt;
==== Tiles ====&lt;br /&gt;
Tiles are the subdivisions of the map showing where battles can take place, and how players can use the locations. Each tile has a descriptor to tell players how they operate&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;U.	 Undeveloped&#039;&#039;&#039; (no developments), which are not fought over or from. Ownership is connected to adjacent tiles. May be developed during the war to other rural. &amp;lt;br /&amp;gt;&#039;&#039;&#039;R. 	Rural&#039;&#039;&#039; (sparse development, farmland, major roadways)  &#039;&#039;&#039;S. 	Suburban&#039;&#039;&#039; (Villages, towns, Castles/Fortifications) &#039;&#039;&#039;URB. 	Urban&#039;&#039;&#039; (Cities/ major standalone builds) If a city is large enough, it may be split into multiple urban tiles.&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
Tiles may have sub descriptors as well &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039;: Tiles that have been occupied over the course of the war. Occupied tiles may only receive minor alterations, such as destroying defenses, looting, graffiti, and small builds. Occupied tiles become controlled after 5 days&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039;: Tiles that cannot be used due to being acquired or given away during/recently before the war through diplomacy. Limited tiles may not be spawned in, and may be freely looted. The War Monitor decides when a tile is limited&lt;br /&gt;
* &#039;&#039;&#039;Uncontrollable&#039;&#039;&#039;: Tiles that are distant, impossible to reach, or are encircled. Only the primary player who has developed it may defend it, and players may not use it to attack out of.&lt;br /&gt;
* &#039;&#039;&#039;Mixed&#039;&#039;&#039;: Mixed tiles are tiles that contain a mix of opposing sides builds. There is no definitive owner, and sides may not spawn inside of the tile until it is fought over&lt;br /&gt;
* &#039;&#039;&#039;Targeted&#039;&#039;&#039;: Targeted tiles are tiles announced as about to be attacked. These tiles cannot be edited in any way.&lt;br /&gt;
* &#039;&#039;&#039;Front&#039;&#039;&#039;: Tiles that border (or are very close to) the enemy nation. These tiles can only receive minor aesthetic or defensive alterations&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039;: Controlled tiles are the tiles one side directly owns&lt;br /&gt;
&lt;br /&gt;
=== Initiative ===&lt;br /&gt;
[[File:Initiative.png|alt=visual example of transfer of initiative|thumb|421x421px|Example of transfer of initiative, by Khantubek]]&lt;br /&gt;
Initiative is the system to track who gets to decide where battles will take place. The system rewards &#039;&#039;victory&#039;&#039; in a tile with the ability to choose where the &#039;&#039;next&#039;&#039; battle will be. The War Monitor will divide all &#039;&#039;&#039;3&#039;&#039;&#039; points of initiative based on the war. Choosing to &#039;&#039;not&#039;&#039; use a point of initiative will have it become a defaulted loss.&lt;br /&gt;
&lt;br /&gt;
Allies share initiative, and must decide where they will be attacking, even if they must attack separately&lt;br /&gt;
&lt;br /&gt;
==== Attacking ====&lt;br /&gt;
Initiative can be used to attack tiles either adjacent to a controlled tile or accessible through undeveloped land. Oceans are considered undeveloped land, ships may count as artificial land.&lt;br /&gt;
&lt;br /&gt;
===== Blitz =====&lt;br /&gt;
Land may be targeted through already targeted land. If the initial tile is not taken, all attacks reliant on that tile being taken fail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
&lt;br /&gt;
=== Starting a battle ===&lt;br /&gt;
At the start of a battle, all armies must start from their nation, in either a suburban or urban tile, with their spawn set in that tile. Drafted players should arrive unequipped before the battle starts, to be equipped by the nation they fight for. Combatants may not go into opponents territory before the battle, during the day of the battle. Unorganized fighting may happen freely in no-man&#039;s land, or in uninvolved nations.&lt;br /&gt;
Allies with nearby suburban/urban tiles may spawn in allied territory, allies who are far away (War Monitor Decision), or are deemed as unable to reach the battle without crossing through the opponent, may be restricted from joining.&lt;br /&gt;
&lt;br /&gt;
==== Battle ====&lt;br /&gt;
Players fight over key capture points, in a capture the flag styled battle. In more important tiles/large urban centers, multiple points may be in play. The team with majority control wins the battle.&lt;br /&gt;
&lt;br /&gt;
Once a tile is captured, the War Monitor will decide which nation occupies it. Multiple nations may occupy the same tile.&lt;br /&gt;
&lt;br /&gt;
====== Walls, Gates, and Fortifications ======&lt;br /&gt;
Defenses may have a battle outside of them to gain control of a section of the defenses and gain access to the interior. These battles are treated as normal battles, but will have follow up battle(s) for further control of whatever is past the wall.&lt;br /&gt;
&#039;&#039;Ex. A castle having its gate attacked and forcing it open.&#039;&#039;Tiles that have these structures should indicate them on the map, and the tile will only fully fall when the structure is taken.&lt;br /&gt;
&lt;br /&gt;
=== Player Rules ===&lt;br /&gt;
&lt;br /&gt;
====== Movement ======&lt;br /&gt;
&lt;br /&gt;
# Players must use the overworld&lt;br /&gt;
# Players may not use any method of teleportation&lt;br /&gt;
# Players may not use boat glitches&lt;br /&gt;
# Riptide is not allowed&lt;br /&gt;
&lt;br /&gt;
====== Equipment ======&lt;br /&gt;
&lt;br /&gt;
# Maces are banned&lt;br /&gt;
# Wind Charges are banned&lt;br /&gt;
&lt;br /&gt;
====== Actions ======&lt;br /&gt;
Players Are explicitly allowed to destroy the following&lt;br /&gt;
&lt;br /&gt;
# Wooden/Iron doors (only in the battle tile)&lt;br /&gt;
# Beds (in any participating tiles)&lt;br /&gt;
# Ender Chests (only in battle tile)&lt;br /&gt;
# Shulkers (in any participating tiles&lt;br /&gt;
# Cobwebs (only in battle tile)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Players are allowed to place&lt;br /&gt;
&lt;br /&gt;
# Beds for the purpose of respawns (in controlled suburban/urban tiles)&lt;br /&gt;
# Shulkers&lt;br /&gt;
# Enderchests (in friendly territory)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the battle tile, players may explicitly&lt;br /&gt;
&lt;br /&gt;
# Steal from containers&lt;br /&gt;
# Kill entities&lt;br /&gt;
# activate existing redstone&lt;br /&gt;
&lt;br /&gt;
Both players that activate and build redstone devices that destroy territory outside of the immediate area will be held accountable for griefing, to be reviewed by staff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following actions are explicitly not allowed, and are a breach of server rules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Use of client mods for an advantage (ESP, Radar, hotbar switching, etc.)&lt;br /&gt;
# Utilization of exploits or bugs for an unfair advantage&lt;br /&gt;
# Use of Gsit commands during fighting&lt;br /&gt;
&lt;br /&gt;
If you need clarification on a client mod or bug, please open a ticket before utilization. Failure to seek clarification may result in disciplinary action without appeal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=2176</id>
		<title>War Rules Draft</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=2176"/>
		<updated>2025-02-05T10:53:56Z</updated>

		<summary type="html">&lt;p&gt;Swonki: First Draft Complete&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;war rules&#039;&#039;&#039; are based on a scheduled battle system, and utilize a capture the flag datapack by Chras. Alterations may be made for balance&lt;br /&gt;
&lt;br /&gt;
== Organizing War ==&lt;br /&gt;
&lt;br /&gt;
=== Starting a war ===&lt;br /&gt;
War is declared publicly in #global-news, pinging all nations involved in fighting. Any allies being called in should link back to the initial war declaration when announcing involvement, and ping all nations involved. Excessive declarations, or declarations that can be seen as impossible to fulfill a war over may be rejected by staff. The attacking nation must indicate the location(s) of their initial attacks.&lt;br /&gt;
&lt;br /&gt;
The attacking nation must have basic maps ready for all initial participants when they declare the war. Following the declaration, opposing sides may propose their own map, to be approved by the War Monitor. Allies must create their own maps (at least a draft) before being allowed to fight.&lt;br /&gt;
&lt;br /&gt;
==== War Monitor ====&lt;br /&gt;
The &#039;&#039;&#039;War Monitor&#039;&#039;&#039; is an appointed role for every war by the [[staff team of cinder]]. The job of the War Monitor is to regulate the war both in discord and in game. War Monitor responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* The approval of map proposals and changes&lt;br /&gt;
* Managing the war schedule&lt;br /&gt;
* Regulating participation of players in war and battles&lt;br /&gt;
* Setting up the War Organization Chat in the discord&lt;br /&gt;
* Deciding the representatives of the sides&lt;br /&gt;
* Deciding battle outcomes&lt;br /&gt;
* Drafting external players&lt;br /&gt;
The War Monitor should aim to maintain a regular schedule of battles. They may announce the war frozen if scheduling fails (neither side participates), and can end the war.&lt;br /&gt;
&lt;br /&gt;
==== Representatives ====&lt;br /&gt;
Alliances within a war are limited to 1 &#039;&#039;&#039;representative&#039;&#039;&#039; in the War Organization Chat, that may be replaced by the War Monitor. Representatives are responsible for providing the War Monitor with information to allow them to fairly and accurately make decisions. Representative responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* Providing lists of alliance combatants&lt;br /&gt;
* Providing available times&lt;br /&gt;
* Providing map information&lt;br /&gt;
* Detailing where battles will happen&lt;br /&gt;
&lt;br /&gt;
Representatives may be removed by the War Monitor for toxic behavior in chat, bad sportsmanship, gamesmanship, or stalling.&lt;br /&gt;
&lt;br /&gt;
==== Player Participation ====&lt;br /&gt;
Nations may use their citizens for their army freely. There is no limit on citizens fighting for their nation&lt;br /&gt;
&#039;&#039;&#039;Mercenaries&#039;&#039;&#039; require War Monitor oversight for fair application into the war.&lt;br /&gt;
&lt;br /&gt;
===== Drafting =====&lt;br /&gt;
Nations have an external army size. Army size is dictated by the development of the whole nation. More development allows more external players to fight during battles. This is established at the start of the war using the development level of the tiles, added together.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suburban:&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Urban:&#039;&#039;&#039; +3&lt;br /&gt;
&#039;&#039;&#039;Ex:&#039;&#039;&#039; 2 Suburban, 1 Urban = 5 external players that can fight&lt;br /&gt;
&lt;br /&gt;
Drafted players should not be considered as their RP characters&lt;br /&gt;
Once the time for the battle(s) has been set, the server will open a draft for all players on the server to sign up to fight during the time. The list of players will be provided and will either be drafted in turns, or divided by the War Monitor (whichever is fairer), until their army sizes are reached, or are proportionally balanced.&lt;br /&gt;
&#039;&#039;&#039;Drafted players may not betray their sides. Citizens, mercenaries, and vassals may do so.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== War Map ===&lt;br /&gt;
The &#039;&#039;&#039;War Map&#039;&#039;&#039; is the visual aid for the war to show who controls what, as decided by the War Monitor using map information from the representatives of the war. The map must be completed before battles can begin. The War Map should be drawn using the basic standards:&lt;br /&gt;
&lt;br /&gt;
* Physical Map showing terrain and builds&lt;br /&gt;
* Clear tile and national borders&lt;br /&gt;
* Clear identifiers of tile development&lt;br /&gt;
* Clear colours to distinguish ownership (differentiating occupation or limited control)&lt;br /&gt;
* Clear markings for any defensive structures&lt;br /&gt;
* Clear marking for which tiles are being attacked&lt;br /&gt;
* Minimizing inclusion of undeveloped land&lt;br /&gt;
&lt;br /&gt;
Once the map is created, national and tile boundaries will remain the same until the conclusion of the war (unless diplomacy to involve another nation dictates a change). Undeclared builds made outside of the defined areas may be announced as unprotected by decision of the War Monitor, and have grief/theft protections lifted.&lt;br /&gt;
&lt;br /&gt;
==== Tiles ====&lt;br /&gt;
Tiles are the subdivisions of the map showing where battles can take place, and how players can use the locations. Each tile has a descriptor to tell players how they operate&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;U.	 Undeveloped&#039;&#039;&#039; (no developments), which are not fought over or from. Ownership is connected to adjacent tiles. May be developed during the war to other rural. &amp;lt;br /&amp;gt;&#039;&#039;&#039;R. 	Rural&#039;&#039;&#039; (sparse development, farmland, major roadways)  &#039;&#039;&#039;S. 	Suburban&#039;&#039;&#039; (Villages, towns, Castles/Fortifications) &#039;&#039;&#039;URB. 	Urban&#039;&#039;&#039; (Cities/ major standalone builds) If a city is large enough, it may be split into multiple urban tiles.&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
Tiles may have sub descriptors as well &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039;: Tiles that have been occupied over the course of the war. Occupied tiles may only receive minor alterations, such as destroying defenses, looting, graffiti, and small builds. Occupied tiles become controlled after 5 days&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039;: Tiles that cannot be used due to being acquired or given away during/recently before the war through diplomacy. Limited tiles may not be spawned in, and may be freely looted. The War Monitor decides when a tile is limited&lt;br /&gt;
* &#039;&#039;&#039;Uncontrollable&#039;&#039;&#039;: Tiles that are distant, impossible to reach, or are encircled. Only the primary player who has developed it may defend it, and players may not use it to attack out of.&lt;br /&gt;
* &#039;&#039;&#039;Mixed&#039;&#039;&#039;: Mixed tiles are tiles that contain a mix of opposing sides builds. There is no definitive owner, and sides may not spawn inside of the tile until it is fought over&lt;br /&gt;
* &#039;&#039;&#039;Targeted&#039;&#039;&#039;: Targeted tiles are tiles announced as about to be attacked. These tiles cannot be edited in any way.&lt;br /&gt;
* &#039;&#039;&#039;Front&#039;&#039;&#039;: Tiles that border (or are very close to) the enemy nation. These tiles can only receive minor aesthetic or defensive alterations&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039;: Controlled tiles are the tiles one side directly owns&lt;br /&gt;
&lt;br /&gt;
=== Initiative ===&lt;br /&gt;
[[File:Initiative.png|alt=visual example of transfer of initiative|thumb|421x421px|Example of transfer of initiative, by Khantubek]]&lt;br /&gt;
Initiative is the system to track who gets to decide where battles will take place. The system rewards &#039;&#039;victory&#039;&#039; in a tile with the ability to choose where the &#039;&#039;next&#039;&#039; battle will be. The War Monitor will divide all &#039;&#039;&#039;3&#039;&#039;&#039; points of initiative based on the war. Choosing to &#039;&#039;not&#039;&#039; use a point of initiative will have it become a defaulted loss.&lt;br /&gt;
&lt;br /&gt;
Allies share initiative, and must decide where they will be attacking, even if they must attack separately&lt;br /&gt;
&lt;br /&gt;
==== Attacking ====&lt;br /&gt;
Initiative can be used to attack tiles either adjacent to a controlled tile or accessible through undeveloped land. Oceans are considered undeveloped land, ships may count as artificial land.&lt;br /&gt;
&lt;br /&gt;
===== Blitz =====&lt;br /&gt;
Land may be targeted through already targeted land. If the initial tile is not taken, all attacks reliant on that tile being taken fail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
&lt;br /&gt;
=== Starting a battle ===&lt;br /&gt;
At the start of a battle, all armies must start from their nation, in either a suburban or urban tile, with their spawn set in that tile. Drafted players should arrive unequipped before the battle starts, to be equipped by the nation they fight for. Combatants may not go into opponents territory before the battle, during the day of the battle. Unorganized fighting may happen freely in no-man&#039;s land, or in uninvolved nations.&lt;br /&gt;
Allies with nearby suburban/urban tiles may spawn in allied territory, allies who are far away (War Monitor Decision), or are deemed as unable to reach the battle without crossing through the opponent, may be restricted from joining.&lt;br /&gt;
&lt;br /&gt;
==== Battle ====&lt;br /&gt;
Players fight over key capture points, in a capture the flag styled battle. In more important tiles/large urban centers, multiple points may be in play. The team with majority control wins the battle.&lt;br /&gt;
&lt;br /&gt;
Once a tile is captured, the War Monitor will decide which nation occupies it. Multiple nations may occupy the same tile.&lt;br /&gt;
&lt;br /&gt;
====== Walls, Gates, and Fortifications ======&lt;br /&gt;
Defenses may have a battle outside of them to gain control of a section of the defenses and gain access to the interior. These battles are treated as normal battles, but will have follow up battle(s) for further control of whatever is past the wall.&lt;br /&gt;
&#039;&#039;Ex. A castle having its gate attacked and forcing it open.&#039;&#039;Tiles that have these structures should indicate them on the map, and the tile will only fully fall when the structure is taken.&lt;br /&gt;
&lt;br /&gt;
=== Player Rules ===&lt;br /&gt;
&lt;br /&gt;
====== Movement ======&lt;br /&gt;
&lt;br /&gt;
# Players must use the overworld&lt;br /&gt;
# Players may not use any method of teleportation&lt;br /&gt;
# Players may not use boat glitches&lt;br /&gt;
# Riptide is not allowed&lt;br /&gt;
&lt;br /&gt;
====== Equipment ======&lt;br /&gt;
&lt;br /&gt;
# Maces are banned&lt;br /&gt;
# Wind Charges are banned&lt;br /&gt;
&lt;br /&gt;
====== Actions ======&lt;br /&gt;
Players Are explicitly allowed to destroy the following&lt;br /&gt;
&lt;br /&gt;
# Wooden/Iron doors (only in the battle tile)&lt;br /&gt;
# Beds (in any participating tiles)&lt;br /&gt;
# Ender Chests (only in battle tile)&lt;br /&gt;
# Shulkers (in any participating tiles&lt;br /&gt;
# Cobwebs (only in battle tile)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Players are allowed to place&lt;br /&gt;
&lt;br /&gt;
# Beds for the purpose of respawns (in controlled suburban/urban tiles)&lt;br /&gt;
# Shulkers&lt;br /&gt;
# Enderchests (in friendly territory)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the battle tile, players may explicitly&lt;br /&gt;
&lt;br /&gt;
# Steal from containers&lt;br /&gt;
# Kill entities&lt;br /&gt;
# activate existing redstone&lt;br /&gt;
&lt;br /&gt;
Both players that activate and build redstone devices that destroy territory outside of the immediate area will be held accountable for griefing, to be reviewed by staff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following actions are explicitly not allowed, and are a breach of server rules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Use of client mods for an advantage (ESP, Radar, hotbar switching, etc.)&lt;br /&gt;
# Utilization of exploits or bugs for an unfair advantage&lt;br /&gt;
# Use of Gsit commands during fighting&lt;br /&gt;
&lt;br /&gt;
If you need clarification on a client mod or bug, please open a ticket before utilization. Failure to seek clarification may result in disciplinary action without appeal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=2175</id>
		<title>War Rules Draft</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=2175"/>
		<updated>2025-02-05T10:30:18Z</updated>

		<summary type="html">&lt;p&gt;Swonki: Draft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;war rules&#039;&#039;&#039; are based on a scheduled battle system, and utilize a capture the flag datapack by Chras. Alterations may be made for balance&lt;br /&gt;
&lt;br /&gt;
== Organizing War ==&lt;br /&gt;
&lt;br /&gt;
=== Starting a war ===&lt;br /&gt;
War is declared publicly in #global-news, pinging all nations involved in fighting. Any allies being called in should link back to the initial war declaration when announcing involvement, and ping all nations involved. Excessive declarations, or declarations that can be seen as impossible to fulfill a war over may be rejected by staff. The attacking nation must indicate the location(s) of their initial attacks.&lt;br /&gt;
&lt;br /&gt;
The attacking nation must have basic maps ready for all initial participants when they declare the war. Following the declaration, opposing sides may propose their own map, to be approved by the War Monitor. Allies must create their own maps (at least a draft) before being allowed to fight.&lt;br /&gt;
&lt;br /&gt;
==== War Monitor ====&lt;br /&gt;
The &#039;&#039;&#039;War Monitor&#039;&#039;&#039; is an appointed role for every war by the [[staff team of cinder]]. The job of the War Monitor is to regulate the war both in discord and in game. War Monitor responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* The approval of map proposals and changes&lt;br /&gt;
* Managing the war schedule&lt;br /&gt;
* Regulating participation of players in war and battles&lt;br /&gt;
* Setting up the War Organization Chat in the discord&lt;br /&gt;
* Deciding the representatives of the sides&lt;br /&gt;
* Deciding battle outcomes&lt;br /&gt;
* Drafting external players&lt;br /&gt;
The War Monitor should aim to maintain a regular schedule of battles. They may announce the war frozen if scheduling fails (neither side participates), and can end the war.&lt;br /&gt;
&lt;br /&gt;
==== Representatives ====&lt;br /&gt;
Alliances within a war are limited to 1 &#039;&#039;&#039;representative&#039;&#039;&#039; in the War Organization Chat, that may be replaced by the War Monitor. Representatives are responsible for providing the War Monitor with information to allow them to fairly and accurately make decisions. Representative responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* Providing lists of alliance combatants&lt;br /&gt;
* Providing available times&lt;br /&gt;
* Providing map information&lt;br /&gt;
* Detailing where battles will happen&lt;br /&gt;
&lt;br /&gt;
Representatives may be removed by the War Monitor for toxic behavior in chat, bad sportsmanship, gamesmanship, or stalling.&lt;br /&gt;
&lt;br /&gt;
==== Player Participation ====&lt;br /&gt;
Nations may use their citizens for their army freely. There is no limit on citizens fighting for their nation&lt;br /&gt;
&#039;&#039;&#039;Mercenaries&#039;&#039;&#039; require Warmonitor oversight for fair application into the war.&lt;br /&gt;
&lt;br /&gt;
===== Drafting =====&lt;br /&gt;
Nations have an external army size. Army size is dictated by the development of the whole nation. More development allows more external players to fight during battles. This is established at the start of the war using the development level of the tiles, added together.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suburban:&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Urban:&#039;&#039;&#039; +3&lt;br /&gt;
&#039;&#039;&#039;Ex:&#039;&#039;&#039; 2 Suburban, 1 Urban = 5 external players that can fight&lt;br /&gt;
&lt;br /&gt;
Drafted players should not be considered as their RP characters&lt;br /&gt;
Once the time for the battle(s) has been set, the server will open a draft for all players on the server to sign up to fight during the time. The list of players will be provided and will either be drafted in turns, or divided by the War Monitor (whichever is fairer), until their army sizes are reached, or are proportionally balanced.&lt;br /&gt;
&#039;&#039;&#039;Drafted players may not betray their sides. Citizens, mercenaries, and vassals may do so.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== War Map ===&lt;br /&gt;
The &#039;&#039;&#039;War Map&#039;&#039;&#039; is the visual aid for the war to show who controls what, as decided by the War Monitor using map information from the representatives of the war. The map must be completed before battles can begin. The War Map should be drawn using the basic standards:&lt;br /&gt;
&lt;br /&gt;
* Physical Map showing terrain and builds&lt;br /&gt;
* Clear tile and national borders&lt;br /&gt;
* Clear identifiers of tile development&lt;br /&gt;
* Clear colours to distinguish ownership (differentiating occupation or limited control)&lt;br /&gt;
* Clear markings for any defensive structures&lt;br /&gt;
* Clear marking for which tiles are being attacked&lt;br /&gt;
* Minimizing inclusion of undeveloped land&lt;br /&gt;
&lt;br /&gt;
Once the map is created, national and tile boundaries will remain the same until the conclusion of the war (unless diplomacy to involve another nation dictates a change). Undeclared builds made outside of the defined areas may be announced as unprotected by decision of the War Monitor, and have grief/theft protections lifted.&lt;br /&gt;
&lt;br /&gt;
==== Tiles ====&lt;br /&gt;
Tiles are the subdivisions of the map showing where battles can take place, and how players can use the locations. Each tile has a descriptor to tell players how they operate&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;U.	 Undeveloped&#039;&#039;&#039; (no developments), which are not fought over or from. Ownership is connected to adjacent tiles. May be developed during the war to other rural. &amp;lt;br /&amp;gt;&#039;&#039;&#039;R. 	Rural&#039;&#039;&#039; (sparse development, farmland, major roadways)  &#039;&#039;&#039;S. 	Suburban&#039;&#039;&#039; (Villages, towns, Castles/Fortifications) &#039;&#039;&#039;URB. 	Urban&#039;&#039;&#039; (Cities/ major standalone builds) If a city is large enough, it may be split into multiple urban tiles.&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
Tiles may have sub descriptors as well &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039;: Tiles that have been occupied over the course of the war. Occupied tiles may only receive minor alterations, such as destroying defenses, looting, graffiti, and small builds. Occupied tiles become controlled after 7 days.&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039;: Tiles that cannot be used due to being acquired or given away during/recently before the war through diplomacy. Limited tiles may not be spawned in, and may be freely looted. The War Monitor decides when a tile is limited&lt;br /&gt;
* &#039;&#039;&#039;Uncontrollable&#039;&#039;&#039;: Tiles that are distant, impossible to reach, or are encircled. Only the primary player who has developed it may defend it, and players may not use it to attack out of.&lt;br /&gt;
* &#039;&#039;&#039;Mixed&#039;&#039;&#039;: Mixed tiles are tiles that contain a mix of opposing sides builds. There is no definitive owner, and sides may not spawn inside of the tile until it is fought over&lt;br /&gt;
* &#039;&#039;&#039;Targeted&#039;&#039;&#039;: Targeted tiles are tiles announced as about to be attacked. These tiles cannot be edited in any way.&lt;br /&gt;
* &#039;&#039;&#039;Front&#039;&#039;&#039;: Tiles that border (or are very close to) the enemy nation. These tiles can only receive minor aesthetic or defensive alterations&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039;: Controlled tiles are the tiles one side directly owns&lt;br /&gt;
&lt;br /&gt;
=== Initiative ===&lt;br /&gt;
[[File:Initiative.png|alt=visual example of transfer of initiative|thumb|421x421px|Example of transfer of initiative, by Khantubek]]&lt;br /&gt;
Initiative is the system to track who gets to decide where battles will take place. The system rewards &#039;&#039;victory&#039;&#039; in a tile with the ability to choose where the &#039;&#039;next&#039;&#039; battle will be. the aggressor always starts with all &#039;&#039;&#039;3&#039;&#039;&#039; points of initiative. Choosing to &#039;&#039;not&#039;&#039; use a point of initiative will have it become a defaulted loss.&lt;br /&gt;
&lt;br /&gt;
==== Attacking ====&lt;br /&gt;
Initiative can be used to attack tiles either adjacent to a controlled tile or accessible through no man&#039;s land.&lt;br /&gt;
&lt;br /&gt;
===== Blitz =====&lt;br /&gt;
Land may be targeted through already targeted land. If the initial tile is not taken, all attacks reliant on that tile being taken fail.&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=2174</id>
		<title>War Rules Draft</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=2174"/>
		<updated>2025-02-05T10:11:31Z</updated>

		<summary type="html">&lt;p&gt;Swonki: Swonki Draft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;war rules&#039;&#039;&#039; are based on concepts of tabletop wargaming, with the intent to create a better strategic experience in wars, rather than a focus on all-or-nothing battles. Wars are focused on tiles, third party oversight, and regulation.&lt;br /&gt;
&lt;br /&gt;
== Organizing War ==&lt;br /&gt;
&lt;br /&gt;
=== Starting a war ===&lt;br /&gt;
War is declared publicly in #global-news, pinging all nations involved in fighting. Any allies being called in should link back to the initial war declaration when announcing involvement, and ping all nations involved. Excessive declarations, or declarations that can be seen as impossible to fulfill a war over may be rejected by staff. The attacking nation must indicate the location(s) of their initial attacks.&lt;br /&gt;
&lt;br /&gt;
The attacking nation must have basic maps ready for all initial participants when they declare the war. Following the declaration, opposing sides may propose their own map, to be approved by the War Monitor. Allies must create their own maps (at least a draft) before being allowed to fight.&lt;br /&gt;
&lt;br /&gt;
==== War Monitor ====&lt;br /&gt;
The &#039;&#039;&#039;War Monitor&#039;&#039;&#039; is an appointed role for every war by the [[staff team of cinder]]. The job of the War Monitor is to regulate the war both in discord and in game. War Monitor responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* The drawing of tile maps for the war&lt;br /&gt;
* Announcing the war schedule&lt;br /&gt;
* Regulating participation of players in war and battles&lt;br /&gt;
* Setting up the War Organization Chat in the discord&lt;br /&gt;
* Deciding the representatives of the sides&lt;br /&gt;
* Deciding battle outcomes&lt;br /&gt;
The War Monitor should aim to maintain a schedule of &#039;&#039;&#039;1 battle every 3 days&#039;&#039;&#039;, unless mutually agreed by representatives to postpone/push forward&lt;br /&gt;
&lt;br /&gt;
==== Representatives ====&lt;br /&gt;
Alliances within a war are limited to 1 &#039;&#039;&#039;representative&#039;&#039;&#039; in the War Organization Chat, that may be replaced by the War Monitor. Representatives are responsible for providing the War Monitor with information to allow them to fairly and accurately make decisions. Representative responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* Providing lists of alliance combatants&lt;br /&gt;
* Providing available times&lt;br /&gt;
* Providing map information&lt;br /&gt;
* Detailing where battles will happen&lt;br /&gt;
&lt;br /&gt;
Representatives may be removed by the War Monitor for toxic behavior in chat, bad sportsmanship, gamesmanship, or stalling.&lt;br /&gt;
&lt;br /&gt;
=== War Map ===&lt;br /&gt;
The &#039;&#039;&#039;War Map&#039;&#039;&#039; is the visual aid for the war to show who controls what, as decided by the War Monitor using map information from the representatives of the war. The map must be completed before battles can begin. The War Map should be drawn using the basic standards:&lt;br /&gt;
&lt;br /&gt;
* Physical Map showing terrain and builds&lt;br /&gt;
* Clear tile and national borders&lt;br /&gt;
* Clear identifiers of tile development&lt;br /&gt;
* Clear colours to distinguish ownership (differentiating occupation or limited control)&lt;br /&gt;
* Clear markings for any defensive structures&lt;br /&gt;
* Clear marking for which tiles are being attacked&lt;br /&gt;
* Minimizing inclusion of undeveloped land&lt;br /&gt;
&lt;br /&gt;
Once the map is created, national and tile boundaries will remain the same until the conclusion of the war (unless diplomacy to involve another nation dictates a change). Undeclared builds made outside of the defined areas may be announced as unprotected by decision of the War Monitor, and have grief/theft protections lifted.&lt;br /&gt;
&lt;br /&gt;
==== Tiles ====&lt;br /&gt;
Tiles are the subdivisions of the map showing where battles can take place, and how players can use the locations. Each tile has a descriptor to tell players how they operate&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Underdeveloped&#039;&#039;&#039;: Tiles that contain smaller builds such as villages, outposts, farms, or critical infrastructure. Underdeveloped tiles may be vast in size, but the true battle area is only around the primary builds of the tiles.&lt;br /&gt;
* &#039;&#039;&#039;Developed&#039;&#039;&#039;: Tiles containing larger towns, slightly denser construction, or higher effort builds.&lt;br /&gt;
* &#039;&#039;&#039;Urban&#039;&#039;&#039;: Urban tiles are densely developed, massive, and/or highly populated by many different players. Urban areas may be subdivided into smaller tiles to allow for partial occupations of cities.&lt;br /&gt;
&lt;br /&gt;
Tiles may have sub descriptors as well &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039;: Tiles that have been occupied over the course of the war. Occupied tiles may only receive minor alterations, such as destroying defenses, looting, graffiti, and small builds&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039;: Tiles that cannot be used due to being acquired or given away during the war through diplomacy. Limited tiles may not be spawned in, and may be freely looted. The War Monitor decides when a tile is no longer limited.&lt;br /&gt;
* &#039;&#039;&#039;Uncontrollable&#039;&#039;&#039;: Tiles that are distant, impossible to reach, or are encircled. Only the primary player who has developed it may defend it, and players may not use it to attack out of.&lt;br /&gt;
* &#039;&#039;&#039;Mixed&#039;&#039;&#039;: Mixed tiles are tiles that contain a mix of opposing sides builds. Mixed tiles are considered as default part of the first battles to decide ownership, without affecting Initiative.&lt;br /&gt;
* &#039;&#039;&#039;Targeted&#039;&#039;&#039;: Targeted tiles are tiles announced as about to be attacked. These tiles cannot be edited in any way.&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039;: Controlled tiles are the tiles one side directly owns&lt;br /&gt;
&lt;br /&gt;
=== Initiative ===&lt;br /&gt;
[[File:Initiative.png|alt=visual example of transfer of initiative|thumb|421x421px|Example of transfer of initiative, by Khantubek]]&lt;br /&gt;
Initiative is the system to track who gets to decide where battles will take place. The system rewards &#039;&#039;victory&#039;&#039; in a tile with the ability to choose where the &#039;&#039;next&#039;&#039; battle will be. the aggressor always starts with all &#039;&#039;&#039;3&#039;&#039;&#039; points of initiative. Choosing to &#039;&#039;not&#039;&#039; use a point of initiative will have it become a defaulted loss.&lt;br /&gt;
&lt;br /&gt;
==== Attacking ====&lt;br /&gt;
Initiative can be used to attack tiles either adjacent to a controlled tile, or accessible through uncontrolled territory.&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=1775</id>
		<title>War Rules Draft</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=1775"/>
		<updated>2024-11-18T19:46:14Z</updated>

		<summary type="html">&lt;p&gt;Swonki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;war rules&#039;&#039;&#039; are based on concepts of tabletop wargaming, with the intent to create a better strategic experience in wars, rather than a focus on all-or-nothing battles. Wars are focused on tiles, third party oversight, and regulation.&lt;br /&gt;
&lt;br /&gt;
== Organizing War ==&lt;br /&gt;
&lt;br /&gt;
=== Starting a war ===&lt;br /&gt;
Players start war by publicly announcing war in a news chat, and pinging all nations they intend to involve in the war, including allies and enemies. Allies must accept to be counted as part of the war. The initiator of the war must also announce ≤3 locations they intend to attack, if they fail to announce locations, the defender may announce first. Once a war is announced, no changes may be made to any territory involved until the map is established&lt;br /&gt;
&lt;br /&gt;
==== War Monitor ====&lt;br /&gt;
The &#039;&#039;&#039;War Monitor&#039;&#039;&#039; is an appointed role for every war by the [[staff team of cinder]]. The job of the War Monitor is to regulate the war both in discord and in game. War Monitor responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* The drawing of tile maps for the war&lt;br /&gt;
* Announcing the war schedule&lt;br /&gt;
* Regulating participation of players in war and battles&lt;br /&gt;
* Setting up the War Organization Chat in the discord&lt;br /&gt;
* Deciding the representatives of the sides&lt;br /&gt;
* Deciding battle outcomes&lt;br /&gt;
The War Monitor should aim to maintain a schedule of &#039;&#039;&#039;1 battle every 3 days&#039;&#039;&#039;, unless mutually agreed by representatives to postpone/push forward&lt;br /&gt;
&lt;br /&gt;
==== Representatives ====&lt;br /&gt;
Alliances within a war are limited to 1 &#039;&#039;&#039;representative&#039;&#039;&#039; in the War Organization Chat, that may be replaced by the War Monitor. Representatives are responsible for providing the War Monitor with information to allow them to fairly and accurately make decisions. Representative responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* Providing lists of alliance combatants&lt;br /&gt;
* Providing available times&lt;br /&gt;
* Providing map information&lt;br /&gt;
* Detailing where battles will happen&lt;br /&gt;
&lt;br /&gt;
Representatives may be removed by the War Monitor for toxic behavior in chat, bad sportsmanship, gamesmanship, or stalling.&lt;br /&gt;
&lt;br /&gt;
=== War Map ===&lt;br /&gt;
The &#039;&#039;&#039;War Map&#039;&#039;&#039; is the visual aid for the war to show who controls what, as decided by the War Monitor using map information from the representatives of the war. The map must be completed before battles can begin. The War Map should be drawn using the basic standards:&lt;br /&gt;
&lt;br /&gt;
* Physical Map showing terrain and builds&lt;br /&gt;
* Clear tile and national borders&lt;br /&gt;
* Clear identifiers of tile development&lt;br /&gt;
* Clear colours to distinguish ownership (differentiating occupation or limited control)&lt;br /&gt;
* Clear markings for any defensive structures&lt;br /&gt;
* Clear marking for which tiles are being attacked&lt;br /&gt;
* Minimizing inclusion of undeveloped land&lt;br /&gt;
&lt;br /&gt;
Once the map is created, national and tile boundaries will remain the same until the conclusion of the war (unless diplomacy to involve another nation dictates a change). Undeclared builds made outside of the defined areas may be announced as unprotected by decision of the War Monitor, and have grief/theft protections lifted.&lt;br /&gt;
&lt;br /&gt;
==== Tiles ====&lt;br /&gt;
Tiles are the subdivisions of the map showing where battles can take place, and how players can use the locations. Each tile has a descriptor to tell players how they operate&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Underdeveloped&#039;&#039;&#039;: Tiles that contain smaller builds such as villages, outposts, farms, or critical infrastructure. Underdeveloped tiles may be vast in size, but the true battle area is only around the primary builds of the tiles.&lt;br /&gt;
* &#039;&#039;&#039;Developed&#039;&#039;&#039;: Tiles containing larger towns, slightly denser construction, or higher effort builds.&lt;br /&gt;
* &#039;&#039;&#039;Urban&#039;&#039;&#039;: Urban tiles are densely developed, massive, and/or highly populated by many different players. Urban areas may be subdivided into smaller tiles to allow for partial occupations of cities.&lt;br /&gt;
&lt;br /&gt;
Tiles may have sub descriptors as well &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039;: Tiles that have been occupied over the course of the war. Occupied tiles may only receive minor alterations, such as destroying defenses, looting, graffiti, and small builds&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039;: Tiles that cannot be used due to being acquired or given away during the war through diplomacy. Limited tiles may not be spawned in, and may be freely looted. The War Monitor decides when a tile is no longer limited.&lt;br /&gt;
* &#039;&#039;&#039;Uncontrollable&#039;&#039;&#039;: Tiles that are distant, impossible to reach, or are encircled. Only the primary player who has developed it may defend it, and players may not use it to attack out of.&lt;br /&gt;
* &#039;&#039;&#039;Mixed&#039;&#039;&#039;: Mixed tiles are tiles that contain a mix of opposing sides builds. Mixed tiles are considered as default part of the first battles to decide ownership, without affecting Initiative.&lt;br /&gt;
* &#039;&#039;&#039;Targeted&#039;&#039;&#039;: Targeted tiles are tiles announced as about to be attacked. These tiles cannot be edited in any way.&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039;: Controlled tiles are the tiles one side directly owns&lt;br /&gt;
&lt;br /&gt;
=== Initiative ===&lt;br /&gt;
[[File:Initiative.png|alt=visual example of transfer of initiative|thumb|421x421px|Example of transfer of initiative, by Khantubek]]&lt;br /&gt;
Initiative is the system to track who gets to decide where battles will take place. The system rewards &#039;&#039;victory&#039;&#039; in a tile with the ability to choose where the &#039;&#039;next&#039;&#039; battle will be. the aggressor always starts with all &#039;&#039;&#039;3&#039;&#039;&#039; points of initiative. Choosing to &#039;&#039;not&#039;&#039; use a point of initiative will have it become a defaulted loss.&lt;br /&gt;
&lt;br /&gt;
==== Attacking ====&lt;br /&gt;
Initiative can be used to attack tiles either adjacent to a controlled tile, or accessible through uncontrolled territory.&lt;br /&gt;
&lt;br /&gt;
==== Besieging ====&lt;br /&gt;
Initiative can be used to besiege fortifications within tiles see [[Siege Rules]]. This initiative is not lost if the besieged structure does not fall, but is lost if the attackers lose control of the tile.&lt;br /&gt;
&lt;br /&gt;
Beginning a siege within a tile affects all structures within the tile, and each structure may fall separately.&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=1774</id>
		<title>War Rules Draft</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=1774"/>
		<updated>2024-11-18T18:31:52Z</updated>

		<summary type="html">&lt;p&gt;Swonki: initiative&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;war rules&#039;&#039;&#039; are based on concepts of tabletop wargaming, with the intent to create a better strategic experience in wars, rather than a focus on all-or-nothing battles. Wars are focused on tiles, third party oversight, and regulation.&lt;br /&gt;
&lt;br /&gt;
== Organizing War ==&lt;br /&gt;
&lt;br /&gt;
=== Starting a war ===&lt;br /&gt;
Players start war by publicly announcing war in a news chat, and pinging all nations they intend to involve in the war, including allies and enemies. Allies must accept to be counted as part of the war. The initiator of the war must also announce ≤3 locations they intend to attack, if they fail to announce locations, the defender may announce first. Once a war is announced, no changes may be made to any territory involved until the map is established&lt;br /&gt;
&lt;br /&gt;
==== War Monitor ====&lt;br /&gt;
The &#039;&#039;&#039;War Monitor&#039;&#039;&#039; is an appointed role for every war by the [[staff team of cinder]]. The job of the War Monitor is to regulate the war both in discord and in game. War Monitor responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* The drawing of tile maps for the war&lt;br /&gt;
* Announcing the war schedule&lt;br /&gt;
* Regulating participation of players in war and battles&lt;br /&gt;
* Setting up the War Organization Chat in the discord&lt;br /&gt;
* Deciding the representatives of the sides&lt;br /&gt;
* Deciding battle outcomes&lt;br /&gt;
The War Monitor should aim to maintain a schedule of &#039;&#039;&#039;1 battle every 3 days&#039;&#039;&#039;, unless mutually agreed by representatives to postpone/push forward&lt;br /&gt;
&lt;br /&gt;
==== Representatives ====&lt;br /&gt;
Alliances within a war are limited to 1 &#039;&#039;&#039;representative&#039;&#039;&#039; in the War Organization Chat, that may be replaced by the War Monitor. Representatives are responsible for providing the War Monitor with information to allow them to fairly and accurately make decisions. Representative responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* Providing lists of alliance combatants&lt;br /&gt;
* Providing available times&lt;br /&gt;
* Providing map information&lt;br /&gt;
* Detailing where battles will happen&lt;br /&gt;
&lt;br /&gt;
Representatives may be removed by the War Monitor for toxic behavior in chat, bad sportsmanship, gamesmanship, or stalling.&lt;br /&gt;
&lt;br /&gt;
=== War Map ===&lt;br /&gt;
The &#039;&#039;&#039;War Map&#039;&#039;&#039; is the visual aid for the war to show who controls what, as decided by the War Monitor using map information from the representatives of the war. The map must be completed before battles can begin. The War Map should be drawn using the basic standards:&lt;br /&gt;
&lt;br /&gt;
* Physical Map showing terrain and builds&lt;br /&gt;
* Clear tile and national borders&lt;br /&gt;
* Clear identifiers of tile development&lt;br /&gt;
* Clear colours to distinguish ownership (differentiating occupation or limited control)&lt;br /&gt;
* Clear markings for any defensive structures&lt;br /&gt;
* Clear marking for which tiles are being attacked&lt;br /&gt;
* Minimizing inclusion of undeveloped land&lt;br /&gt;
&lt;br /&gt;
Once the map is created, national and tile boundaries will remain the same until the conclusion of the war (unless diplomacy to involve another nation dictates a change). Undeclared builds made outside of the defined areas may be announced as unprotected by decision of the War Monitor, and have grief/theft protections lifted.&lt;br /&gt;
&lt;br /&gt;
==== Tiles ====&lt;br /&gt;
Tiles are the subdivisions of the map showing where battles can take place, and how players can use the locations. Each tile has a descriptor to tell players how they operate&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Underdeveloped&#039;&#039;&#039;: Tiles that contain smaller builds such as villages, outposts, farms, or critical infrastructure. Underdeveloped tiles may be vast in size, but the true battle area is only around the primary builds of the tiles.&lt;br /&gt;
* &#039;&#039;&#039;Developed&#039;&#039;&#039;: Tiles containing larger towns, slightly denser construction, or higher effort builds.&lt;br /&gt;
* &#039;&#039;&#039;Urban&#039;&#039;&#039;: Urban tiles are densely developed, massive, and/or highly populated by many different players. Urban areas may be subdivided into smaller tiles to allow for partial occupations of cities.&lt;br /&gt;
&lt;br /&gt;
Tiles may have sub descriptors as well &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039;: Tiles that have been occupied over the course of the war. Occupied tiles may only receive minor alterations, such as destroying defenses, looting, graffiti, and small builds&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039;: Tiles that cannot be used due to being acquired or given away during the war through diplomacy. Limited tiles may not be spawned in, and may be freely looted. The War Monitor decides when a tile is no longer limited.&lt;br /&gt;
* &#039;&#039;&#039;Uncontrollable&#039;&#039;&#039;: Tiles that are distant, impossible to reach, or are encircled. Only the primary player who has developed it may defend it, and players may not use it to attack out of.&lt;br /&gt;
* &#039;&#039;&#039;Mixed&#039;&#039;&#039;: Mixed tiles are tiles that contain a mix of opposing sides builds. Mixed tiles are considered as default part of the first battles to decide ownership, without affecting Initiative.&lt;br /&gt;
* &#039;&#039;&#039;Targeted&#039;&#039;&#039;: Targeted tiles are tiles announced as about to be attacked. These tiles cannot be edited in any way.&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039;: Controlled tiles are the tiles one side directly owns&lt;br /&gt;
&lt;br /&gt;
=== Initiative ===&lt;br /&gt;
[[File:Initiative.png|alt=visual example of transfer of initiative|thumb|421x421px|Example of transfer of initiative]]&lt;br /&gt;
Initiative is the system to track who gets to decide where battles will take place. The system rewards &#039;&#039;victory&#039;&#039; in a tile with the ability to choose where the &#039;&#039;next&#039;&#039; battle will be. the aggressor always starts with all &#039;&#039;&#039;3&#039;&#039;&#039; points of initiative. Choosing to &#039;&#039;not&#039;&#039; use a point of initiative will have it become a defaulted loss.&lt;br /&gt;
&lt;br /&gt;
==== Attacking ====&lt;br /&gt;
Initiative can be used to attack tiles either adjacent to a controlled tile, or accessible through uncontrolled territory.&lt;br /&gt;
&lt;br /&gt;
==== Besieging ====&lt;br /&gt;
Initiative can be used to besiege fortifications within tiles see [[Siege Rules]]&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=File:Initiative.png&amp;diff=1773</id>
		<title>File:Initiative.png</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=File:Initiative.png&amp;diff=1773"/>
		<updated>2024-11-18T18:30:39Z</updated>

		<summary type="html">&lt;p&gt;Swonki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Initiative visual aid graph&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=1772</id>
		<title>War Rules Draft</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=1772"/>
		<updated>2024-11-18T18:29:55Z</updated>

		<summary type="html">&lt;p&gt;Swonki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;war rules&#039;&#039;&#039; are based on concepts of tabletop wargaming, with the intent to create a better strategic experience in wars, rather than a focus on all-or-nothing battles. Wars are focused on tiles, third party oversight, and regulation.&lt;br /&gt;
&lt;br /&gt;
== Organizing War ==&lt;br /&gt;
&lt;br /&gt;
=== Starting a war ===&lt;br /&gt;
Players start war by publicly announcing war in a news chat, and pinging all nations they intend to involve in the war, including allies and enemies. Allies must accept to be counted as part of the war. The initiator of the war must also announce ≤3 locations they intend to attack, if they fail to announce locations, the defender may announce first. Once a war is announced, no changes may be made to any territory involved until the map is established&lt;br /&gt;
&lt;br /&gt;
==== War Monitor ====&lt;br /&gt;
The &#039;&#039;&#039;War Monitor&#039;&#039;&#039; is an appointed role for every war by the [[staff team of cinder]]. The job of the War Monitor is to regulate the war both in discord and in game. War Monitor responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* The drawing of tile maps for the war&lt;br /&gt;
* Announcing the war schedule&lt;br /&gt;
* Regulating participation of players in war and battles&lt;br /&gt;
* Setting up the War Organization Chat in the discord&lt;br /&gt;
* Deciding the representatives of the sides&lt;br /&gt;
* Deciding battle outcomes&lt;br /&gt;
The War Monitor should aim to maintain a schedule of &#039;&#039;&#039;1 battle every 3 days&#039;&#039;&#039;, unless mutually agreed by representatives to postpone/push forward&lt;br /&gt;
&lt;br /&gt;
==== Representatives ====&lt;br /&gt;
Alliances within a war are limited to 1 &#039;&#039;&#039;representative&#039;&#039;&#039; in the War Organization Chat, that may be replaced by the War Monitor. Representatives are responsible for providing the War Monitor with information to allow them to fairly and accurately make decisions. Representative responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* Providing lists of alliance combatants&lt;br /&gt;
* Providing available times&lt;br /&gt;
* Providing map information&lt;br /&gt;
* Detailing where battles will happen&lt;br /&gt;
&lt;br /&gt;
Representatives may be removed by the War Monitor for toxic behavior in chat, bad sportsmanship, gamesmanship, or stalling.&lt;br /&gt;
&lt;br /&gt;
=== War Map ===&lt;br /&gt;
The &#039;&#039;&#039;War Map&#039;&#039;&#039; is the visual aid for the war to show who controls what, as decided by the War Monitor using map information from the representatives of the war. The map must be completed before battles can begin. The War Map should be drawn using the basic standards:&lt;br /&gt;
&lt;br /&gt;
* Physical Map showing terrain and builds&lt;br /&gt;
* Clear tile and national borders&lt;br /&gt;
* Clear identifiers of tile development&lt;br /&gt;
* Clear colours to distinguish ownership (differentiating occupation or limited control)&lt;br /&gt;
* Clear markings for any defensive structures&lt;br /&gt;
* Clear marking for which tiles are being attacked&lt;br /&gt;
* Minimizing inclusion of undeveloped land&lt;br /&gt;
&lt;br /&gt;
Once the map is created, national and tile boundaries will remain the same until the conclusion of the war (unless diplomacy to involve another nation dictates a change). Undeclared builds made outside of the defined areas may be announced as unprotected by decision of the War Monitor, and have grief/theft protections lifted.&lt;br /&gt;
&lt;br /&gt;
==== Tiles ====&lt;br /&gt;
Tiles are the subdivisions of the map showing where battles can take place, and how players can use the locations. Each tile has a descriptor to tell players how they operate&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Underdeveloped&#039;&#039;&#039;: Tiles that contain smaller builds such as villages, outposts, farms, or critical infrastructure. Underdeveloped tiles may be vast in size, but the true battle area is only around the primary builds of the tiles.&lt;br /&gt;
* &#039;&#039;&#039;Developed&#039;&#039;&#039;: Tiles containing larger towns, slightly denser construction, or higher effort builds.&lt;br /&gt;
* &#039;&#039;&#039;Urban&#039;&#039;&#039;: Urban tiles are densely developed, massive, and/or highly populated by many different players. Urban areas may be subdivided into smaller tiles to allow for partial occupations of cities.&lt;br /&gt;
&lt;br /&gt;
Tiles may have sub descriptors as well &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039;: Tiles that have been occupied over the course of the war. Occupied tiles may only receive minor alterations, such as destroying defenses, looting, graffiti, and small builds&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039;: Tiles that cannot be used due to being acquired or given away during the war through diplomacy. Limited tiles may not be spawned in, and may be freely looted. The War Monitor decides when a tile is no longer limited.&lt;br /&gt;
* &#039;&#039;&#039;Uncontrollable&#039;&#039;&#039;: Tiles that are distant, impossible to reach, or are encircled. Only the primary player who has developed it may defend it, and players may not use it to attack out of.&lt;br /&gt;
* &#039;&#039;&#039;Mixed&#039;&#039;&#039;: Mixed tiles are tiles that contain a mix of opposing sides builds. Mixed tiles are considered as default part of the first battles to decide ownership, without affecting Initiative.&lt;br /&gt;
* &#039;&#039;&#039;Targeted&#039;&#039;&#039;: Targeted tiles are tiles announced as about to be attacked. These tiles cannot be edited in any way.&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039;: Controlled tiles are the tiles one side directly owns&lt;br /&gt;
&lt;br /&gt;
=== Initiative ===&lt;br /&gt;
Initiative is the system to track who gets to decide where battles will take place. The system rewards &#039;&#039;victory&#039;&#039; in a tile with the ability to choose where the &#039;&#039;next&#039;&#039; battle will be. the aggressor always starts with all &#039;&#039;&#039;3&#039;&#039;&#039; points of initiative. Choosing to &#039;&#039;not&#039;&#039; use a point of initiative will have it become a defaulted loss.&lt;br /&gt;
&lt;br /&gt;
==== Attacking ====&lt;br /&gt;
Initiative can be used to attack tiles either adjacent to a controlled tile, or accessible through uncontrolled territory.&lt;br /&gt;
&lt;br /&gt;
==== Besieging ====&lt;br /&gt;
Initiative can be used to besiege fortifications within tiles see [[Siege Rules]]&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=1771</id>
		<title>War Rules Draft</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=1771"/>
		<updated>2024-11-18T17:32:32Z</updated>

		<summary type="html">&lt;p&gt;Swonki: /* War Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;war rules&#039;&#039;&#039; are based on concepts of tabletop wargaming, with the intent to create a better strategic experience in wars, rather than a focus on all-or-nothing battles. Wars are focused on tiles, third party oversight, and regulation.&lt;br /&gt;
&lt;br /&gt;
== Organizing War ==&lt;br /&gt;
&lt;br /&gt;
=== Starting a war ===&lt;br /&gt;
Players start war by publicly announcing war in a news chat, and pinging all nations they intend to involve in the war, including allies and enemies. Allies must accept to be counted as part of the war. The initiator of the war must also announce ≤3 locations they intend to attack, if they fail to announce locations, the defender may announce first. Once a war is announced, no changes may be made to any territory involved until the map is established&lt;br /&gt;
&lt;br /&gt;
==== War Monitor ====&lt;br /&gt;
The &#039;&#039;&#039;War Monitor&#039;&#039;&#039; is an appointed role for every war by the [[staff team of cinder]]. The job of the War Monitor is to regulate the war both in discord and in game. War Monitor responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* The drawing of tile maps for the war&lt;br /&gt;
* Announcing the war schedule&lt;br /&gt;
* Regulating participation of players in war and battles&lt;br /&gt;
* Setting up the War Organization Chat in the discord&lt;br /&gt;
* Deciding the representatives of the sides&lt;br /&gt;
* Deciding battle outcomes&lt;br /&gt;
The War Monitor should aim to maintain a schedule of &#039;&#039;&#039;1 battle every 3 days&#039;&#039;&#039;, unless mutually agreed by representatives to postpone/push forward&lt;br /&gt;
&lt;br /&gt;
==== Representatives ====&lt;br /&gt;
Alliances within a war are limited to 1 &#039;&#039;&#039;representative&#039;&#039;&#039; in the War Organization Chat, that may be replaced by the War Monitor. Representatives are responsible for providing the War Monitor with information to allow them to fairly and accurately make decisions. Representative responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* Providing lists of alliance combatants&lt;br /&gt;
* Providing available times&lt;br /&gt;
* Providing map information&lt;br /&gt;
* Detailing where battles will happen&lt;br /&gt;
&lt;br /&gt;
Representatives may be removed by the War Monitor for toxic behavior in chat, bad sportsmanship, gamesmanship, or stalling.&lt;br /&gt;
&lt;br /&gt;
=== War Map ===&lt;br /&gt;
The &#039;&#039;&#039;War Map&#039;&#039;&#039; is the visual aid for the war to show who controls what, as decided by the War Monitor using map information from the representatives of the war. The map must be completed before battles can begin. The War Map should be drawn using the basic standards:&lt;br /&gt;
&lt;br /&gt;
* Physical Map showing terrain and builds&lt;br /&gt;
* Clear tile and national borders&lt;br /&gt;
* Clear identifiers of tile development&lt;br /&gt;
* Clear colours to distinguish ownership (differentiating occupation or limited control)&lt;br /&gt;
* Clear markings for any defensive structures&lt;br /&gt;
* Clear marking for which tiles are being attacked&lt;br /&gt;
* Minimizing inclusion of undeveloped land&lt;br /&gt;
&lt;br /&gt;
Once the map is created, national and tile boundaries will remain the same until the conclusion of the war (unless diplomacy to involve another nation dictates a change). Undeclared builds made outside of the defined areas may be announced as unprotected by decision of the War Monitor, and have grief/theft protections lifted.&lt;br /&gt;
&lt;br /&gt;
==== Tiles ====&lt;br /&gt;
Tiles are the subdivisions of the map showing where battles can take place, and how players can use the locations. Each tile has a descriptor to tell players how they operate&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Underdeveloped&#039;&#039;&#039;: Tiles that contain smaller builds such as villages, outposts, farms, or critical infrastructure. Underdeveloped tiles may be vast in size, but the true battle area is only around the primary builds of the tiles.&lt;br /&gt;
* &#039;&#039;&#039;Developed&#039;&#039;&#039;: Tiles containing larger towns, slightly denser construction, or higher effort builds.&lt;br /&gt;
* &#039;&#039;&#039;Urban&#039;&#039;&#039;: Urban tiles are densely developed, massive, and/or highly populated by many different players. Urban areas may be subdivided into smaller tiles to allow for partial occupations of cities.&lt;br /&gt;
&lt;br /&gt;
Tiles may have sub descriptors as well &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039;: Tiles that have been occupied over the course of the war. Occupied tiles may only receive minor alterations, such as destroying defenses, looting, graffiti, and small builds&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039;: Tiles that cannot be used due to being acquired or given away during the war through diplomacy. Limited tiles may not be spawned in, and may be freely looted. The War Monitor decides when a tile is no longer limited.&lt;br /&gt;
* &#039;&#039;&#039;Uncontrollable&#039;&#039;&#039;: Tiles that are distant, impossible to reach, or are encircled. Only the primary player who has developed it may defend it, and players may not use it to attack out of.&lt;br /&gt;
* &#039;&#039;&#039;Mixed&#039;&#039;&#039;: Mixed tiles are tiles that contain a mix of opposing sides builds. Mixed tiles are considered as default part of the first battles to decide ownership, without affecting Initiative.&lt;br /&gt;
* &#039;&#039;&#039;Targeted&#039;&#039;&#039;: Targeted tiles are tiles announced as about to be attacked. These tiles cannot be edited in any way.&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=1770</id>
		<title>War Rules Draft</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=1770"/>
		<updated>2024-11-17T16:49:37Z</updated>

		<summary type="html">&lt;p&gt;Swonki: War Map Added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;war rules&#039;&#039;&#039; are based on concepts of tabletop wargaming, with the intent to create a better strategic experience in wars, rather than a focus on all-or-nothing battles. Wars are focused on tiles, third party oversight, and regulation.&lt;br /&gt;
&lt;br /&gt;
== Organizing War ==&lt;br /&gt;
&lt;br /&gt;
=== Starting a war ===&lt;br /&gt;
Players start war by publicly announcing war in a news chat, and pinging all nations they intend to involve in the war, including allies and enemies. Allies must accept to be counted as part of the war. The initiator of the war must also announce ≤3 locations they intend to attack, if they fail to announce locations, the defender may announce first. Once a war is announced, no changes may be made to any territory involved until the map is established&lt;br /&gt;
&lt;br /&gt;
=== War Monitor ===&lt;br /&gt;
The &#039;&#039;&#039;War Monitor&#039;&#039;&#039; is an appointed role for every war by the [[staff team of cinder]]. The job of the War Monitor is to regulate the war both in discord and in game. War Monitor responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* The drawing of tile maps for the war&lt;br /&gt;
* Announcing the war schedule&lt;br /&gt;
* Regulating participation of players in war and battles&lt;br /&gt;
* Setting up the War Organization Chat in the discord&lt;br /&gt;
* Deciding the representatives of the sides&lt;br /&gt;
* Deciding battle outcomes&lt;br /&gt;
The War Monitor should aim to maintain a schedule of &#039;&#039;&#039;1 battle every 3 days&#039;&#039;&#039;, unless mutually agreed by representatives to postpone/push forward&lt;br /&gt;
&lt;br /&gt;
=== Representatives ===&lt;br /&gt;
Alliances within a war are limited to 1 &#039;&#039;&#039;representative&#039;&#039;&#039; in the War Organization Chat, that may be replaced by the War Monitor. Representatives are responsible for providing the War Monitor with information to allow them to fairly and accurately make decisions. Representative responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* Providing lists of alliance combatants&lt;br /&gt;
* Providing available times&lt;br /&gt;
* Providing map information&lt;br /&gt;
* Detailing where battles will happen&lt;br /&gt;
&lt;br /&gt;
Representatives may be removed by the War Monitor for toxic behavior in chat, bad sportsmanship, gamesmanship, or stalling.&lt;br /&gt;
&lt;br /&gt;
== War Map ==&lt;br /&gt;
The &#039;&#039;&#039;War Map&#039;&#039;&#039; is the visual aid for the war to show who controls what, as decided by the War Monitor using map information from the representatives of the war. The map must be completed before battles can begin. The War Map should be drawn using the basic standards:&lt;br /&gt;
&lt;br /&gt;
* Physical Map showing terrain and builds&lt;br /&gt;
* Clear tile and national borders&lt;br /&gt;
* Clear identifiers of tile development&lt;br /&gt;
* Clear colours to distinguish ownership (differentiating occupation or limited control)&lt;br /&gt;
* Clear markings for any defensive structures&lt;br /&gt;
* Clear marking for which tiles are being attacked&lt;br /&gt;
* Minimizing inclusion of undeveloped land&lt;br /&gt;
&lt;br /&gt;
Once the map is created, national and tile boundaries will remain the same until the conclusion of the war (unless diplomacy to involve another nation dictates a change). Undeclared builds made outside of the defined areas may be announced as unprotected by decision of the War Monitor, and have grief/theft protections lifted.&lt;br /&gt;
&lt;br /&gt;
=== Tiles ===&lt;br /&gt;
Tiles are the subdivisions of the map showing where battles can take place, and how players can use the locations. Each tile has a descriptor to tell players how they operate&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Underdeveloped&#039;&#039;&#039;: Tiles that contain smaller builds such as villages, outposts, farms, or critical infrastructure. Underdeveloped tiles may be vast in size, but the true battle area is only around the primary builds of the tiles.&lt;br /&gt;
* &#039;&#039;&#039;Developed&#039;&#039;&#039;: Tiles containing larger towns, slightly denser construction, or higher effort builds.&lt;br /&gt;
* &#039;&#039;&#039;Urban&#039;&#039;&#039;: Urban tiles are densely developed, massive, and/or highly populated by many different players. Urban areas may be subdivided into smaller tiles to allow for partial occupations of cities.&lt;br /&gt;
&lt;br /&gt;
Tiles may have sub descriptors as well &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039;: Tiles that have been occupied over the course of the war. Occupied tiles may only receive minor alterations, such as destroying defenses, looting, graffiti, and small builds&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039;: Tiles that cannot be used due to being acquired or given away during the war through diplomacy. Limited tiles may not be spawned in, and may be freely looted. The War Monitor decides when a tile is no longer limited.&lt;br /&gt;
* &#039;&#039;&#039;Uncontrollable&#039;&#039;&#039;: Tiles that are distant, impossible to reach, or are encircled. Only the primary player who has developed it may defend it, and players may not use it to attack out of.&lt;br /&gt;
* &#039;&#039;&#039;Mixed&#039;&#039;&#039;: Mixed tiles are tiles that contain a mix of opposing sides builds. Mixed tiles are considered as default part of the first battles to decide ownership, without affecting Initiative.&lt;br /&gt;
* &#039;&#039;&#039;Targeted&#039;&#039;&#039;: Targeted tiles are tiles announced as about to be attacked. These tiles cannot be edited in any way.&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=1769</id>
		<title>War Rules Draft</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=1769"/>
		<updated>2024-11-17T16:17:46Z</updated>

		<summary type="html">&lt;p&gt;Swonki: Organization Created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;war rules&#039;&#039;&#039; are based on concepts of tabletop wargaming, with the intent to create a better strategic experience in wars, rather than a focus on all-or-nothing battles. Wars are focused on tiles, third party oversight, and regulation.&lt;br /&gt;
&lt;br /&gt;
== Organizing War ==&lt;br /&gt;
&lt;br /&gt;
=== Starting a war ===&lt;br /&gt;
Players start war by publicly announcing war in a news chat, and pinging all nations they intend to involve in the war, including allies and enemies. Allies must accept to be counted as part of the war. The initiator of the war must also announce ≤3 locations they intend to attack, if they fail to announce locations, the defender may announce first. Once a war is announced, no changes may be made to any territory involved until the map is established&lt;br /&gt;
&lt;br /&gt;
=== The War Monitor ===&lt;br /&gt;
The &#039;&#039;&#039;War Monitor&#039;&#039;&#039; is an appointed role for every war by the [[staff team of cinder]]. The job of the War Monitor is to regulate the war both in discord and in game. War Monitor responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* The drawing of tile maps for the war&lt;br /&gt;
* Announcing the war schedule&lt;br /&gt;
* Regulating participation of players in war and battles&lt;br /&gt;
* Setting up the War Organization Chat in the discord&lt;br /&gt;
* Deciding the representatives of the sides&lt;br /&gt;
* Deciding battle outcomes&lt;br /&gt;
&lt;br /&gt;
=== Representatives ===&lt;br /&gt;
Alliances within a war are limited to 1 &#039;&#039;&#039;representative&#039;&#039;&#039; in the War Organization Chat, that may be replaced by the War Monitor. Representatives are responsible for providing the War Monitor with information to allow them to fairly and accurately make decisions. Representative responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* Providing lists of alliance combatants&lt;br /&gt;
* Providing available times&lt;br /&gt;
* Providing map information&lt;br /&gt;
* Detailing where battles will happen&lt;br /&gt;
&lt;br /&gt;
Representatives may be removed by the War Monitor for toxic behavior in chat, bad sportsmanship, gamesmanship, or stalling.&lt;br /&gt;
&lt;br /&gt;
=== War Map ===&lt;br /&gt;
The &#039;&#039;&#039;War Map&#039;&#039;&#039; is the visual aid for the war to show who controls what, as decided by the War Monitor using map information from the representatives of the war. The map must be completed before battles can begin. The War Map should be drawn using the basic standards:&lt;br /&gt;
&lt;br /&gt;
* Physical Map showing terrain and builds&lt;br /&gt;
* Clear tile and national borders&lt;br /&gt;
* Clear identifiers of tile development&lt;br /&gt;
* Clear colours to distinguish ownership (differentiating occupation or limited control)&lt;br /&gt;
* Clear markings for any defensive structures&lt;br /&gt;
* Clear marking for which tiles are being attacked&lt;br /&gt;
&lt;br /&gt;
Once the map is created, tile boundaries will remain the same.&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Cauldra&amp;diff=1768</id>
		<title>Cauldra</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Cauldra&amp;diff=1768"/>
		<updated>2024-11-17T15:57:37Z</updated>

		<summary type="html">&lt;p&gt;Swonki: /* Parties: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float: right; margin: 0 0 0 0.5em; text-align: center; background-color: light-gray; font-size: 85%; border: 1px solid gray; padding: 0.2em; width: 250px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 250px; background-color: #2596be; font-size:100%&amp;quot; | The Revolutionary State of Cauldra&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[file:CauldraFlag.jpeg|230px]] The flag of Cauldra&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[file:cauldra_claims.png|230px]] Map of claimable areas showing the former territory of Cauldra in light blue, with contested territories (dark red being disputed land with [[Aranna]], light red being the condominium between Cauldra and the [[Tsagaan Khanate]], and light blue/dark blue being disputed land with [[Ashannar]]) &amp;lt;!-- Add anthem --&amp;gt;&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 72px;&amp;quot; |&#039;&#039;&#039;Population&#039;&#039;&#039;&lt;br /&gt;
| 7 citizens (as of 30/5/2024)&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Demonym&#039;&#039;&#039;&lt;br /&gt;
| Cauldran/ Cauldrian&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Location&#039;&#039;&#039;&lt;br /&gt;
| Central / Western Cinder (-1370, -500)&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Government&#039;&#039;&#039;&lt;br /&gt;
| Oligarchy&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Leader&#039;&#039;&#039;&lt;br /&gt;
| Chairman GlitchTime (Glitch) / Chairman Dimeadosen (Dime Drozdov)&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Religion&#039;&#039;&#039;&lt;br /&gt;
| Secular&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Ideology&#039;&#039;&#039;&lt;br /&gt;
| Revolutionist&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Code of law&#039;&#039;&#039;&lt;br /&gt;
| UCP Charter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Revolutionary State of Cauldra&#039;&#039;&#039; (&amp;quot;R.S. Cauldra&amp;quot; / &amp;quot;Cauldra&amp;quot;) was a nation in central/western Cinder. Cauldra followed the [[Revolutionism|Revolutionist]] ideology, and was, along with many other Revolutionary nations, a member of the Revolutionary Internationale (&amp;quot;RevIntern&amp;quot;). Cauldra was formed from the Kingdom of Cauldra through a revolution on the 22nd of November 2023, led by former chairman Dimeadosen.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&#039;&#039;This Page is a WIP if you know the history of Cauldra please help contribute.&#039;&#039; &amp;lt;!-- Borders/neighbors and old maps --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kingdom of Cauldra ===&lt;br /&gt;
[[File:OG Cauldra Flag.png|left|thumb|140x140px|First flag of Cauldra (22/08/2023)Later representing the core provinces of Cauldra (09/10/2023)]]&lt;br /&gt;
[[File:Second Flag of Cauldra.png|left|thumb|140x140px|Second flag of Cauldra (09/10/2023)]]&lt;br /&gt;
Created by former monarch Swonki on the 16th of August, 2023, the Kingdom of Cauldra was named after its massive caldera centre to northern Mt. Cauldra. &amp;lt;!-- (Too lazy to expand on this rn, but mention original claims and names of claims along with politics like Lavard/Colvita war and how Swonki swooped up the one mans around) (Add photos and context) (Capital used to be SMS) (Old buildings) --&amp;gt;&amp;lt;!-- Add photos of old CT --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cauldran Revolution ===&lt;br /&gt;
&amp;lt;!-- Idk just yapp abt Dime and revolutionism how Swonki ran away to Lavard giving the monarch title to Bca_ before she gave it to Dime and left for Aranna, also why - failure in war and wanting to kick out the dominions --&amp;gt;&amp;lt;!-- UCP announced 14/11/2023, banner &amp;amp; manifesto 14/11/2024 first in Swonkis house then the shared storage building --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Revolutionary State of Cauldra ===&lt;br /&gt;
[[File:CauldraFlag.jpeg|left|thumb|140x140px|Third flag of Cauldra (16/11/2023)]]&lt;br /&gt;
[[File:Revolutionary Cauldra Baner.png|left|thumb|162x162px|Banner of the UCP (14/11/2023) Later banner of R.S. Cauldra (16/11/2023)]]&lt;br /&gt;
&amp;lt;!-- Current politics (buying Insmouth back, Mystic attack and transfer of power), land claims (sections and conflicts), and enemies/allies, Western pact &amp;amp; revintern (Fishing town lost) --&amp;gt;&lt;br /&gt;
=== The Fall of Cauldra ===&amp;lt;!-- Yapp abt the fall, what caused it, and the tensions that led to it (Aranna) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
&lt;br /&gt;
=== Parties: ===&lt;br /&gt;
Originally, a monarchy ruled by Swonki and temporarily left to Bca_ before the transfer of power to Dimeadosen. The ruling party in Cauldra is the United Cauldran Party (UCP). Whilst other parties could in theory be created, there was no competition to the UCP. &amp;lt;!-- Add more history - make better reading --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Leaders: ===&lt;br /&gt;
Swonki (16/8/2023 - 22/11/2023)&lt;br /&gt;
&lt;br /&gt;
Dimeadosen (22/11/2023 - 17/03/2024)&lt;br /&gt;
&lt;br /&gt;
GlitchTime (17/03/2024 - 21/07/2024)&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
[[File:Cauldra Internal Map.png|thumb|Cauldra&#039;s internal subdivisions as of 3.5.2024 (outdated)]]&lt;br /&gt;
Cauldra was nation perched atop Mt. Cauldra, deeply integrated the mountain into its architecture and culture. Avalonia, located in the western part of Cauldra, featured mostly coastal areas with stony terrain. The northern slopes, along with parts of Insmouth-Avalonia, are covered by lush jungles. The East Forest presents a unique blend of taiga and birch forests. Aside from these distinct regions, the rest of Cauldra remains predominantly mountainous. &lt;br /&gt;
&lt;br /&gt;
=== Provinces ===&lt;br /&gt;
There were 7 distinct provinces of Cauldra composed of 15 unique territories, they are as follows:&amp;lt;!-- List the 7 province names and the 11 new and old territory names (Magna?, Nova Cauldra, all the others, new ones? (ask for new names) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== North Slope ====&lt;br /&gt;
North Wood - Northern jungle and north gate to NC&lt;br /&gt;
&lt;br /&gt;
N.W.R. - Northern Wood Reserve, previously Insmouth-Avalonia, smaller than Insmouth-Avalonia&lt;br /&gt;
&lt;br /&gt;
==== Cauldra Centre ====&lt;br /&gt;
Nova Cauldra - NC, capital territory of Cauldra, previously Cauldra Town (CT), capital town of Old Town (previously Magna)&lt;br /&gt;
&lt;br /&gt;
==== East Slope ====&lt;br /&gt;
Camp Solovki - Special Re-Education Camp Solovki&lt;br /&gt;
&lt;br /&gt;
East Gate - Memarios&#039; old base and forest/slope till jungle&lt;br /&gt;
&lt;br /&gt;
==== South Slope ====&lt;br /&gt;
Drozdovsk - Previously South Market Slope (SMS) and South Slope&lt;br /&gt;
&lt;br /&gt;
S.W.R. - Southern Wood Reserve&lt;br /&gt;
&lt;br /&gt;
Harlow&#039;s Pass - South of the S.W.R.&lt;br /&gt;
&lt;br /&gt;
Revolutionary Farm&lt;br /&gt;
&lt;br /&gt;
==== Lekora ====&lt;br /&gt;
Kraznygorsk - Previously Insmouth, composed primarily of Mt. Lekora&lt;br /&gt;
&lt;br /&gt;
Caulhante - Shared Region between Cauldra and Khannate, composed of the Tsati Peaks in the east and Horse-Head river in the west&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;THE FOLLOWING CLAIMS WERE NEVER FULLY ENFORCED:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Norfort - North of Dagon&lt;br /&gt;
&lt;br /&gt;
South Coast - Area of southern coast below Dagon&lt;br /&gt;
&lt;br /&gt;
==== Avalonia ====&lt;br /&gt;
Avalonia - Western Cauldra, up until Witting Canal&lt;br /&gt;
&lt;br /&gt;
==== Avanpost ====&lt;br /&gt;
Mining Outpost - SE of the Tsagaan Khannate&lt;br /&gt;
&lt;br /&gt;
=== Extended Claims ===&amp;lt;!-- Although these areas aren&#039;t directly under control by Cauldra it&#039;s common knowledge that they either wish to or plan to control them in the future (H, D, D) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&amp;lt;!-- Idfk yapp abt the alcohol how it&#039;s Russian themed and revolutism and IFERN and RKVB and posters n&#039; stuff and memes (Kingdom, Revolutionary) and flags EVERYWHERE oh and hatred for monarchy now --&amp;gt;&lt;br /&gt;
=== Kingdom of Cauldra ===&lt;br /&gt;
&lt;br /&gt;
=== The Revolutionary State of Cauldra ===&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
Although Cauldra is secular, many of its citizens are a part of the Church of Moonrise. Cauldra had displayed distaste towards the Dark Creed, despite having a member who practiced the religion.&lt;br /&gt;
&lt;br /&gt;
== Citizens ==&lt;br /&gt;
=== At The Fall: ===&lt;br /&gt;
[[GlitchTime]]&lt;br /&gt;
&lt;br /&gt;
[[Dimeadosen]]&lt;br /&gt;
&lt;br /&gt;
[[TheGodOfAr0n]]&lt;br /&gt;
&lt;br /&gt;
[[MishaOK]]&lt;br /&gt;
&lt;br /&gt;
[[Lord Protector Even]]&lt;br /&gt;
&lt;br /&gt;
[[ndld]]&lt;br /&gt;
&lt;br /&gt;
[[Neo]]&lt;br /&gt;
&lt;br /&gt;
=== Former Members: ===&lt;br /&gt;
[[Memarios]]&lt;br /&gt;
&lt;br /&gt;
Bca_&lt;br /&gt;
&lt;br /&gt;
Swonki&lt;br /&gt;
&lt;br /&gt;
ForbiddenWisdom&lt;br /&gt;
&lt;br /&gt;
cellardoor&lt;br /&gt;
&lt;br /&gt;
SteamIcon&lt;br /&gt;
&lt;br /&gt;
Comrade Nuklear&lt;br /&gt;
&lt;br /&gt;
newholland&lt;br /&gt;
&lt;br /&gt;
Sbevebob&lt;br /&gt;
&lt;br /&gt;
Rainy&lt;br /&gt;
&lt;br /&gt;
SquashyFawn&lt;br /&gt;
&lt;br /&gt;
WhimpyShrimp&lt;br /&gt;
&lt;br /&gt;
TheSuperTsar&lt;br /&gt;
&lt;br /&gt;
Francisco&lt;br /&gt;
&lt;br /&gt;
[[Croge]]&amp;lt;!-- Not sure abt this one --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[Category:Defunct Nations]]&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=1206</id>
		<title>War Rules Draft</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules_Draft&amp;diff=1206"/>
		<updated>2024-06-02T08:12:52Z</updated>

		<summary type="html">&lt;p&gt;Swonki: Created base&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Cinder war rules are based on concepts of tabletop wargaming, with the intent to create a better strategic experience in wars, rather than a focus on all-or-nothing battles. Players also maintain the option of “RP wars”, that are fully administered by the players themselves, without server assistance.&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Holy_Pyrannic_Empire&amp;diff=940</id>
		<title>Holy Pyrannic Empire</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Holy_Pyrannic_Empire&amp;diff=940"/>
		<updated>2024-05-29T15:22:25Z</updated>

		<summary type="html">&lt;p&gt;Swonki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Holy Pyrannic Empire is a nation located in south Cinder, neighboring the Angelic Nation, Kurutuk, Anneimd, and Danouvia-Sneimunt. The HPE consists of a collection of states federated underneath the Holy Pyrannic Emperor, and is mixed theocratic, imperial, and federal system. &lt;br /&gt;
&lt;br /&gt;
== States ==&lt;br /&gt;
It consists of the following states...&lt;br /&gt;
&lt;br /&gt;
=== Ashenstrand ===&lt;br /&gt;
[[Ashenstrand]].&lt;br /&gt;
&lt;br /&gt;
=== Loire ===&lt;br /&gt;
[[Loire]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
It was created on... by...&lt;br /&gt;
&lt;br /&gt;
History...&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
yes&lt;br /&gt;
&lt;br /&gt;
== Leaders ==&lt;br /&gt;
&lt;br /&gt;
=== Religious leaders ===&lt;br /&gt;
Swonki [date start - date end]&lt;br /&gt;
&lt;br /&gt;
=== State leaders ===&lt;br /&gt;
&lt;br /&gt;
=== Emperor ===&lt;br /&gt;
[Full username] (Boomy) [date start - date end]&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Gameplay_Changes&amp;diff=939</id>
		<title>Gameplay Changes</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Gameplay_Changes&amp;diff=939"/>
		<updated>2024-05-29T15:16:21Z</updated>

		<summary type="html">&lt;p&gt;Swonki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infopage}}&lt;br /&gt;
Cindercivs has many changes to overall gameplay, through plugins, datapacks and rules to help refine the experience into one better suited for both RP and Geopolitical purposes.&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Hollenberg&amp;diff=888</id>
		<title>Hollenberg</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Hollenberg&amp;diff=888"/>
		<updated>2024-05-29T06:49:45Z</updated>

		<summary type="html">&lt;p&gt;Swonki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Flag of Danouvia-Scneimunt.png|thumb|Flag of Danouvia Scneimunt-made by Aron]]&lt;br /&gt;
Danouvia-Scneimunt, officially known as the Revolutionary State of Danouvia-Scneimunt, is a Revolutionist state located in the far south of the continent of Cinder. The capital is Scneimunt city in the north-east of the country below the highest peak on the continent of Cinder, Scneimunt mountain. It is bordered by the [[Commonwealth of Sanéa]] to the north-east, [[Firgards]] to the north, The [[Holy Pyrannic Empire]] to the east and [[Kurutuk]] to the south, taking it&#039;s colonies into account it also borders [[Sprúsia]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Danouvia-Scneimunt first emerged as a state after being granted independence as the County of Scneimunt during the fall of the Grand Duchy of Danouvia, later on it was raised to a Grand Duchy itself and proclaimed to be Danouvia-Scneimunt, to the anger of Messenia and Dirynum. During March of 2024 the country experienced a revolution, which succeeded in creating a revolutionary government and toppling the Grand Duke. Later on Danouvia-Scneimunt became a member of the revintern in which it still is to this day. &lt;br /&gt;
&lt;br /&gt;
== Etymology ==&lt;br /&gt;
The name Danouvia-Scneimunt comes from the lands of Danouvia and Scneimunt, the former part has caused some contreversy among the residents of the [[Commonwealth of Sanéa]] as the area of Danouvia proper is not in the revolutionary state of Danouvia-Scneimunt. Despite this, the name was chosen as the then head of house Kazymir allowed Count Stefan Sagadyn to elevate himself to Grand duke and also because the area was settled by residents of the former Grand Duchy of Danouvia and because the County of Scneimunt itself was a vassal of the Grand Duchy.&lt;br /&gt;
&lt;br /&gt;
The name Scneimunt is taken from the region of Scneimunt, which recieves it&#039;s name from the mountain of Scneimunt, which is the highest peak on continental Cinder and was for a while the highest known peak in the world. It was first written down as Scnémut translating roughly to Snowy peak in the Pannun language. Later on it was changed to Scnémunt and then finally to Scneimunt.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Settlement ===&lt;br /&gt;
The first documented settlers of the region came in November of 2023 from Danouvia. These settlers were mountaineers, among them being Stefan Sagadyn, the later Grand Duke of Danouvia-Scneimunt. After falling in love with the natural beauty of the area, Stefan Sagadyn almost immediately proclaimed it a part of the Grand Duchy of Danouvia, which caused some tensions between Stefan Sagadyn and the Danouvian government, specifically Frankos Kazymir. After long talks it was decided that the newly discovered land would be a vassal of the Grand Duchy of Danouvia, the new land was henceforth known as the County of Scneimunt. The area first settled was on the western side of Scneimunt mountain, the original cottages remain standing to this day. &lt;br /&gt;
&lt;br /&gt;
=== Fall of Danouvia and statehood ===&lt;br /&gt;
On January 4th 2024, the dissolution of the Grand Duchy of Danouvia was announced, this came as a shock to the Scneimuntinian population, who are known as fierce patriots. One of the last orders of the old Danouvian state was to set free the County of Scneimunt, who&#039;s first and only count was Stefan Sagadyn. During this period the construction of Scneimunt city began with the northern facade of the Egjenist church, it is considered one of the greatest architectural monuements in Danouvia-Scneimunt. Even though Stefan Sagadyn was granted independence, he was dissatisfied with the dissolution of Danouvia, and yearned for a new Danouvian state. After recieveing permission from the head of house Kazymir, Stefan Sagadyn proclaimed himself Grand Duke Stefan I. of Danouvia-Scneimunt. The news was met with backlash from the states of Messenia and Dyrinum, as the core Danouvian territories lay on their land. &lt;br /&gt;
&lt;br /&gt;
=== Revolution and fall of the monarchy ===&lt;br /&gt;
On March 10th 2024, a revolution broke out in the town of Smilets By in the west of the country. The initial revolt was quickly suppressed, but it inspired further revolutionary activity across the nation. Soon the Ducal army could not control the situation and the revolutionaries siezed the capital. After an intense struggle, the revolutionaries even managed to break into Duke&#039;s castle, where they promptly defenstrated him.s &lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
Danouvia-Scneimunt is situated in the southern tip of the continent of Cinder. It is a predominantly mountainous land, with it&#039;s highest peak being Scneimunt mountain which reaches all the way up to y: 218. Danouvia-Scneimunt posses only 1 surface body of freshwater, that being the Valewood lake, which is in the far east of the country. Indigenous tree types are spruce, oak, dark oak, birch and jungle. &lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
While Danouvia-Scneimunt may not be rich in riches, one thing it is rich in is culture. The nation is famed for it&#039;s numerous architectural landmarks, considered some of the highest quality on Cinder. While the Danouvian buildings are high quality, they are also very expensive and time consuming to build and so there has been some contreversy as Danouvian builders did not finish the backs of these buildings. In May of 2024, a breakthrough was made, as it was decided by the Scneimunt city authorities to finish the backs of the buildings in the city.&lt;br /&gt;
&lt;br /&gt;
{{DEFAULTSORT:Danouvia-Scneimunt}}&lt;br /&gt;
{{DEFAULTSORT:Danouvia-Scneimunt}}&lt;br /&gt;
{{DEFAULTSORT:Danouvia-Scneimunt}}&lt;br /&gt;
{{DEFAULTSORT:Danouvia-Scneimunt}}&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Firgards&amp;diff=887</id>
		<title>Firgards</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Firgards&amp;diff=887"/>
		<updated>2024-05-29T06:49:22Z</updated>

		<summary type="html">&lt;p&gt;Swonki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
== About ==&lt;br /&gt;
&#039;&#039;&#039;Firgards&#039;&#039;&#039;, officially the &#039;&#039;&#039;Federation of Firgards&#039;&#039;&#039; (Fir coming from forest and Gards from stronghold), is a nation located in the south, east of the Sanean Ocean, nearby states including Senelk and the now annexed Achillean Commonwealth. The main religion practiced in the nation is the &#039;&#039;&#039;Church of Moonrise&#039;&#039;&#039;, however smaller groups of Pyrannists and Zodranists exist in the state. Firgards is an autocracy, with a Grand Admiral heading the government with the help of a Ministry.&lt;br /&gt;
{| style=&amp;quot;float: right; margin: 0 0 0 0.5em; text-align: center; background-color: light-gray; font-size: 85%; border: 1px solid gray; padding: 0.2em; width: 250px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 250px; background-color: #EAC063; font-size:125%&amp;quot; | Federation of Firgards&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Firgards.png|230px]] Flag of Firgards&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[file:firgards_claims.png|230px]] Map of claimable areas showing the territories of Firgards in brown&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 72px;&amp;quot; |&#039;&#039;&#039;Population&#039;&#039;&#039;&lt;br /&gt;
| 4-5 citizens&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Demonym&#039;&#039;&#039;&lt;br /&gt;
| Firgardian&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Location&#039;&#039;&#039;&lt;br /&gt;
| South-East of Cinder&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Head of Government&#039;&#039;&#039;&lt;br /&gt;
| Grand Admiral Aron&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Religion&#039;&#039;&#039;&lt;br /&gt;
| Church of Moonrise&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History(to be filled out by Aron, hopefully) ==&lt;br /&gt;
&lt;br /&gt;
=== Lorem Ipsum Dolor Sit Amet(xx/xx) ===&lt;br /&gt;
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Aliquam rhoncus feugiat accumsan. Duis tincidunt magna in malesuada commodo. Nam sodales feugiat nisl vel rhoncus. Sed iaculis, justo in venenatis eleifend, lectus ligula consectetur est, nec congue magna nulla quis ex. Donec at purus eget enim pellentesque hendrerit. Vivamus porta nibh sit amet metus auctor suscipit. Nullam ac imperdiet metus, at bibendum dolor. Phasellus varius velit id quam interdum eleifend. Curabitur non eros turpis. Curabitur id lorem nec erat varius faucibus sit amet eget turpis. Mauris vel nibh ut quam imperdiet tempus. Etiam eget sem at ex fermentum faucibus quis sed ante. Nullam posuere sodales justo.&lt;br /&gt;
&lt;br /&gt;
=== Lorem Ipsum Dolor Sit Amet(xx/xx) ===&lt;br /&gt;
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Aliquam rhoncus feugiat accumsan. Duis tincidunt magna in malesuada commodo. Nam sodales feugiat nisl vel rhoncus. Sed iaculis, justo in venenatis eleifend, lectus ligula consectetur est, nec congue magna nulla quis ex. Donec at purus eget enim pellentesque hendrerit. Vivamus porta nibh sit amet metus auctor suscipit. Nullam ac imperdiet metus, at bibendum dolor. Phasellus varius velit id quam interdum eleifend. Curabitur non eros turpis. Curabitur id lorem nec erat varius faucibus sit amet eget turpis. Mauris vel nibh ut quam imperdiet tempus. Etiam eget sem at ex fermentum faucibus quis sed ante. Nullam posuere sodales justo.&lt;br /&gt;
&lt;br /&gt;
== List of Provinces ==&lt;br /&gt;
&lt;br /&gt;
=== Mainland ===&lt;br /&gt;
Mainland Firgards is located on the coordinates 3000, 2300. It is currently under construction and will hopefully be completed soon.&amp;lt;!-- Reminder to add more shit here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Achillea ===&lt;br /&gt;
Consisting of the territories of the (former) Kingdom of Achillea.  &lt;br /&gt;
&lt;br /&gt;
=== Strawgola ===&lt;br /&gt;
Strawgola is so far the only autonomous province existing within Firgards.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
[[File:Placeholder.png|thumb|this one is actually on purpose, i just dont want to do the map rn]]&lt;br /&gt;
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Aliquam rhoncus feugiat accumsan. Duis tincidunt magna in malesuada commodo. Nam sodales feugiat nisl vel rhoncus. Sed iaculis, justo in venenatis eleifend, lectus ligula consectetur est, nec congue magna nulla quis ex. Donec at purus eget enim pellentesque hendrerit.&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Uslanpolj&amp;diff=886</id>
		<title>Uslanpolj</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Uslanpolj&amp;diff=886"/>
		<updated>2024-05-29T06:48:30Z</updated>

		<summary type="html">&lt;p&gt;Swonki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;People&#039;s Republic of Uslanpolj&#039;&#039;&#039;, historically known as &#039;&#039;&#039;Úslânpolj&#039;&#039;&#039;, is a Revolutionary Autocratic Dictatorship that spans much of Northeastern Cinder. As one of the earliest known civilizations on Cinder, Uslanpolj boasts a rich cultural heritage and a complex history of political evolution.&lt;br /&gt;
&lt;br /&gt;
Originally established as a republic led by Beanz, the nation experienced a long period of stagnation and decline, which eventually led to a peaceful revolution orchestrated by ex-Ritannian revolutionary, Pavel Dmitriev. Under High Chancellor Pavel Dmitriev, Uslanpolj underwent a period of rapid economic growth and industrialization, transforming from a poor, underdeveloped nation into a significant regional power.&lt;br /&gt;
&lt;br /&gt;
Currently, the People’s Republic of Uslanpolj is at its territorial peak, having recently expanded its borders through significant events such as the Karpatian Purchase and the Oakland Annexation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Etymology ==&lt;br /&gt;
The name &#039;&#039;&#039;“Úslânpolj”&#039;&#039;&#039; has its roots in the linguistic traditions of the region&#039;s early inhabitants. The term originates from a combination of words from two different languages, one fictional and one found in real life: the Frisian word &amp;quot;Ús lân&amp;quot; and the Old Danouvian word &amp;quot;Polj.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Ús lân&amp;quot;:&#039;&#039;&#039; This Frisian term translates to &amp;quot;our land.&amp;quot; The use of this phrase reflects the strong sense of community and belonging among the early settlers of the region and signifies the collective ownership and pride that the people felt for their territory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Polj&amp;quot;:&#039;&#039;&#039; Derived from Old Danouvian, this word roughly translates to &amp;quot;city-state.&amp;quot; It indicates the early political structure of the region, which was originally centered around the Uslan capital of Willberg (formerly Willyton).&lt;br /&gt;
&lt;br /&gt;
Historically, the name &#039;&#039;&#039;Úslânpolj&#039;&#039;&#039; was used, reflecting older linguistic forms. As the nation developed and standardized its language and administrative practices, as well as the vast reforms made by Pavel Dmitriev, the modern form &#039;&#039;&#039;Uslanpolj&#039;&#039;&#039; became prevalent.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
&#039;&#039;&#039;The People&#039;s Republic of Uslanpolj&#039;&#039;&#039; is characterized by its diverse landscape. Near the capital, the eastern parts of Uslanpolj consist of hills.&lt;br /&gt;
&lt;br /&gt;
In addition to its hilly regions, Uslanpolj is renowned for its extensive forests, which cover most of the western parts of the country such as Oakland and Karpat. These forests are rich in biodiversity and are home to a wide array of flora and fauna.&lt;br /&gt;
&lt;br /&gt;
== Government and Politics ==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
TBA&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Ritannia&amp;diff=885</id>
		<title>Ritannia</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Ritannia&amp;diff=885"/>
		<updated>2024-05-29T06:48:08Z</updated>

		<summary type="html">&lt;p&gt;Swonki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Republic of Ritannia&#039;&#039;&#039;, or &#039;&#039;&#039;Ritannia&#039;&#039;&#039;, is a Democratic Republic located in the centre/north of Cinder, stretching multiple continents. Founded on the 5th of January 2024, Ritannia unified the now defunct League of Syradine and the Kingdom of Istraks. &lt;br /&gt;
&lt;br /&gt;
Ritannia directly borders [[Aranna]] in the south, and finds itself bordered with [[Thundra]], [[Crannoghold]] and [[Cirréone]] in the northern continent of [[Fortica]]. Lastly Ritannia borders [[Arboria]] in the west.&lt;br /&gt;
&lt;br /&gt;
{{Infobox Nation|nation_name=Republic of Ritannia|population=14|culture=Ritannian|location=Central / North Cinder|form_of_government=Democratic Republic|leader_name=Grand Vizier Pepper of Selûne|religion=Secular / Moonrise|constitution=Constitution of Ritannia|image1=Ritanniaflag.jpeg|hexcode=#FDC82F|capital=Tintorini|founding_date_irl=January 5 2024}}&lt;br /&gt;
&lt;br /&gt;
== Etymology ==&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Founding ===&lt;br /&gt;
&lt;br /&gt;
==== Unification talks begin ====&lt;br /&gt;
The [[Syradine|League of Syradine]] and the [[Istraks|Kingdom of Istraks]], had a long history between one another. The two nations keeping one another in check. As time went on, the Syradine and Íster people found that there were not so different from one another. When Acolytius of Istraks joined Syradine as a dual citizens, proper talks of unification began.&lt;br /&gt;
&lt;br /&gt;
These talks started on the 15th of December 2023. The ultimate goal was to fully form a new, single identity for Ritannia. That is why the governments chose for a competely new nation and form of government, and not a simple unification. There were concerns during the talks that Syradine politics would overpower that of Istraks. The majority of Ritannia would be from Syradine, and some were concerned that the people of Istraks would be forgotten. Though even with this concern, the talks continued with a focus on cooperation between the two nation states. &lt;br /&gt;
&lt;br /&gt;
Other pronames for Ritannia during the unification talks were: Eidolon, Tulapia, Celestria, Santambria, Netalon and the Cinnamon Isles. The people eventually voted for the &#039;&#039;Republic of Ritannia&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== The Istraki King ====&lt;br /&gt;
Another problem arose, in the form of the King of Istraks, Munke. The League of Syradine their members were staunch anti-monarchists, and would not want a King to have status and power in this new proposed union. Luckily for them, there was a revolution in Istraks that overthrew the monarchy and usurped most of the King&#039;s political power. The King agreed that he would have no position of power in Ritannia, instead opting for a symbolic position because of the history behind their royal house, as was the case in Istraks. &lt;br /&gt;
&lt;br /&gt;
The Syradinesian Asheyla of Selûne proposed not even having the Istraki monarchy be mentioned in the Ritannian constitution, as she was of the opinion that it was one of many things that would hold Ritannia back from forming a new cultural identity, seperate from Syradine and Istraks. This gained support in the unification talks, and agreed upon by Syradine and Istraks.&lt;br /&gt;
&lt;br /&gt;
==== Government ====&lt;br /&gt;
To fully achieve the goal of forming a new identity, Syradine and Istraks wanted to create a new style of government, and not simply decide to adopt an existing one. Syradine followed a long tradition of democracy, and wanted to continue this in Ritannia. Acolytius, the driving force in Istraks behind the unification, agreed with this, and managed to convince the King of Istraks. It was decided that the people of Ritannia would vote for their leader, the Grand Vizier, and for the respective ministries in Ritannia. &lt;br /&gt;
&lt;br /&gt;
The Republic of Ritannia was approved and created on the 5th of January in 2024, and after the first election the government was as follows:&lt;br /&gt;
&lt;br /&gt;
- Grand Vizier Friedrich Acolytius of Selûne&lt;br /&gt;
&lt;br /&gt;
-  Minister of Trade &amp;amp; Finance Khanstantin Linetti of Tintorini&lt;br /&gt;
&lt;br /&gt;
- Minister of Justice Simon Linetti&lt;br /&gt;
&lt;br /&gt;
- Minister of Defence Kryia of Selûne&lt;br /&gt;
&lt;br /&gt;
- Minister of Foreign Affairs Asheyla of Selûne&lt;br /&gt;
&lt;br /&gt;
- Advisor Pepper of Selûne and Fusion&lt;br /&gt;
&lt;br /&gt;
==== Announcement ====&lt;br /&gt;
The Republic of Ritannia was announced internationally on the 14th of January, by Grand Vizier Friedrich Acolytius of Selûne wit the following speach:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;After an &#039;&#039;entire month&#039;&#039; of discussions, proposals, preparations and votes, we are pleased announce to the international community the newest power of Cinder, the mighty and proud &#039;&#039;&#039;Republic of Ritannia&#039;&#039;&#039;! These two states, the oldest continuously surviving in the North, have stood as bastions of freedom and opposition to government overreaches. Although we had our arguments and disagreements, we always stood by each other.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
International reception to Ritannia was largely positive, and this new beacon of democracy in the north would continue running to this day.&lt;br /&gt;
&lt;br /&gt;
=== First government ===&lt;br /&gt;
&lt;br /&gt;
=== Second government ===&lt;br /&gt;
&lt;br /&gt;
=== Third government ===&lt;br /&gt;
&lt;br /&gt;
=== Fourth government ===&lt;br /&gt;
&lt;br /&gt;
=== Fifth government (current) ===&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
== Demographics ==&lt;br /&gt;
&lt;br /&gt;
=== Population ===&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
&lt;br /&gt;
=== Internal provinces ===&lt;br /&gt;
&lt;br /&gt;
== Government and Politics ==&lt;br /&gt;
&lt;br /&gt;
== International affairs ==&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Tsagaan_Khanate&amp;diff=883</id>
		<title>Tsagaan Khanate</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Tsagaan_Khanate&amp;diff=883"/>
		<updated>2024-05-29T06:47:40Z</updated>

		<summary type="html">&lt;p&gt;Swonki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float: right; margin: 0 0 0 0.5em; text-align: center; background-color: light-gray; font-size: 85%; border: 1px solid gray; padding: 0.2em; width: 250px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 250px; background-color: #ED1C24; font-size:125%&amp;quot; | The Tsagaan Khanate&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Tsagaanflag.png|230px|alt=Tsgaani Flag]] Flag of Tsagaan&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[file:tsagaanmap.png.png|230px]] Internal Map of Tsagaan in red, with regions labeled. &lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 72px;&amp;quot; |&#039;&#039;&#039;Population&#039;&#039;&#039;&lt;br /&gt;
| 4 citizens&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Demonym&#039;&#039;&#039;&lt;br /&gt;
| Tsagaani&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Location&#039;&#039;&#039;&lt;br /&gt;
| Central Cinder&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Head of State&#039;&#039;&#039;&lt;br /&gt;
| Khan Vita de Marirreguera&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Religion&#039;&#039;&#039;&lt;br /&gt;
| Tengrism&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tsagaan&#039;&#039;&#039; ([[wikipedia:Help:IPA/Mongolian|/tsaː.gaanː]]/), officially the &#039;&#039;&#039;The Tsagaan Khanate,&#039;&#039;&#039; and commonly referred to as &#039;&#039;&#039;The Khanate,&#039;&#039;&#039;  is a [[wikipedia:Khanate|Khanate]] located in the near-spawn area and central Cinder. It was founded on August 27th of the year 2023 by TrueWig Khan. The capital of Tsagaan is Yurtbatar, located in the center of the Khanate. Tsagaan borders Cauldra in the north,[[Sanéa|Sanéa]] to it&#039;s east, and Ashannar and the Noguhn Horde to the south-west.&lt;br /&gt;
&lt;br /&gt;
== Etymology ==&lt;br /&gt;
The word &amp;quot;Tsagaan&amp;quot; roughly translates to the word &amp;quot;white&amp;quot;. Due to a lack of written records, the exact reasoning and origin for this name is unknown, and Tsagaani locals report no knowledge on the subject.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Prehistory === &lt;br /&gt;
Tsagaani history begins with TrueWig Khan, whose presence became known in late August 2023 after Belmontese scouts found a collection of yurts in the valley below them. On September 9th, Adrarian officials reported that Tsagaan had moved into a Testifikan village in the nearby Taiga forest. Tsagaan informed Adraria that they had no intention of further expansion into the forest, marking the first time that the Khanate would engange with another nation in an official capacity. Tsagaani forces then forcefully relocated the villagers across lake Tung-Ak, after which they burned the occupied village. Tsagaan would then begin a program of &amp;quot;reeducation&amp;quot; for the imported Testifikans, in an effort to convert them to the Tsagaani way of life. &lt;br /&gt;
&lt;br /&gt;
TrueWig Khan would also begin his tradition of taking spiritual journeys during this time, during which the Khan would leave the Khanate for several days. TrueWig would appoint a Tur-Khan to run the Khanate during his absences.&lt;br /&gt;
&lt;br /&gt;
=== Raid of Belmonte ===&lt;br /&gt;
Cultural tensions between the north-oriented and settled Town of Belmonte and the south-oriented nomadic Tsagaan manifested itself in a Tsagaani raid against the town. On September 22nd TrueWig Khan would send a demand of tribute to the king of Belmonte. Records show the demands included large sums of ores and cattle. The King of Belmonte would deny the Khan&#039;s demand, causing the Khanate to begin preparations for the raid. During this time, the King of Belmonte would flee the city, never to be seen again. When the Tsagaani forces entered the city they were met with a volunteer brigade from the [[ Aranna|Lysoborian Host.]] It was during this battle that the Tsagaani chief of war, Baudilla, would distinguish himself as one of the most skilled military leaders in the region. After effective use of hit and run tactics, the Lysborian regiment would retreat, and surrender the city to Tsagaan. &lt;br /&gt;
&lt;br /&gt;
Tsagaan would then begin converting Belmonte&#039;s Testifikan population to the nomadic lifestyle, much like they had done with the Testifikans from the Taiga village. Tsagaan would also destroy Belmonte&#039;s connection to the PISS road, separating the city from is northern roots. During the raid, Tsagaan would also capture and imprison Vita de Marirreguera, who had traveled north from the town of Anneimd to defend Belmonte, of which they were closely related. Much like the Testifikans, Vita would be converted to the nomadic lifestyle. From this point onward, Anneimd would de-facto be part of Tsagaan, though retained its nominal independence.&lt;br /&gt;
&lt;br /&gt;
=== The TrueWig Period ===&lt;br /&gt;
The annexation of Belmonte would place Tsagaan as the foremost military power in central Cinder. When Ascëan migrants fled from Aranna, they would request the permission of the Khan to settle to Tsagaan&#039;s east. This would be the beginning of Tsagaan&#039;s informal overlordship of Ephesus, which would last until the establishment of the Principate of Messenia.&lt;br /&gt;
&lt;br /&gt;
Also during the period, the former town of Belmonte would fall into ruin. Damaged from the raid, it&#039;s once great walls would crumble&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Ashannar&amp;diff=882</id>
		<title>Ashannar</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Ashannar&amp;diff=882"/>
		<updated>2024-05-29T06:47:11Z</updated>

		<summary type="html">&lt;p&gt;Swonki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Nation|nation_name=The Second Empire of Ashannar|population=7|culture=Ashannika|location=West - Central Cinder, Lakes of Mondego|form_of_government=Constitutional Monarchy, Empire|leader_name=Emperor Licht Ashannar|religion=Solism|hexcode=#942041|capital=Lezathyal|founding_date_irl=May 12, 2024|image1=Ashannar Flag.png|constitution=Under Development}}&#039;&#039;&#039;Ashannar&#039;&#039;&#039;, officially named &#039;&#039;&#039;Ashanniar Impario&#039;&#039;&#039; or, &#039;&#039;&#039;The Second Empire of Ashannar&#039;&#039;&#039; is a Constitutional Monarchy based in Western Cinder, surrounding the Lakes of Mondego. Ashannar was founded in May 12, 2024.&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Imperial_Federation_of_Fortica&amp;diff=880</id>
		<title>Imperial Federation of Fortica</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Imperial_Federation_of_Fortica&amp;diff=880"/>
		<updated>2024-05-29T06:46:25Z</updated>

		<summary type="html">&lt;p&gt;Swonki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Nation|nation_name=Imperial Federation of Fortica|population=11|culture=Saristani, Aughish|location=Far Northern Cinder, Fortica|form_of_government=Federal Democratic Monarchy|leader_name=Emperor Cain|religion=Secular|constitution=Imperial Constitution (yet to be made)|image1=flagplswork.png|hexcode=#54911B|capital=Linaka|founding_date_irl=8th of May, 2024}}The &#039;&#039;&#039;Imperial Federation of Fortica&#039;&#039;&#039; is a large &#039;&#039;&#039;Democratic Monarchy&#039;&#039;&#039; situated in the north of Cinder. It was established on the &#039;&#039;&#039;8th of May 2024&#039;&#039;&#039; upon the unification of &#039;&#039;&#039;Linathia, Tortuga, Aughsland, Kipällja and Pirammion&#039;&#039;&#039;. The capital of the Imperial Federation is &#039;&#039;&#039;[[Linaka]]&#039;&#039;&#039;, wich lays in the center of Linathia. Fortica borders two nations these being: &#039;&#039;&#039;Danouvia-Scneimunt&#039;&#039;&#039; and &#039;&#039;&#039;Thundra&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
= Etymology =&lt;br /&gt;
The word Fortica is the name of the continent, the country is setteled on.&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
The history of the Imperial Federation goes back to the Udalka tribe. A small group of tribesmen, wich descend from an long forgotten empire, wich was wiped out millenia ago. This tribe setteled around Linaka (then called Udalka) and lived a peaceful nomadic life. Until they collided with another nomadic people. These were the Thundrans and the Udalkans/Ancient Saristanians mixed with until the people living around Udalka (former name of Linaka) were a mix of Thundrans and Udalkans, making them modern Saristanians. Due to the Thundranization of Udalka, the town was renamed to Nortifika (Northern Village in Thundran). After many years of this Thundranization process the Saristanians were thinking, that they were Thundrans. This all changed when in January of 2024 an Organization named the Order of The Emerald was founded. It was the first ever group of people finding out about the Saristanian people after Udalka was renamed to Nortifika. They followed a religion named squiddism and made a squiddist monument in the heart of Thundra. The Thundran state cracked down on them for that, so they decided, that they time had came, to start a rebellion. They revolted under the slogan &amp;quot;All hail the Squid&amp;quot;. Finally, on the 8th of Febuary, 2024 the Republic of Saristania secceeded from Thundra. Many global powers condemned the revolutionaries, but many supported them. Two days later the Thundran Republic declared war on us, starting the Saristanian war of Independence(soon to be link, hopefully) . With heavy support from the Revolutionary State of Cauldra and various other volunteers, the war could be won by Saristania, marking the beginning of the Revolutionary Republic of Saristania.The Republic of Saristania had a total of five members and had been part of multiple wars all of them won. One war almost broke out, with a nation named Aughsland. Aughsland, or the Revolutionary Imperium of Aughsland, was a nation purely created to invade Thundra. The Saristanian state was heavily against the Imperium, so two Saristanians, together with one Thundran, marched into Aughish territory to attack them. They lost, and one of the soldiers didn&#039;t get his gear back. That all changed on the 11th of April, 2024, Tortuga declared itsself independent from Saristania. On the same day, Tortuga also declared war on Saristania. After a small battle in the basement of Nortifika Caslte (An abandoned military base of the Saristanian Militärbund) was fought and Tortuga emerged victorious. That day the Treaty of Tortuga was held, wich said, that Aughsland would move somewhere else and pull back their declaration of war against Thundra. War between Tortuga and Saristania waged on until the following they, a diplomatic solution was found, and Tortuga was reintegrated into Saristania as an autonomous region. One month later Tortuga declared itsself independent again, and the Saristania dissolved peacefully into three smaller states. One day after the dissolution the, Tortugans fought a battle with the Aughslanders, wich they won. But the Tortugans, refused to give back Nuklears gear, wich is why they held a treaty, saying that they would be on good terms again, and that Aughsland would join the Schwarzkolmer Pakt (The Alliance between the Saristanian Successors). That night, the count of Kipällja has messaged the King of Aughsland with a plan to unite all the far northern nations under one giant behemoth. A few days of regulating everything and deciding on a government, everything was ready! And on the 8th of May, 2024 the Imperial Federation rose, and became the 3rd most populus nation on CinderCivs!&lt;br /&gt;
&lt;br /&gt;
= Geography =&lt;br /&gt;
The Imperial Federation is characterized by a diverse landscape. From mountanous Aughsland to flat Tortuga Fortica has a widespread range of terrains and ecosystems. The most common types of Biomes are Dark Forests and Plains.&lt;br /&gt;
&lt;br /&gt;
= Culture =&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
= Demographics =&lt;br /&gt;
Majority Groups&lt;br /&gt;
&lt;br /&gt;
Aughish	45%&lt;br /&gt;
&lt;br /&gt;
Saristanian	36%&lt;br /&gt;
&lt;br /&gt;
Minority Groups&lt;br /&gt;
&lt;br /&gt;
Tribal	9%&lt;br /&gt;
&lt;br /&gt;
Angelic	9%&lt;br /&gt;
&lt;br /&gt;
= Politics =&lt;br /&gt;
Fortica is divided between multiple &#039;&#039;&#039;Crownlands&#039;&#039;&#039; and &#039;&#039;&#039;Imperial Territories&#039;&#039;&#039;. The Imperial Territories are directly ruled by the Imperial senate until they are recognized into a Crownland, or become their own. The crownlands on the other hand are ruled by local nobles. The Crownlands can be any form of monarchy. These Crownlands consist of the following: &#039;&#039;&#039;The Kingdom of Aughsland, The Duchy of Linathia, The Kingdom of Tortuga, the County of Kipällja, The Kingdom of Tortuga and The Duchy of Dragonstone&#039;&#039;&#039;. There are two known parties in the Federation, these being the &#039;&#039;&#039;National Revolutionary Party of Fortica&#039;&#039;&#039; and the &#039;&#039;&#039;Tortugolala Party&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== The form of the government is as so: ===&lt;br /&gt;
&#039;&#039;&#039;The Emperor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The title of Emperor has been granted to Augustine, former member of the Angelic Nation, with him being seen as a decent compromise candidate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Senate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Senate is, as one would expect, a republican-based institution; however, it is significantly different to what one may see in, say, Sanea. Instead of ideological interests being the main influencer of senatorial politics, the Senate is instead designed to keep the constituent states of the Federation from bickering with one another by holding civilized dialogue and reaching consensuses on issues. For the most part, these constituent states are primarily monarchic in government form.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Corporate Sector&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
However, there are outliers, as the Boon Caravan, for example, is a corporation that is held to the same governmental standard as the state&#039;s other monarchies, in that they have full voting rights and status as a constituent part of the federation -- effectively adding a tinge of corpocracy to the fledgling Federate state.  Another such example is Tycho Publishing Inc, a corporation nominally run by Lapis Lazuli.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Prime Minister/President&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Elected by the populace, the Prime Minister, or President under a different title, is the effective &amp;quot;executive&amp;quot; of the state, counterbalancing the Senate and being balanced by the Senate. They are also the commander-in-chief. For now, this position is right now held by Nuklear.&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Boon_Caravan&amp;diff=878</id>
		<title>Boon Caravan</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Boon_Caravan&amp;diff=878"/>
		<updated>2024-05-29T06:45:39Z</updated>

		<summary type="html">&lt;p&gt;Swonki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Boon Caravan Banner.png|thumb|435x435px|The banner of Boon Caravan]]&lt;br /&gt;
Out of the trees and hidden corners of the west, couriers travel across the planet to deliver secrets and messages for their employers. Should you encounter one they may tell you of their job and of their home - and of the group they serve. It is the whispers that follow these caravanners that are perhaps the most interesting things about Boon Caravan. Tales of a hidden city obscured by dense forest and mountains; large lumbering creatures and their suspicious underlings. Though of course these rumors are merely falsifications spread by competitors to mystify and demean the true and innocent nature of the Guild.&lt;br /&gt;
&lt;br /&gt;
Originally an independent research group focusing on the Neolithic era, it would be cobbled together into an economic guild by a true visionary and his chosen team of logisticians, craftsmen, writers, archaeologists and couriers. All of which are ideologically armed with the belief that the world requires an international information network if the nations of Cinder are to grow and flourish. Working with countries anywhere from Fortica to the Holy Pyrannic Empire, their missions are simple. Deliver packages, messages; Build and develop land and housing - work on national projects or help negotiate difficult situations for their employers.&lt;br /&gt;
&lt;br /&gt;
Considering the rising tensions of the political landscape, and the encroachment of a competitor organization within their economic niche, the Boon Caravan would attempt several new ways to maximize their outreach and influence to help global stability as well as to keep afloat in trying times. Such programs would include the publishing of adventure novels and archaeological journals, selling off ancient artefacts to the highest bidder and giving the greenlight to a department of Pataphysics.&lt;br /&gt;
&lt;br /&gt;
Despite these inane actions the Caravan have done to public knowledge, whispers still follow those that leave the ‘Boon Camp’. Though another name is given to these headquarters. One that can only be heard should you listen close to the wind and the world around you, one that was left half buried for a reason. &lt;br /&gt;
&lt;br /&gt;
It’s believed by the very few that listen to the quiet rumors of the Caravan that its real nature is caught in a superposition between a bumbling courier service and a more  mysterious side. That the caravan itself may be a mask for a far more ancient organization. That the answers would only be given to those brave enough to venture out and see them for themselves. In this web of obscurity only one thing is known for sure. That neither rain, nor snow, nor Nether travel will slow a courier of the Boon Caravan.&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Noguhn&amp;diff=877</id>
		<title>Noguhn</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Noguhn&amp;diff=877"/>
		<updated>2024-05-29T06:44:58Z</updated>

		<summary type="html">&lt;p&gt;Swonki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This nation is based beyond comprehension. Outsiders read at your own risk, you may end up running from home to join the great Noguhn Horde! --&amp;gt;&#039;&#039;&#039;Noguhn&#039;&#039;&#039;, legally named the &#039;&#039;&#039;Noguhn Horde&#039;&#039;&#039;, is a minor nation in the [[Lakes of Mondego|Lower Mondego Lakes]] area, having no direct land neighbors, but closeby to the [[Ashannar|Empire of Ashannar]], the [[Tsagaan Khanate]], the [[Haibu Kokka]] and the [[Adrarian Ascendancy]]. &lt;br /&gt;
{| style=&amp;quot;float: right; margin: 0 0 0 0.5em; text-align: center; background-color: light-gray; font-size: 85%; border: 1px solid gray; padding: 0.2em; width: 250px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 250px; background-color: #607832; font-size:125%&amp;quot; | Noguhn Horde&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Noguhn-Horde.png|230px]] Noguhni Standard Banner&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 72px;&amp;quot; |&#039;&#039;&#039;Population&#039;&#039;&#039;&lt;br /&gt;
| 1 citizen&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Denonym&#039;&#039;&#039;&lt;br /&gt;
| Noguhni&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Location&#039;&#039;&#039;&lt;br /&gt;
| Lower Mondego Lakes&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Government&#039;&#039;&#039;&lt;br /&gt;
| Absolute Tribe&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Leader&#039;&#039;&#039;&lt;br /&gt;
| Khatun Altandahl of Clan Erdene&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Religion&#039;&#039;&#039;&lt;br /&gt;
| Tengriism&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Etymology ==&lt;br /&gt;
Originating from the Mongolian &amp;quot;&#039;&#039;nogoon&#039;&#039;&amp;quot;, meaning green, the people chose this name after seeing the nearby Tsagaan Khanate, which once previously functioned under a &#039;&#039;Horde system&#039;&#039;, using the Mongolian &amp;quot;&#039;&#039;tsagaan&#039;&#039;&amp;quot;, meaning white&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Physical History ===&lt;br /&gt;
&lt;br /&gt;
==== The Unification of Sintei ====&lt;br /&gt;
On the 30th of April, 2024 (&#039;&#039;Fifth Myagmar of Dorovdugeer, 24th Rising&#039;&#039; in the local calendar), an individual known as &#039;&#039;[[Altandahl]], leader of the Clan Erdene&#039;&#039;, called the other leaders of &#039;&#039;the Five Clans of Sintei&#039;&#039; to the tallest point on the isle, a tall plateau among old and mighty dark oak trees. Prior to their arrival, wooden palisades were constructed and the area was lit up, to prevent hostile people and creatures from interrupting their discussion. The leaders intended to hold a debate, seeing hostile actions such as [[Mondego Flooding|The Flood]] and regional pacts forming around them, to unify the Sinteian people under &#039;&#039;one&#039;&#039; mighty leader.&lt;br /&gt;
&lt;br /&gt;
The debate had three phases: 1) intimidation; 2) material challenge; 3) spiritual challenge. In the first phase, the leader of the &#039;&#039;Fyerm Clan&#039;&#039; was intimidated by Altandahl&#039;s exquisite armor and pleaded fealty. In the second phase, Altandahl outdid the material possessions of the leader of the &#039;&#039;Mohd Clan&#039;&#039;, who then also pleaded fealty. In the third and final phase, the remaining leaders attempted proving themselves as the most blessed by &#039;&#039;&#039;Tengri&#039;&#039;&#039;, where Altandahl outshined the others in wits and theology, which prompted the leaders of the &#039;&#039;Clans Kholog and Selem&#039;&#039; to swear fealty.&lt;br /&gt;
&lt;br /&gt;
As Altandahl was the last left standing on her feet, not grovelling on her knees, she was named &#039;&#039;Khatun&#039;&#039; of the &#039;&#039;Noguhn Horde&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Hiveism&#039;s Introduction ====&lt;br /&gt;
When the Hive of Haibu Kokka settled the Lower Mondegos, they brought with them &#039;&#039;the Words of Hiveism&#039;&#039;, a teaching by their Goddess, &#039;&#039;&#039;Asakura Tsuboko | 朝倉 つぼこ&#039;&#039;&#039;, that requires acceptance of nature, protection of life, kindness and other aspects related their Hiveling culture, specific to moth-people and bee-people. However, despite this cultural difference, the people of Noguhn and Haibu Kokka recognized a set of common beliefs and values. As such, the values of the Noguhn Horde saw a slight shift towards preservation of life and a local version of letting nature thrive. Through this, on the 15th of May, 2024 (&#039;&#039;Third Lkhagva of Tavdugaar, 24th Rising&#039;&#039;) the Queen-Bee of Haibu Kokka and the Khatun Altandahl met to discuss cooperation between their states.&lt;br /&gt;
&lt;br /&gt;
==== Foreigners Arrive ====&lt;br /&gt;
Foreigners began docking their ships at Sintei&#039;s shores. First came neighbors, from the Tsagaan Khanate and Haibu Kokka. Later, far-northerners, from the [[Ritannia|Republic of Ritannia]], new neighbors from the Empire of Ashannar and even members of the Federation of Firgards and the [[Sanéa|Commonwealth of Sanéa]] came by to see the natural appeal of Sintei. Though their stays were brief and generally kept to formalities, it led the Khatun to begin diplomatic visits with the neighbors across the Lower Mondegos.&lt;br /&gt;
&lt;br /&gt;
=== Cultural History ===&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
== Demographics ==&lt;br /&gt;
&lt;br /&gt;
=== Sinteian ===&lt;br /&gt;
&lt;br /&gt;
=== Origin ===&lt;br /&gt;
&lt;br /&gt;
=== Sinteian Subdivisons ===&lt;br /&gt;
&#039;&#039;&#039;Kholog Clan&#039;&#039;&#039;, master shipbuilders, the &#039;&#039;&#039;Fyerm Clan&#039;&#039;&#039;, caretakers of the carrot farms, the &#039;&#039;&#039;Selem Clan&#039;&#039;&#039;, few in number but excellent warriors, the &#039;&#039;&#039;Mohd Clan&#039;&#039;&#039;, guardians of trees and forest life, the &#039;&#039;&#039;Erdene Clan&#039;&#039;&#039;, with a storied lineage of mining in the very depths of the earth for rare jewels.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
== Government and Politics ==&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Crannoghold&amp;diff=876</id>
		<title>Crannoghold</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Crannoghold&amp;diff=876"/>
		<updated>2024-05-29T06:43:32Z</updated>

		<summary type="html">&lt;p&gt;Swonki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Nation|nation_name=Crannoghold|population=1|location=North Cinder|form_of_government=Chieftain and Moot|leader_name=Chief Flokk Boggers|religion=Secular|image1=Crannoghold flag.png|hexcode=#1a6008|capital=Crannog City|founding_date_irl=21st August 2023}}&lt;br /&gt;
Crannoghold is a Tribal [[wikipedia:Monarchy|Monarchy]] located &#039;&#039;&#039;global North&#039;&#039;&#039;. It was originally founded on 21st August 2023 as the Chiefdom of Crannoghold.&lt;br /&gt;
&lt;br /&gt;
== Etymology ==&lt;br /&gt;
[TBA]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Early history ===&lt;br /&gt;
One of the original founding nations in the North alongside Thundra, Crannoghold is a confederation of ancient tribes descended from the Thurmen of the Far North. After breaking free of the servitude of the Northern Witches, a large number of Crannogmen have come together to form the Chiefdom of Crannoghold. The land is naturally defended from invaders and Under the leadership of Chief Boggers Witch-Bane and the Crannog Moot, the future of Crannoghold looks bright and hopeful. &lt;br /&gt;
&lt;br /&gt;
On 25th August 2023, Construction of a new port. This new port hopes to help connect Crannoghold to new allies in the North Sea and the South. The port was later finished three days later on the 28th August after due to our increased trade deals with foreign nations, the Chief of Crannoghold and his Moot provided a warrant for the creation of the Crannog Trade Company. They will be a subsidiary of the Moot and control all major trade and industry zones in the Chiefdom. The Company also intends to help new players establish themselves on the server with basic supplies and food and the possibility of a mutually beneficial Trade Agreement. &lt;br /&gt;
&lt;br /&gt;
=== The First Battle of Crannoghold ===&lt;br /&gt;
Throughout September, Crannoghold saw slight growth which was regulated by the Chief.&lt;br /&gt;
&lt;br /&gt;
On 1st September 2023, the First Battle of Crannoghold saw evil witches and their pillager servants besiege Crannoghold. Crannog forces were pushed back after much resistance. Thought to be defeated, the Crannog were saved by brave fighting men of Syradine, Istraks and Cauldra. The allied forces smashed through the enemy lines and routed the Witches vanguard forcing the witches to send in the rear-guard. Yet the allied forces prevailed and victory was secured with the slaying of many pillagers.&lt;br /&gt;
&lt;br /&gt;
The Moot of Crannoghold has chartered for the construction of a great monument by the Port representing the efforts of our new allies.&lt;br /&gt;
&lt;br /&gt;
=== The unknown nomad ===&lt;br /&gt;
On 8th September 2023, an unknown nomad named Toain &#039;&#039;&#039;(Toainsully)&#039;&#039;&#039; wandered into Crannoghold. The tribesmen viewed him as an outsider seeking refuge in the eastern outskirts carving his home within a mountain. Two days later, the tribesmen started to build trust with Toain after he learnt of their culture and constructed a house to live in (which took about two weeks). After learning about the &amp;quot;Post of Relatively Important Tasks,&amp;quot; he explained to Chief Boggers that in order for Crannoghold to thrive in the future, they would need to build what was written on the Post.&lt;br /&gt;
&lt;br /&gt;
Toain learnt about the other nations around Crannoghold, even gaining the trust of Kraftia&#039;s leader, RaspiestDeer. Both people constructed the &amp;quot;Kraftia-Crannoghold Road&amp;quot; which would make travel between the countries easier than having to traverse swamps and woodlands. This construction feat would allow Toain to become a part of the Chief&#039;s Moot earning the nickname, &amp;quot;Messenger of the Chief&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Preservation of Tribal Culture ===&lt;br /&gt;
After their war with the Covilha, Tsaagan Khanate, Chief Boggers had made it obviously clear to the Moot at Crannoghold andhimself that all Tribes, North or South can and will continue to prevail against the expansion of &amp;quot;modern cultures&amp;quot;. They claim we are uncivilised and savages. And yet they will kill and slaughter and occupy wherever they go. Crannoghold has found a great respect to our Southern cousins in the Khanate and hope to further develop relations. This would cause his relationship with Toain to strain as unlike Boggers, &#039;&#039;&#039;Toain&#039;&#039;&#039; prefers to lean onto a pacifist approach when it comes to relations&lt;br /&gt;
&lt;br /&gt;
=== The Kraftia Files ===&lt;br /&gt;
On 14th November 2023, the Thundrarch of Thundra, Vinz Izon exposed Crannoghold&#039;s true allegiance in the wake of the Khanate&#039;s brutal and unprovoked attack on Cauldra, thus the Northern nations quickly came to the conclusion that the Chiefdom of Crannoghold as seen by their vicious demands against Syradine had become a threat in northern Cinder. This fact was made clear after messages between Thundra and Crannoghold known as the &#039;&#039;Kraftia Files&#039;&#039; were declassified showing the tribe&#039;s intention on the Fortican continent. The intentions of Crannoghold were loud and clear: Expel the Kraftian population just for their local architecture under the guise of them &amp;quot;trespassing&amp;quot; on an ancestral gravesite. If such drivel is stated as an excuse for war in the North, then the nation saying such had no place on the continent. Chief Boggers added fuel to the fire explaining &amp;quot;Kraftia is an ugly nation that ideally should be burnt down. Crannoghold will not stand for foreign interference in our rights and traditions.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== The War of Compensation ===&lt;br /&gt;
On 17th November, 2023, the League of Syradine entered a state of war with the savages of Crannoghold. The reasons for war was clear:&lt;br /&gt;
&lt;br /&gt;
# The Chief assisted tribals in the attack of an &#039;&#039;&#039;innocent settlement&#039;&#039;&#039; on the opposite end of Cinder, to further a savage cause for tribute.&lt;br /&gt;
# They &#039;&#039;&#039;threatened&#039;&#039;&#039; and “warned” all of the neighbours that had attempted to show them compassion.&lt;br /&gt;
# They plotted to &#039;&#039;&#039;erase&#039;&#039;&#039; Kraftia from existence over some supposed ancient graveyard of theirs, even trying to sway the honourable Thundrans to fight with them.&lt;br /&gt;
# When the North Nations Forum &#039;&#039;&#039;unanimously&#039;&#039;&#039; agreed that Crannoghold must face punishment for their efforts in destabilizing the Great North, they dismissed us&lt;br /&gt;
# They had the &#039;&#039;&#039;audacity&#039;&#039;&#039; to demand compensation from the League.&lt;br /&gt;
&lt;br /&gt;
Pepper of Selune also denounced the Chief saying that Syradine had been &#039;&#039;&#039;fed up&#039;&#039;&#039; and let Crannoghold destroy their collective peace for far too long. The Kingdom of Istrans would later join to assist Syradine. Boggers announced in a speech that he hoped to start talks about a glorious battle in the North, perhaps even one that takes place at sea, or maybe before the Walls of Mont Thuraz as his ancestors did in the days of the Thurmen. Blood would be spilt, lives will be taken and the victor shall be decided upon the field and not bowed down before the enemy. He would not surrender, we will not parley, we will fight, we will fight to the death and it will be bloody and glorious. Despite the threats Toain pleaded with Boggers that war shouldn&#039;t be the way to go for Crannoghold, but was dismissed many times.&lt;br /&gt;
&lt;br /&gt;
The final date for the Battle of Crannoghold was set at 25th November 2023.&lt;br /&gt;
&lt;br /&gt;
=== The Crannoghold Coup ===&lt;br /&gt;
Fearing over the battle, Chief Boggers and Toain engaged in discussions about war plans. After Toain explained that Crannoghold should&#039;ve ended things peacefully, Boggers had the idea of instigating a coup with him leaving the country. What he didn&#039;t realise that Toain had already caught onto the plan knowing that Boggers would use the Coup to throw Toain under the bus and into Crannoghold&#039;s enemies, so engaged in a real coup under a hammer-and-sickle ideology. Despite Toain&#039;s aims to fight, the Chief had vanished leaving Toain with just the country.[[File:Crannoghold Coup flag.png|thumb|Flag used by Socialist Forces during the Coup]]After Boggers left Toain with the tribe, he announced to the other countries that the Chiefdom nothing but a toxic waste dump and a Coup in order to overthrow Boggers to allow a more stable government to take control of Crannoghold. This included:&lt;br /&gt;
&lt;br /&gt;
# Increasing the workflow within the country&lt;br /&gt;
# Give the working man, woman and witch equal rights&lt;br /&gt;
# Industrialise and modernise the country&lt;br /&gt;
# The Chief was now branded a fugitive&lt;br /&gt;
&lt;br /&gt;
With these big changes, Toain became the first Chairperson of the newly established &#039;&#039;&#039;Socialist State of Crannoghold&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On 26th November 2023, the S.S.O.C. signed a peace deal with both the League of Syradine and the Kingdom of Istraks. The Peace terms for both countries involved in the War of Compensation were listed below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Istrak&#039;s peace terms&lt;br /&gt;
|-&lt;br /&gt;
|Article I: The Socialist State of Crannoghold hereby accepts full accountability for past aggressions and conflicts with the Kingdom of Istraks, and furthermore, is required to post a public apology for the aggressive foreign policies and actions taken by the former regime&lt;br /&gt;
|-&lt;br /&gt;
|Article II: The Socialist State of Crannoghold and The Kingdom of Istraks hereby agree to sign a Non-Aggression pact lasting for a period of two weeks&lt;br /&gt;
|-&lt;br /&gt;
|Article III: In a move to further mend relations between the two nations, the Socialist State of Crannoghold agrees to the reinstatement of the Istran-Crannog Trade Agreement, with the intention of restoring the mutually beneficial economic cooperation between the two nations&lt;br /&gt;
|-&lt;br /&gt;
|Article IV: The Socialist State of Crannoghold shall permit the settlement of Istran citizens and the investment of Istran capital in Crannoghold.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Syradine&#039;s peace terms&lt;br /&gt;
|-&lt;br /&gt;
|1: The Socialist State of Crannoghold agrees to a monetary payment of 32 diamonds to the League of&lt;br /&gt;
Syradine.&lt;br /&gt;
|-&lt;br /&gt;
|2: The Socialist State of Crannoghold agrees to hand over one of their famous horses to the League of&lt;br /&gt;
Syradine.&lt;br /&gt;
|-&lt;br /&gt;
|3: The Socialist State of Crannoghold is to deliver a public apology for the misdeeds done by the Boggers&lt;br /&gt;
government.&lt;br /&gt;
|-&lt;br /&gt;
|4: Both parties agree to a non-aggression pact lasting two weeks.&lt;br /&gt;
|-&lt;br /&gt;
|5: If Boggers is to join the Socialist State of Crannoghold again or lead it, the Non-aggression pact is&lt;br /&gt;
voided.&lt;br /&gt;
|-&lt;br /&gt;
|6: Both nations agree to the construction of a road between Viconi and Crannoghold to symbolize&lt;br /&gt;
peace.&lt;br /&gt;
|}&lt;br /&gt;
Cauldra and Thundra praised Toain&#039;s actions within Crannoghold celebrating the rise of another revolutionary nation. However, Toain viewed the ideology of the S.S.O.C as more communist-socialist rather than Revolutionist. Even though the ideology had changed, Crannoghold was saved for the foreseeable future. &lt;br /&gt;
&lt;br /&gt;
=== Socialist State of Crannoghold ===&lt;br /&gt;
As part of the Socialist State of Crannoghold&#039;s plans for industrialisation / modernisation to bring the nation out of Tribalism, constructions projects had been planned out.&lt;br /&gt;
&lt;br /&gt;
* Phase 1 - Government Building&lt;br /&gt;
* Phase 2 - Residential blocks / Road to Viconi, Syradine&lt;br /&gt;
* Phase 3 - The Freedom Tower&lt;br /&gt;
* Phase 4 - Roadway to Tree Farm and Istraks border&lt;br /&gt;
* Phase 5 - City bypass / Seaside resort&lt;br /&gt;
[[File:Socialist State of Crannoghold flag.png|thumb|The Flag of the Socialist State of Crannoghold (S.S.O.C.)]]&lt;br /&gt;
The existing wooden houses were kept and renamed as &amp;quot;Old Town&amp;quot; within the construction of Crannog City.&lt;br /&gt;
&lt;br /&gt;
After the Coup, a takeover of the Industries within Crannoghold immediately following suit starting on 12th December 2023. The Tree Farm would be officially renamed to &amp;quot;Woodcarver Tree Farm.&amp;quot; The Farm grows a majority of trees ranging from oak, spruce, birch, jungle, acacia, mangrove and cherry trees. Another industry that saw significant changes was the city port was renamed to &amp;quot;Crannog City Dockyards.&amp;quot; This location would become the headquarters of the Crannoghold Trade Company.&lt;br /&gt;
&lt;br /&gt;
==== Annexation of Kraftia ====&lt;br /&gt;
On 16th December 2023, Toain announced that Crannoghold would be annexing Kraftia to be part of the country in a deal with President RaspiestDeer. Despite heavy backlash from other nations, Toain didn&#039;t want other leaders to view him as a bigger tyrant than the former Chief Boggers. Even though the country would be renamed to Kraftistan, the former Government of Kraftia would remain within the S.S.O.C&#039;s government as ministers with RaspiestDeer taking the mantle as Vice Chairperson. The Crannog-Kraftia treaty terms are listed below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Crannog-Kraftia treaty&lt;br /&gt;
|-&lt;br /&gt;
|Article I: The country of Kraftia will keep their existing territories, but will expand their borders south to meet with the Socialist State of Crannoghold&lt;br /&gt;
|-&lt;br /&gt;
|Article II: The Socialist State of Crannoghold and Kraftia agree to sign an alliance pact which will engage the two nations under one flag (S.S.o.C)&lt;br /&gt;
|-&lt;br /&gt;
|Article III: The Leader of Kraftia will become a part of the S.S.o.C&#039;s Government&#039;s General Secretary/ Vice Chairperson&lt;br /&gt;
|-&lt;br /&gt;
|Article IV: The Socialist State of Crannoghold shall permit the settlement of Kraftia citizens and the investment of the Kraftian capital in Crannoghold, as vice versa with Kraftia permitting settlement of Crannoghold citizens.&lt;br /&gt;
|-&lt;br /&gt;
|Article V: Kraftia&#039;s Government must agree to build outposts between the space between Kraftia and the Socialist State of the Crannoghold&lt;br /&gt;
|-&lt;br /&gt;
|Article VI: Kraftia will be renamed back to its old name - Kraftistan. This new name will be a designated autonomous region of the Socialist State of Crannoghold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Chief Boggers&#039; capture and execution ====&lt;br /&gt;
On 18th December 2023, Intelligence Forces from the Revolutionary State of Cauldra had discovered that Grand Papal States of Mont Loire had been harbouring the former Chief Boggers. After much resistance, Boggers was found and forced from Belmonte to a hastily constructed Cauldran Gulag. Toain was quickly contacted and travelled from the Socialist State of Crannoghold to meet with the Chairman of Cauldra. Boggers would await a fair trial for his crimes to occur at the soon-to-be-constructed Courthouse on 22nd December 2023.&lt;br /&gt;
&lt;br /&gt;
Even though the trial was meant to be a fair one, there was one fatal flaw. Toain, who was presiding over the trial as the judge knew nothing about courthouse etiquette thus lead to the execution of the Former Chief.&lt;br /&gt;
&lt;br /&gt;
==== The new year ====&lt;br /&gt;
At the start of 2024, the S.S.O.C finalised its own constitution which would serve as the law and guidelines of the State, as well as significant megaprojects. These would include:&lt;br /&gt;
&lt;br /&gt;
# The Under-City - An underground extension of Crannog City being situation below Y = 0.&lt;br /&gt;
# The Subterranean Theatre - The starting point of the Under-City&lt;br /&gt;
# The discovery and preservation of the &#039;&#039;&#039;Great North Mangrove Swamp&#039;&#039;&#039; &lt;br /&gt;
# The Grand Ritannia Bridge - This connection would see the S.S.O.C being connected to Marefort, Ritannia&lt;br /&gt;
# The Natural History Museum Crannoghold - This museum would&#039;ve housed an art gallery, a wing dedicated to the &amp;quot;History of Crannoghold&amp;quot; and the anatomy of different Minecraft mobs&lt;br /&gt;
&lt;br /&gt;
==== The Founding of the &amp;quot;Crannoghold Social and Cultural Group.&amp;quot; This group was dedicated to protecting historic landmarks of Crannoghold ====&lt;br /&gt;
[[File:Flying Machine.png|thumb|The Flying Machine during testing]]&lt;br /&gt;
Not everything went well with the State as Boggers&#039; throne, which was seized by the Socialist Government during the construction of the Government Building was stolen by the Chief&#039;s son, Flokk Boggers. After the incident, Flokk was declared an &amp;quot;Enemy of the State&amp;quot; and security measures were put in place around the Government Building.&lt;br /&gt;
&lt;br /&gt;
On the technological side, the S.S.O.C. unveiled their first flying machine. Given that the area is heavily abundant in slime, the Government saw this as a huge opportunity to construct machinery of this scale. The flying machine itself is a slim model that was proposed to used for reconnaissance. The experiment concluded after the flying machine crashed into a jungle tree. The Chairperson explained in a speech that the future of all projects would possibly involve the usage of machinery such as planes or even tunnel boring machines &lt;br /&gt;
&lt;br /&gt;
In February 2024, the S.S.O.C saw the Thundran Crisis / Rise of Saristania after failed peace talks with the Secessionists as well as the war between Messenia and Kothmire. This would cement the S.S.O.C anti-war stance as well as Chairperson Toain describing war as a petty squabble between nations. The Rise of Saristania would also see the S.S.O.C&#039;s rising hatred towards the Moonrise Church.&lt;br /&gt;
&lt;br /&gt;
==== Railway connection ====&lt;br /&gt;
On 19th February 2024, the S.S.O.C. joined the railway boom with the establishment of the &amp;quot;Crannog Railway Company.&amp;quot;&lt;br /&gt;
The C.R.C is a nationalised industry within the State that operates the railways of the S.S.O.C. With the founding of the company, a new railway terminal is under construction that will double as the C.R.C&#039;s headquarters. The Chairperson also announced in a presentation that several railways will connect to various points across the country. It was to be split into five phases:&lt;br /&gt;
&lt;br /&gt;
* Phase 1: Crannog City Central station (conciding with Syradine Metro) / Crannog Parkway station&lt;br /&gt;
* Phase 2: Extension to the outposts&lt;br /&gt;
* Phase 3: Kraftia City Station&lt;br /&gt;
* Phase 4: Froglight Shores&lt;br /&gt;
* Phase 5: Falkenkoga line&lt;br /&gt;
* Phase 6: Western link to Viconi, RitanniaDespite construction going into full swing, only the route between Crannog City Central and Crannog Parkway was completed on 7th April 2024&lt;br /&gt;
&lt;br /&gt;
==== Moonrise assassination ====&lt;br /&gt;
On 17th March 2024, The Moonrise Church initiated an unprovoked attack against Toain after rumours of derogatory comments against the Church were unveiled.&lt;br /&gt;
The unnamed attacker also looted the Chairperson&#039;s belongings which included a set of armour, pickaxe and sword named &amp;quot;Revolutionary&#039;s Blade&amp;quot; which were a gift from the Revolutionary State of Cauldra. After some careful deliberations by the newly appointed scientific officer, Dr. Sergei Krypton, the Moonrise Priests met up with the Crannog Testifikans in Tintorini, Ritannia in which they returned the Chairperson&#039;s belongings. Unfortunately, the boots were lost in a nearby cavern. Toain had sustained:&lt;br /&gt;
&lt;br /&gt;
* Third-degree burns to the skin by fire affinity&lt;br /&gt;
* Deep slashes on the arms and legs&lt;br /&gt;
* Fractures in the legs&lt;br /&gt;
* Possible head trauma (Yet to be determined) After two days in medical care, Toain emerged back into the public eye donning a mechanical suit similar to an iron golem in which they would be recovering in. They would later be fully recovered on 5th April 2024.&lt;br /&gt;
&lt;br /&gt;
==== Aughsland controversy ====&lt;br /&gt;
On 8th April 2024, Thundrarch Vinz Izon called out Chairperson Toain because of the S.S.O.C&#039;s state visit to the country of Aughsland. Even though Toain wanted peace in the north, he didn&#039;t expect the situation to escalate into a full-blown war.&lt;br /&gt;
&lt;br /&gt;
==== The discovery of a new religion ====&lt;br /&gt;
On 11th April 2024, a new religion had been discovered. This religion, known as the &amp;quot;Church of the Mystic Swamp&amp;quot; originated from a coven of witches who went into hiding after Boggers came into power and initiated a genocide against the witches. With Boggers removed from power and the rise of the S.S.O.C, the Church could finally come out of hiding and reveal itself to the world. Unlike other religions, the Church of the Mystic Swamp only exist to preserve the forests of the North.&lt;br /&gt;
&lt;br /&gt;
=== The Battle of Pentref Gwlyptir / Collapse of the S.S.O.C. ===&lt;br /&gt;
On 2nd May 2024, Flokk Boggers revealed himself to push his claim to the lands of Crannoghold and usher in a great uprising to bring down Toain and their domination and tyranny of the Crannog people with his Flokkite Army. This angered Toain who said in a speech:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There is only darkness for you, and only death for your army. I gave your father what he wanted, and this was the price you intended. You have poked the dragon long enough and now it&#039;s awake to seek revenge on those who wronged it&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Realising that there was no way to de-escalate the situation, Toain set off to engage Flokk Boggers in the settlement of Pentref Gwlyptir. However, the appearance of Armin I assisting Flokk caught Toain off-guard thus forcing him to use one of his secret weapons: Poison pots, named as &amp;quot;Chlorine Gas.&amp;quot; Although it deterred Armin I away, Flokk managed to press on through which Toain believed that Flokk is the true son to the Chief. Despite a bloody fight, Toain lay battered and bruised. Armin I was intent on finishing Toain off, but Flokk spared him if Toain exiled himself to Kraftia. This act of honour would earn Toain&#039;s respect for Flokk Boggers despite the collapse of the S.S.O.C. &lt;br /&gt;
&lt;br /&gt;
The final broadcast for the Socialist State of Crannoghold would see Toain&#039;s resignation as Chairperson of the State as well as the only State News to play music: &amp;quot;Tchaikovsky - Swan Lake: Enchanted Lake&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Second Chiefdom ===&lt;br /&gt;
[TBA]&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
&lt;br /&gt;
== Government and Politics ==&lt;br /&gt;
&#039;&#039;&#039;Crannoghold&#039;&#039;&#039; is currently ran by a Chieftain and Moot made up of councillors of all walks of life and is currently in the process of bettering infrastructure in the region and expanding their capital&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
== Demographics ==&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Holy_Pyrannic_Empire&amp;diff=875</id>
		<title>Holy Pyrannic Empire</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Holy_Pyrannic_Empire&amp;diff=875"/>
		<updated>2024-05-29T06:42:36Z</updated>

		<summary type="html">&lt;p&gt;Swonki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Holy Pyrannic Empire exists. &lt;br /&gt;
&lt;br /&gt;
== States ==&lt;br /&gt;
It consists of the following states...&lt;br /&gt;
&lt;br /&gt;
=== Ashenstrand ===&lt;br /&gt;
[[Ashenstrand]].&lt;br /&gt;
&lt;br /&gt;
=== Loire ===&lt;br /&gt;
[[Loire]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
It was created on... by...&lt;br /&gt;
&lt;br /&gt;
History...&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
yes&lt;br /&gt;
&lt;br /&gt;
== Leaders ==&lt;br /&gt;
&lt;br /&gt;
=== Religious leaders ===&lt;br /&gt;
Swonki [date start - date end]&lt;br /&gt;
&lt;br /&gt;
=== State leaders ===&lt;br /&gt;
&lt;br /&gt;
=== Emperor ===&lt;br /&gt;
[Full username] (Boomy) [date start - date end]&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Main_Page&amp;diff=81</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Main_Page&amp;diff=81"/>
		<updated>2024-05-26T16:36:46Z</updated>

		<summary type="html">&lt;p&gt;Swonki: added map&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the main page for the CinderCivs server&lt;br /&gt;
&lt;br /&gt;
== What is CinderCivs? ==&lt;br /&gt;
[[File:May 24th, by Yohnothan.png|alt=Political Map of Cinder|thumb|May 24th, by Yohnothan]]&lt;br /&gt;
CinderCivs is a geopolitical role-playing (RP) Minecraft server that emphasizes player contributions and freedoms. The server is unique in that its maps, videos, advertising materials, lore, and writings are all created by the players and shared within the [https://discord.gg/H8kJcMEAUn community Discord].&lt;br /&gt;
&lt;br /&gt;
To enhance the core experience, CinderCivs implements specific [[Gameplay Changes|limitations]] and [[Gameplay Changes|plugins]]. One of the server’s notable features is a distinctive war organization system inspired by grand strategy video games and tabletop wargames, adding a strategic depth to wars and battles.&lt;br /&gt;
&lt;br /&gt;
Access to the server is granted through a public application and interview process conducted on the Discord. The approval of new players involves a public voting and discussion process by the administrators, allowing current approved members to participate in the evaluation.&lt;br /&gt;
&lt;br /&gt;
== Where did the server come from? ==&lt;br /&gt;
CinderCivs is a geopolitical role-playing (RP) Minecraft server launched in August 2023 by its first owner, ToiletLad_. The primary goal was to create a server that emphasizes player freedoms while fostering a trusted and transparent administrative structure. To achieve this, ToiletLad_ enlisted the help of friends Swonki and Nex23, forming the original core planning and administration team.&lt;br /&gt;
&lt;br /&gt;
Together, they developed a unique set of rules and gameplay changes aimed at delivering a novel and enjoyable geopolitical experience. The collaborative efforts of the founding team have shaped CinderCivs into a server where player contributions and a strategic approach to gameplay are central to its appeal.&lt;br /&gt;
&lt;br /&gt;
== Current Nations ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
* Adrarian Ascendency&lt;br /&gt;
* Amethyst Tower&lt;br /&gt;
* Anak ng Tondo&lt;br /&gt;
* Arannese Kaiserstaat&lt;br /&gt;
* Archduchy of Kothmire&lt;br /&gt;
* Baylehan&lt;br /&gt;
* Boon Caravan&lt;br /&gt;
* [[Commonwealth of Sanéa]]&lt;br /&gt;
* Crannoghold&lt;br /&gt;
* Crown of Castelania&lt;br /&gt;
* Danouvia-Scneimunt&lt;br /&gt;
* Democracy of Nauticca&lt;br /&gt;
* Elven Diarchy of Kurutuk&lt;br /&gt;
* [[Federation of Firgards]]&lt;br /&gt;
* Haibu Kokka&lt;br /&gt;
* Holy Pyrannic Empire&lt;br /&gt;
* [[Imperial Federation of Fortica]]&lt;br /&gt;
* Khupatan&lt;br /&gt;
* Korallriket&lt;br /&gt;
* Kraftia&lt;br /&gt;
* Lands of Arboria&lt;br /&gt;
* Lendisti Tribe&lt;br /&gt;
* Noguhn Horde&lt;br /&gt;
* People&#039;s Republic of Uslanpolj&lt;br /&gt;
* Republic of Ritannia&lt;br /&gt;
* Revolutionary State of Cauldra&lt;br /&gt;
* [[Cirréone|Second Commune of Cirréone]]&lt;br /&gt;
* Second Empire of Ashennar&lt;br /&gt;
* Seandar&lt;br /&gt;
* Senelk&lt;br /&gt;
* Serene City of New Cánse&lt;br /&gt;
* Sprúsia&lt;br /&gt;
* Thundran Republic&lt;br /&gt;
* Town of Anneimd&lt;br /&gt;
* Tsagaan Khanate&lt;br /&gt;
* Worker&#039;s Republic of Paxia&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=File:May_24th,_by_Yohnothan.png&amp;diff=80</id>
		<title>File:May 24th, by Yohnothan.png</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=File:May_24th,_by_Yohnothan.png&amp;diff=80"/>
		<updated>2024-05-26T16:35:30Z</updated>

		<summary type="html">&lt;p&gt;Swonki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A political map of Cinder from May 24th, 2024&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Main_Page&amp;diff=36</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Main_Page&amp;diff=36"/>
		<updated>2024-05-26T13:19:03Z</updated>

		<summary type="html">&lt;p&gt;Swonki: changed list look&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the main page for the CinderCivs server&lt;br /&gt;
&lt;br /&gt;
== What is CinderCivs? ==&lt;br /&gt;
CinderCivs is a geopolitical-RP Minecraft server highly focused on player contribution and freedoms within the server. Players are the creators of all maps, videos, advertising material, lore, and writing that can be seen posted in the [https://discord.gg/H8kJcMEAUn community discord].&lt;br /&gt;
&lt;br /&gt;
The server places inherent [[Gameplay Changes|limitations]] and [[Gameplay Changes|plugins]]  to improve the core experience. As well as the addition of a unique war organization system, modeled after grand strategy videogames and tabletop wargames to create a strategic level to wars and battles.&lt;br /&gt;
&lt;br /&gt;
Players of the server are whitelisted through a public application and interview system on the discord, with admin votes and discussion on new players being public for approved members to see and judge.&lt;br /&gt;
&lt;br /&gt;
== Where did the server come from? ==&lt;br /&gt;
CinderCivs was made in August 2023 by the first owner ToiletLad_. The primary goal was to make a server focused on player freedoms, while also creating a more trusted and transparent admin structure. ToiletLad_&#039;s friends Swonki and Nex23 were brought in as the original core planning/admin team, and they began to establish a set of unique rules and gameplay changes to create a new, unique, and more fun geopolitical experience.&lt;br /&gt;
&lt;br /&gt;
== Current Nations ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
* [[Commonwealth of Sanéa]]&lt;br /&gt;
* Republic of Ritannia&lt;br /&gt;
* [[Imperial Federation of Fortica]]&lt;br /&gt;
* Revolutionary State of Cauldra&lt;br /&gt;
* Holy Pyrannic Empire&lt;br /&gt;
* Sprúsia&lt;br /&gt;
* [[Federation of Firgards]]&lt;br /&gt;
* Second Empire of Ashennar&lt;br /&gt;
* Arannese Kaiserstaat&lt;br /&gt;
* People&#039;s Republic of Uslanpolj&lt;br /&gt;
* Democracy of Nauticca&lt;br /&gt;
* Tsagaan Khanate&lt;br /&gt;
* Danouvia-Scneimunt&lt;br /&gt;
* Lands of Arboria&lt;br /&gt;
* Adrarian Ascendency&lt;br /&gt;
* Thundran Republic&lt;br /&gt;
* Boon Caravan&lt;br /&gt;
* Archduchy of Kothmire&lt;br /&gt;
* Anak ng Tondo&lt;br /&gt;
* Haibu Kokka&lt;br /&gt;
* [[Cirréone|Second Commune of Cirréone]]&lt;br /&gt;
* Elven Diarchy of Kurutuk&lt;br /&gt;
* Crown of Castelania&lt;br /&gt;
* Baylehan&lt;br /&gt;
* Serene City of New Cánse&lt;br /&gt;
* Lendisti Tribe&lt;br /&gt;
* Kraftia&lt;br /&gt;
* Khupatan&lt;br /&gt;
* Worker&#039;s Republic of Paxia&lt;br /&gt;
* Crannoghold&lt;br /&gt;
* Senelk&lt;br /&gt;
* Town of Anneimd&lt;br /&gt;
* Seandar&lt;br /&gt;
* Korallriket&lt;br /&gt;
* Noguhn Horde&lt;br /&gt;
* Amethyst Tower&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Gameplay_Changes&amp;diff=33</id>
		<title>Gameplay Changes</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Gameplay_Changes&amp;diff=33"/>
		<updated>2024-05-26T10:14:17Z</updated>

		<summary type="html">&lt;p&gt;Swonki: minor description change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cindercivs has many changes to overall gameplay, through plugins and rules.&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Gameplay_Changes&amp;diff=32</id>
		<title>Gameplay Changes</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Gameplay_Changes&amp;diff=32"/>
		<updated>2024-05-26T10:06:53Z</updated>

		<summary type="html">&lt;p&gt;Swonki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Plugins and limitations of cindercivs gameplay&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Gameplay_Changes&amp;diff=31</id>
		<title>Gameplay Changes</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Gameplay_Changes&amp;diff=31"/>
		<updated>2024-05-26T10:06:32Z</updated>

		<summary type="html">&lt;p&gt;Swonki: Created page with &amp;quot;Plugins and limitations of cinder&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Plugins and limitations of cinder&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Main_Page&amp;diff=30</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Main_Page&amp;diff=30"/>
		<updated>2024-05-26T10:06:12Z</updated>

		<summary type="html">&lt;p&gt;Swonki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the main page for the CinderCivs server&lt;br /&gt;
&lt;br /&gt;
== What is CinderCivs? ==&lt;br /&gt;
CinderCivs is a geopolitical-RP Minecraft server highly focused on player contribution and freedoms within the server. Players are the creators of all maps, videos, advertising material, lore, and writing that can be seen posted in the [https://discord.gg/H8kJcMEAUn community discord].&lt;br /&gt;
&lt;br /&gt;
The server places inherent [[Gameplay Changes|limitations]] and [[Gameplay Changes|plugins]]  to improve the core experience. As well as the addition of a unique war organization system, modeled after grand strategy videogames and tabletop wargames to create a strategic level to wars and battles.&lt;br /&gt;
&lt;br /&gt;
Players of the server are whitelisted through a public application and interview system on the discord, with admin votes and discussion on new players being public for approved members to see and judge.&lt;br /&gt;
&lt;br /&gt;
== Where did the server come from? ==&lt;br /&gt;
CinderCivs was made in August 2023 by the first owner ToiletLad_. The primary goal was to make a server focused on player freedoms, while also creating a more trusted and transparent admin structure. ToiletLad_&#039;s friends Swonki and Nex23 were brought in as the original core planning/admin team, and they began to establish a set of unique rules and gameplay changes to create a new, unique, and more fun geopolitical experience.&lt;br /&gt;
&lt;br /&gt;
== Current Nations ==&lt;br /&gt;
&lt;br /&gt;
* [[Commonwealth of Sanéa]]&lt;br /&gt;
* Republic of Ritannia&lt;br /&gt;
* Imperial Federation of Fortica&lt;br /&gt;
* Revolutionary State of Cauldra&lt;br /&gt;
* Holy Pyrannic Empire&lt;br /&gt;
* Sprúsia&lt;br /&gt;
* [[Federation of Firgards]]&lt;br /&gt;
* Second Empire of Ashennar&lt;br /&gt;
* Arannese Kaiserstaat&lt;br /&gt;
* People&#039;s Republic of Uslanpolj&lt;br /&gt;
* Democracy of Nauticca&lt;br /&gt;
* Tsagaan Khanate&lt;br /&gt;
* Danouvia-Scneimunt&lt;br /&gt;
* Lands of Arboria&lt;br /&gt;
* Adrarian Ascendency&lt;br /&gt;
* Thundran Republic&lt;br /&gt;
* Boon Caravan&lt;br /&gt;
* Archduchy of Kothmire&lt;br /&gt;
* Anak ng Tondo&lt;br /&gt;
* Haibu Kokka&lt;br /&gt;
* [[Cirréone|Second Commune of Cirréone]]&lt;br /&gt;
* Elven Diarchy of Kurutuk&lt;br /&gt;
* Crown of Castelania&lt;br /&gt;
* Baylehan&lt;br /&gt;
* Serene City of New Cánse&lt;br /&gt;
* Lendisti Tribe&lt;br /&gt;
* Kraftia&lt;br /&gt;
* Khupatan&lt;br /&gt;
* Worker&#039;s Republic of Paxia&lt;br /&gt;
* Crannoghold&lt;br /&gt;
* Senelk&lt;br /&gt;
* Town of Anneimd&lt;br /&gt;
* Seandar&lt;br /&gt;
* Korallriket&lt;br /&gt;
* Noguhn Horde&lt;br /&gt;
* Amethyst Tower&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Main_Page&amp;diff=29</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Main_Page&amp;diff=29"/>
		<updated>2024-05-26T10:03:39Z</updated>

		<summary type="html">&lt;p&gt;Swonki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the main page for the CinderCivs server&lt;br /&gt;
&lt;br /&gt;
== What is CinderCivs? ==&lt;br /&gt;
CinderCivs is a geopolitical-RP Minecraft server highly focused on player contribution and freedoms within the server. Players are the creators of all maps, videos, advertising material, lore, and writing that can be seen posted in the [https://discord.gg/H8kJcMEAUn community discord].&lt;br /&gt;
&lt;br /&gt;
The server places inherent [[Plugins Page|limitations]] and [[Plugins Page|plugins]]  to improve the core experience. As well as the addition of a unique war organization system, modeled after grand strategy videogames and tabletop wargames to create a strategic level to wars and battles.&lt;br /&gt;
&lt;br /&gt;
Players of the server are whitelisted through a public application and interview system on the discord, with admin votes and discussion on new players being public for approved members to see and judge.&lt;br /&gt;
&lt;br /&gt;
== Where did the server come from? ==&lt;br /&gt;
CinderCivs was made in August 2023 by the first owner ToiletLad_. The primary goal was to make a server focused on player freedoms, while also creating a more trusted and transparent admin structure. ToiletLad_&#039;s friends Swonki and Nex23 were brought in as the original core planning/admin team, and they began to establish a set of unique rules and gameplay changes to create a new, unique, and more fun geopolitical experience.&lt;br /&gt;
&lt;br /&gt;
== Current Nations ==&lt;br /&gt;
&lt;br /&gt;
* [[Commonwealth of Sanéa]]&lt;br /&gt;
* Republic of Ritannia&lt;br /&gt;
* Imperial Federation of Fortica&lt;br /&gt;
* Revolutionary State of Cauldra&lt;br /&gt;
* Holy Pyrannic Empire&lt;br /&gt;
* Sprúsia&lt;br /&gt;
* [[Federation of Firgards]]&lt;br /&gt;
* Second Empire of Ashennar&lt;br /&gt;
* Arannese Kaiserstaat&lt;br /&gt;
* People&#039;s Republic of Uslanpolj&lt;br /&gt;
* Democracy of Nauticca&lt;br /&gt;
* Tsagaan Khanate&lt;br /&gt;
* Danouvia-Scneimunt&lt;br /&gt;
* Lands of Arboria&lt;br /&gt;
* Adrarian Ascendency&lt;br /&gt;
* Thundran Republic&lt;br /&gt;
* Boon Caravan&lt;br /&gt;
* Archduchy of Kothmire&lt;br /&gt;
* Anak ng Tondo&lt;br /&gt;
* Haibu Kokka&lt;br /&gt;
* [[Cirréone|Second Commune of Cirréone]]&lt;br /&gt;
* Elven Diarchy of Kurutuk&lt;br /&gt;
* Crown of Castelania&lt;br /&gt;
* Baylehan&lt;br /&gt;
* Serene City of New Cánse&lt;br /&gt;
* Lendisti Tribe&lt;br /&gt;
* Kraftia&lt;br /&gt;
* Khupatan&lt;br /&gt;
* Worker&#039;s Republic of Paxia&lt;br /&gt;
* Crannoghold&lt;br /&gt;
* Senelk&lt;br /&gt;
* Town of Anneimd&lt;br /&gt;
* Seandar&lt;br /&gt;
* Korallriket&lt;br /&gt;
* Noguhn Horde&lt;br /&gt;
* Amethyst Tower&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Main_Page&amp;diff=21</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Main_Page&amp;diff=21"/>
		<updated>2024-05-26T09:42:23Z</updated>

		<summary type="html">&lt;p&gt;Swonki: added discord link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the main page for the CinderCivs server&lt;br /&gt;
&lt;br /&gt;
== What is CinderCivs? ==&lt;br /&gt;
CinderCivs is a geopolitical-RP Minecraft server highly focused on player contribution and freedoms within the server. Players are the creators of all maps, videos, advertising material, lore, and writing that can be seen posted in the [https://discord.gg/H8kJcMEAUn community discord].&lt;br /&gt;
&lt;br /&gt;
The server places inherent limitations and plugins to improve the core experience, and can be found on the plugins page (make plugins page). Another addition is the adoption of a unique war organization system, modeled after grand strategy videogames and tabletop wargames to create a strategic level to wars and battles.&lt;br /&gt;
&lt;br /&gt;
Players of the server are whitelisted through a public application and interview system on the discord, with admin votes and discussion on new players being public for approved members to see and judge.&lt;br /&gt;
&lt;br /&gt;
== Where did the server come from? ==&lt;br /&gt;
CinderCivs was made in August 2023 by the first owner ToiletLad_. The primary goal was to make a server focused on player freedoms, while also creating a more trusted and transparent admin structure. ToiletLad_&#039;s friends Swonki and Nex23 were brought in as the original core planning/admin team, and they began to establish a set of unique rules and gameplay changes to create a new, unique, and more fun geopolitical experience.&lt;br /&gt;
&lt;br /&gt;
== Current Nations ==&lt;br /&gt;
&lt;br /&gt;
* Commonwealth of Sanéa&lt;br /&gt;
* Republic of Ritannia&lt;br /&gt;
* Imperial Federation of Fortica&lt;br /&gt;
* Revolutionary State of Cauldra&lt;br /&gt;
* Holy Pyrannic Empire&lt;br /&gt;
* Sprúsia&lt;br /&gt;
* Federation of Firgards&lt;br /&gt;
* Second Empire of Ashennar&lt;br /&gt;
* Arannese Kaiserstaat&lt;br /&gt;
* People&#039;s Republic of Uslanpolj&lt;br /&gt;
* Democracy of Nauticca&lt;br /&gt;
* Tsagaan Khanate&lt;br /&gt;
* Danouvia-Scneimunt&lt;br /&gt;
* Lands of Arboria&lt;br /&gt;
* Adrarian Ascendency&lt;br /&gt;
* Thundran Republic&lt;br /&gt;
* Boon Caravan&lt;br /&gt;
* Archduchy of Kothmire&lt;br /&gt;
* Anak ng Tondo&lt;br /&gt;
* Haibu Kokka&lt;br /&gt;
* [[Cirréone|Second Commune of Cirréone]]&lt;br /&gt;
* Elven Diarchy of Kurutuk&lt;br /&gt;
* Crown of Castelania&lt;br /&gt;
* Baylehan&lt;br /&gt;
* Serene City of New Cánse&lt;br /&gt;
* Lendisti Tribe&lt;br /&gt;
* Kraftia&lt;br /&gt;
* Khupatan&lt;br /&gt;
* Worker&#039;s Republic of Paxia&lt;br /&gt;
* Crannoghold&lt;br /&gt;
* Senelk&lt;br /&gt;
* Town of Anneimd&lt;br /&gt;
* Seandar&lt;br /&gt;
* Korallriket&lt;br /&gt;
* Noguhn Horde&lt;br /&gt;
* Amethyst Tower&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Main_Page&amp;diff=15</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Main_Page&amp;diff=15"/>
		<updated>2024-05-26T09:11:01Z</updated>

		<summary type="html">&lt;p&gt;Swonki: Major Main Page change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the main page for the CinderCivs server&lt;br /&gt;
&lt;br /&gt;
== What is CinderCivs? ==&lt;br /&gt;
CinderCivs is a geopolitical-RP Minecraft server highly focused on player contribution and freedoms within the server. Players are the creators of all maps, videos, advertising material, lore, and writing that can be seen posted in the community discord.&lt;br /&gt;
&lt;br /&gt;
The server places inherent limitations and plugins to improve the core experience, and can be found on the plugins page (make plugins page). Another addition is the adoption of a unique war organization system, modeled after grand strategy videogames and tabletop wargames to create a strategic level to wars and battles.&lt;br /&gt;
&lt;br /&gt;
Players of the server are whitelisted through a public application and interview system on the discord, with admin votes and discussion on new players being public for approved members to see and judge.&lt;br /&gt;
&lt;br /&gt;
== Where did the server come from? ==&lt;br /&gt;
CinderCivs was made in August 2023 by the first owner ToiletLad_. The primary goal was to make a server focused on player freedoms, while also creating a more trusted and transparent admin structure. ToiletLad_&#039;s friends Swonki and Nex23 were brought in as the original core planning/admin team, and they began to establish a set of unique rules and gameplay changes to create a new, unique, and more fun geopolitical experience.&lt;br /&gt;
&lt;br /&gt;
== Current Nations ==&lt;br /&gt;
&lt;br /&gt;
* Commonwealth of Sanea&lt;br /&gt;
* Republic of Ritannia&lt;br /&gt;
* Imperial Federation of Fortica&lt;br /&gt;
* Revolutionary State of Cauldra&lt;br /&gt;
* Holy Pyrannic Empire&lt;br /&gt;
* Sprúsia&lt;br /&gt;
* Federation of Firgards&lt;br /&gt;
* Second Empire of Ashennar&lt;br /&gt;
* Arannese Kaiserstaat&lt;br /&gt;
* People&#039;s Republic of Uslanpolj&lt;br /&gt;
* Democracy of Nauticca&lt;br /&gt;
* Tsgaan Khanate&lt;br /&gt;
* Danouvia-Scneimunt&lt;br /&gt;
* Lands of Arboria&lt;br /&gt;
* Adrarian Ascendency&lt;br /&gt;
* Thundran Republic&lt;br /&gt;
* Boon Caravan&lt;br /&gt;
* Archduchy of Kothmire&lt;br /&gt;
* Anak ng Tondo&lt;br /&gt;
* Haibu Kokka&lt;br /&gt;
* Second Commune of Cirreone&lt;br /&gt;
* Elven Diarchy of Kurutuk&lt;br /&gt;
* Crown of Castelania&lt;br /&gt;
* Baylehan&lt;br /&gt;
* Serene City of New Cánse&lt;br /&gt;
* Lendisti Tribe&lt;br /&gt;
* Kraftia&lt;br /&gt;
* Khupatan&lt;br /&gt;
* Worker&#039;s Republic of Paxia&lt;br /&gt;
* Crannoghold&lt;br /&gt;
* Senelk&lt;br /&gt;
* Town of Anneimd&lt;br /&gt;
* Seandar&lt;br /&gt;
* Korallriket&lt;br /&gt;
* Noguhn Horde&lt;br /&gt;
* Amethyst Tower&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Main_Page&amp;diff=14</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Main_Page&amp;diff=14"/>
		<updated>2024-05-26T09:05:08Z</updated>

		<summary type="html">&lt;p&gt;Swonki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the main page for the CinderCivs server&lt;br /&gt;
&lt;br /&gt;
== What is CinderCivs? ==&lt;br /&gt;
CinderCivs is a geopolitical-RP Minecraft server highly focused on player contribution and freedoms within the server. Players are the creators of all maps, videos, advertising material, lore, and writing that can be seen posted in the community discord.&lt;br /&gt;
&lt;br /&gt;
The server places inherent limitations and plugins to improve the core experience, and can be found on the plugins page (make plugins page). Another addition is the adoption of a unique war organization system, modeled after grand strategy videogames and tabletop wargames to create a strategic level to wars and battles.&lt;br /&gt;
&lt;br /&gt;
Players of the server are whitelisted through a public application and interview system on the discord, with admin votes and discussion on new players being public for approved members to see and judge.&lt;br /&gt;
&lt;br /&gt;
== Where did the server come from? ==&lt;br /&gt;
CinderCivs was made in August 2023 by the first owner ToiletLad_. The primary goal was to make a server focused on player freedoms, while also creating a more trusted and transparent admin structure. ToiletLad_&#039;s friends Swonki and Nex23 were brought in as the original core planning/admin team, and they began to establish a set of unique rules and gameplay changes to create a new, unique, and more fun geopolitical experience.&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Main_Page&amp;diff=13</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Main_Page&amp;diff=13"/>
		<updated>2024-05-26T09:01:43Z</updated>

		<summary type="html">&lt;p&gt;Swonki: /* Where did the server come from? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the main page for the CinderCivs server&lt;br /&gt;
&lt;br /&gt;
== What is CinderCivs? ==&lt;br /&gt;
CinderCivs is a geopolitical-RP Minecraft server highly focused on player contribution and freedoms within the server. Players are the creators of all maps, videos, advertising material, lore, and writing that can be seen posted in the community discord.&lt;br /&gt;
&lt;br /&gt;
The server places inherent limitations and plugins to improve the core experience, and can be found on the plugins page (make plugins page)&lt;br /&gt;
&lt;br /&gt;
== Where did the server come from? ==&lt;br /&gt;
CinderCivs was made in August 2023 by the first owner ToiletLad_. The primary goal was to make a server focused on player freedoms, while also creating a more trusted and transparent admin structure. ToiletLad_&#039;s friends Swonki and Nex23 were brought in as the original core planning/admin team, and they began to establish a set of unique rules and gameplay changes to create a new, unique, and more fun geopolitical experience.&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Main_Page&amp;diff=12</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Main_Page&amp;diff=12"/>
		<updated>2024-05-26T08:56:51Z</updated>

		<summary type="html">&lt;p&gt;Swonki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the main page for the CinderCivs server&lt;br /&gt;
&lt;br /&gt;
== What is CinderCivs? ==&lt;br /&gt;
CinderCivs is a geopolitical-RP Minecraft server highly focused on player contribution and freedoms within the server. Players are the creators of all maps, videos, advertising material, lore, and writing that can be seen posted in the community discord.&lt;br /&gt;
&lt;br /&gt;
The server places inherent limitations and plugins to improve the core experience, and can be found on the plugins page (make plugins page)&lt;br /&gt;
&lt;br /&gt;
== Where did the server come from? ==&lt;br /&gt;
CinderCivs was made by a group of disgruntled players with long history of geopolitical roleplaying, after having a myriad of disagreements with server staff and lack of admin transparency.&lt;br /&gt;
&lt;br /&gt;
ToiletLad and Swonki formed the server on the principles of transparency, quick admin response, and impartiality of staff.&lt;/div&gt;</summary>
		<author><name>Swonki</name></author>
	</entry>
</feed>