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'''War''' on CinderCivs utilizes a special set of rules as to allow for a dynamic progression that corresponds to roleplay and fair combat. The war system is designed to emulate a strategy game layout with arranged battles happening over tiles of various levels of development.  
'''War''' on CinderCivs utilizes a special set of rules as to allow for a dynamic progression that corresponds to roleplay and fair combat. The war system is designed to emulate a strategy game layout with arranged battles happening over tiles of various levels of development.  
<!-- I might rewrite this later purely to clean up the mess -->
== Glossary ==
== § Declaring War ==
Any time a term in this glossary is used in the document, this '''exact''' definition is implied.
=== General Terms ===
* '''Declaration of War''' - A public document or post, or private message (that which is acknowledged by staff) announcing the start of a war.
* '''War Party''' or '''Belligerent''' - Entities participating in war; includes nations, mercenaries, volunteers, rebels, etc. Any that player or group participating in a conflict necessitating this ruleset.
* '''Skirmish window''' - A predefined time slot when skirmishes or raids are allowed.
* '''War Monitor''' - A member of the community chosen either by staff or a collective decision of war representatives to oversee the conduct of players during war and accept tilemaps.
* '''Fighter''' - A player flagged for participation in a battle, that can contribute towards battle progress.
=== Tile Terms ===
* '''Tile''' - A piece of territory mapped shortly before (for attackers) or after (for defenders) a war begins used to define territorial control.
* '''Tilemap''' - A map of all tiles of a given war.
* '''Control''' - Uncontested control over a tile. Belligerents in control over tiles can change them freely.
* '''Occupied territory''' - A tile occupied or controlled by a war party that it did not possess prior to the beginning of a war. Returns to controlled either if the original controller regains it, or 10 days pass since occupation.
* '''Contested territory''' - A tile that has a battle scheduled on it. Cannot be modified by either side.
* '''Fort''' - An urban tile accessible only via redstone gates. Access to a fort tile is determined whether a player can enter purely by walking inside.
* '''Urban Tile''' - A tile contained within or containing a city, large town, or other well-developed structure.
* '''Developed Tile''' - A tile containing multiple structures, such as farms, housing, or defenses, but that does not have enough development to be considered a city or fort. Usually a small town or outpost.
* '''Undeveloped Tile''' - A tile that possesses little to no player-built structures. Usually a territory that by most means should have military presence, but doesn't have development, more often than not a territory nestled between other, more developed tiles.
* '''Fortified Tile''' - A tile that is adjacent to a fort tile. Its progress is by default
=== Battle Terms ===
* '''Battle''' - Period of time when a capture point on a tile is available for capture.
* '''Battle Round''' - A timeframe verified by the war monitors throughout battles occur. As many battles must occur within this timeframe as possible.
* '''Skirmish''' or '''Raid''' - A small-scale, limited engagement outside of battles.
* '''Capture Point''' - A defined area where the battle progresses. Players within a capture point contribute to their War Party's victory.


Wars are declared between nations with at least '''one urban tile''' under their control. A declaration of war must be made in a manner that is '''consistent with prior roleplay'''—metagaming or failRP justifications are not permitted.
== Organizing War ==
Any war between players, player groups, or nations begins with a public declaration in a news channel over discord.
Each nation/belligerent is limited to 1 representative each. A representative's responsibility is to validate the monitors for their war and to provide the war monitors with tilemaps, lists of fighters, as well as to present their war party's schedule to organize each battle round.


In order to declare a war, the '''attacking nation''' must provide the following:
Each war must have at least one war monitor, with a representative being able to request more war monitors for the purpose of better and stricter moderation.
* The '''general area''' they intend to attack (e.g. a region or town).
* A '''tilemap''' clearly showing their current territories relevant for the war.


The area declared to be under attack go from '''Controlled''' to '''Contested'''.
The War Monitors of the war decide on appropriate times for battles, prioritizing the most appropriate number of fighters per battle. A battle must occur within 7 days of the tilemaps being approved, unless established otherwise with the consent of the representatives. Any subsequent battle must occur within 10 days since the previous battle.
If a war party does not present a tilemap within 3 days of the declaration, it will be created by the War Monitors.


Once war is declared, the '''defending nation''' is expected to submit '''their own tilemap''' and acknowledge the contested area '''within one week'''. If neither side submits the required information within this timeframe, the war is '''automatically cancelled'''.
The War Monitors are granted permission to use spectator mode to overlook battles, verify player conduct. They are permitted to make minor rulings and interpret the rules in specific issues, any major ruling must be approved by staff or unanimous agreement of war representatives.


If '''only one side complies''', and the other fails or refuses to submit the required tilemap or contested zone, the staff team may intervene and '''force a battle''' to occur to the '''compliant party’s advantage'''.
== Battles & Skirmishes ==
Organized battle rounds will take place once every 10 days, with their locations announced at least 3 days prior to the battle.


== § Tiles and Tilemaps ==
During skirmishes and raids, the war rules apply, and all participants are expected to strictly follow battle conduct rules. If said rules aren't followed by a participant, they are to be disqualified for a period of time decided on by the war monitors, this period depends on the severity of the rulebreak.


The entire field of war is divided into distinct '''tiles'''. Tiles vary based on their '''status''' and their level of '''development'''.
Skirmishes and raids may only occur on territories related to their respective war. If a skirmish begins on such territory, but its participants move out of the territory, the skirmish continues until either one party wins, or fully escapes. Battle conduct rules apply to skirmishes even before a fight begins (i.e, it is illegal to use forbidden items or methods to reach a skirmish location)


=== Tile Status ===
To access an enemy fort tile, a war party must fight a battle for any of the redstone gates of the respective fort. Should they win that battle, the redstone gate '''must''' remain open for the subsequent battle.
* '''Controlled''' – The default state of a tile where no war actions have taken place; all is fair, anything may be built.
* '''Contested''' – A battle is declared over such tile. Only minor alterations (such as decorations) and specific defenses (e.g. trench lines, campsites as acknowledged by the war monitor) are allowed.
* '''Occupied''' – A contested tile that has switched ownership. After 7 days in this state, the tile automatically reverts to Controlled.
* '''Mixed''' – Occurs when a draw happens; the war monitor subdivides the tile into occupied sub-tiles in accordance with the sides involved.


=== Tile Development ===
=== Initiative ===
Tiles are also classified by their development level:
Initiative is the system to track who gets to decide where battles will take place. The system rewards victory in a tile with the ability to choose where the next battle will be.
* '''Fort''' – An urban tile fortified with walls and redstone gates as defined entrances.
:'''EXAMPLE:'''
* '''Urban''' – Major cities, large towns, or city districts.
::::A attacks B and declares on their tile
* '''Suburban''' – Outskirts of cities, villages, or areas with moderate development.
::::A wins the first battle, and decides the next tile
* '''Rural''' – Areas between tiles, with minimal development.
::::A wins all subsequent battles but the last
::::B gets to decide the next tile


=== Additional Rules ===
By default, the attacker of the war starts with the initiative.
* Every participant must start in the urban tiles they control. Non-members of nations at war must also start in their own urban tiles; if none exist, they are disqualified from participating in the war until they acquire one.
* '''Forts''' can be breached by declaring a separate battle over the entrance. Note that such a battle does not result in any territorial gain.
* Forts must be '''opened''' before they can be used as spawn tiles for an attack during the battle.
* '''Rural''' tiles can be attacked unless they border a fort.
* Tiles can be '''upgraded''' by one development level per war, but they cannot be upgraded into forts.
* Tiles with redstone entrances that do not qualify as forts cannot be locked during battle, with exceptions dictated by the war monitor.
* No new tiles can be created during the war, nor can any existing tiles outside of the submitted tilemaps be added after tilemaps are verified.
* Tiles cannot feature excessively punishing defenses that waste player time or force impractical movement (e.g. requiring players to crouch or crawl to enter).


== § Organizing the War ==
=== Tile Rules ===
Tiles are the basic unit of territory during a war. The tilemap of a nation is approved by the War Monitors at the start of a war and is the definitive reference for all tile boundaries; it cannot be changed during war.


Every battle on the server must occur at a time either:
The level of development for each tile is determined by the War Monitors prior to the first battle, any changes in development must be validated by the War Monitor and announced publicly in the war's organization channel.
* Agreed upon by both sides of the war, or
* Appointed by staff if no agreement can be reached.


The '''first battle of the war''' must take place within '''10 days''' of the war declaration, and subsequent battles must take place no later than '''10 days''' after. Purposefully delaying battles or neglecting to respond to scheduling attempts may result in '''disqualification from the war'''.
Tile ownership changes as the result of battles and land transfers between nations. Tiles transferred to another nation cannot be used as spawnpoints for said nation for the next battle round.


=== War Monitors ===
Tiles cannot feature excessively punishing defenses that waste player time or force impractical movement (e.g. requiring players to crouch or crawl to enter).
Each war must have at least '''one war monitor'''. This individual may be:
* Appointed by mutual agreement between all warring sides, or
* Assigned by staff if no consensus is reached.


The war monitor's responsibilities include:
=== Battle system ===
* Ruling on disputes and edge cases during the war.
Before each battle round, players will be assigned to either the attacking, or defending team, and a 32x32 block capture zone will be placed within the contested tile. When battle begins, this zone will glow, and a bossbar will appear with 50% of its progress completed. The defending team wins if the boss bar is filled completely, while the attacking team wins if the bar is depleted. If neither side wins the battle within an hour, the battle will be declared a draw.
* Spectating battles to ensure fair play.
* Disqualifying players who violate war rules.
* Officially starting and ending each battle.


=== Fighter lists ===
When one team is in the capture zone, the progress bar will slowly tick in their favor. If both teams are in the zone, the progress bar does not shift at all. For every second that your team stands in the zone uncontested, you gain 1 point in your favor. Additionally, if more than one person of the same team is in the zone, the point gain goes up by 1 point per person, maxing out at 10 people, aka 10 points per second. By killing an enemy, you can also progress the bossbar. Each kill earns your team 5 points.
All participating factions must privately send a list of their fighters to the war monitor '''before the battle begins'''. This list must remain consistent unless a player is permanently removed or replaced with permission from the monitor.
{| class="wikitable"
|+Tile Bossbars
!Development Level
!Bossbar size
!Starting value
|-
|Fort
|820
|410
|-
|Urban
|760
|380
|-
|Developed
|600
|300
|-
|Undeveloped
|360
|180
|}


== § Initiative ==
== Battle Conduct Rules ==
Every participant of the war is expected to strictly follow battle conduct rules throughout every battle and skirmish. Violation of these rules results in penalties for the player and in certain cases for the war parties they represent.
=== Movement and Spawning ===
Each participant has to be a member of a party at war and will have the option to start from the nearest controlled/constested urban tile to the battlefield they last fought in in the war, if they have not fought in a battle yet, they must start from an urban tile or capital under their control.
War participants cannot use the nether or the end for travel during war and must travel through friendly, unclaimed, or hostile territory. A participant may not travel through a neutral nation unless said neutral nation joins the conflict and presents their tilemap to the war monitors.


'''Initiative''' determines which side in a war gets to choose the location of each battle.
Players may not use the Gsit plugin during battles in skirmishes, i.e sitting on another player's head, crawling, sitting on blocks, etc.
=== Equipment & Mobs ===
The following items are strictly forbidden in all battles:


At the start of the war, '''both sides receive 1 initiative point'''. The '''attacker goes first''' by default, spending their initiative to declare the first battle.
*Maces
*Ender Pearls
*Chorus Fruits
*Wind Charges
*End Crystals
*Respawn Anchors
*Riptide Tridents
*Slow-falling Arrows
*Turtle Master II potions


=== What is Initiative? ===
Players cannot purposefully utilize mobs, with the exception of ridable mobs, for battle or skirmish purposes.
Initiative represents the momentum of a war. A nation uses initiative to decide the next tile to be contested.


Initiative is spent when a side declares a battle. If the initiating side '''wins''' the battle, they retain initiative and may declare the next one. If they '''lose''', the initiative passes to the opposing side, who then chooses the location of the next battle.
Players may take items from containers, kill mobs of any kind, and interact with redstone contraptions on contested tiles during battles.


=== Initiative Rules ===
=== Foreign War Participants & Non-combatants ===
* Both sides start with 1 initiative.
Volunteers and mercenaries from non-belligerent nations must arrive from their home nation's territory and provide the tilemaps for all territories they own. Foreign war participants must own at least 1 urban tile to be able to participate in war; transferring urban tiles to such participants will not grant them permission to participate in war if they didn't own other urban tiles prior to the transfer.
* The attacker always spends the first initiative point.
* Only the side with initiative may declare battle locations.
* Losing a battle transfers initiative to the opposing side.


== § Battle Conduct & War Restrictions ==
Foreign war participant rules also apply to any members joining a belligerent nation whilst they're at war. For them to join the war they must have an urban tile of their own and would be limited to using tiles they developed personally.


All battles have specific mechanical limitations and restrictions. All participants are expected to follow these rules to ensure fairness, clarity, and competitive integrity.
Players that do not fight do not immediately lose ownership over their builds after a battle.
While a tile is occupied, occupying forces must either negotiate with the players, or organize a battle separately with them to take ownership.
=== Block Manipulation ===
Players may not place or break blocks during battle. However, there are some special cases that can be altered in the contested tile:


=== Prohibited Items ===
*Placing or breaking beds (for setting spawn)
The following items are strictly forbidden in all battles:
*Placing or breaking shulker boxes
* Maces
*Breaking door blocks (wooden or iron doors only — not redstone contraptions)
* Ender Pearls
* Chorus Fruits
* Wind Charges
* End Crystals
* Respawn Anchors
* Riptide Tridents
* Slow Falling arrows (not potions)
 
Using these items during war battles will result in immediate disqualification from the current battle and may incur further penalties from staff or the war monitor.
 
=== Block Interaction Rules ===
Players may '''not place or break blocks''' during battle '''in and around contested tiles'''. The only exceptions to this are:
* Placing or breaking '''beds''' (for setting spawn)
* Placing or accessing '''shulker boxes'''


The following actions are specifically forbidden:
The following actions are specifically forbidden:
* Using placed blocks to create barriers or parkour routes.
* Using or setting up '''stasis chambers''' or other teleportation mechanisms.
=== Raiding Rules ===
Players listed on a side’s official '''fighter list''' are permitted to '''raid contested and occupied tiles''' during active battles. This includes:
* Looting any containers (chests, barrels, etc.)
* Breaking door blocks (wooden or iron doors only — not redstone contraptions)
* Interacting with redstone mechanisms
* Killing any mobs within the tile, including:
** Pets
** Villagers
** Livestock and other passive mobs
These actions are only permitted within '''tiles that are currently being fought over and tiles deemed occupied'''. Raiding unrelated tiles or exploiting war permissions outside of battle zones is considered griefing and is subject to punishment.
=== Skirmish Rules ===
Due to skirmishes (fights done outside of battles) being an overall negative impact on the server and the enjoyment of the war for the playerbase, rules were made in favour of regulating these skirmishes. Any skirmish must happen in accordance with the battle conduct rules, and no skirmishes may occur inside uncontested urban tiles
== § Troop Movement and Node Control ==
=== What is a Node? ===
A '''Node''' is a subdivision of a nation’s territory, centered on one or more urban tiles and containing nearby suburban and rural tiles. Nodes form the basis for movement, reinforcement, and territorial control during war.
* All nations must define their node layout in their tilemap submission upon declaration of war.
* Each node must be adjacent to at least one other node (unless it's a border region or coastal/isolated enclave).
* Nodes may contain urban, suburban, rural, or fort tiles, but must include at least one urban tile.


=== Deployment Rules ===
*Using placed blocks to create barriers or parkour routes.
* At the start of war, each fighter selects a '''Node''' to begin from.
*Using or setting up stasis chambers or other teleportation mechanisms.
* Fighters must spawn in a controlled '''urban tile''' within their declared node.
*Spawncamping the enemy.
* Once selected, a fighter’s node may only be changed after each official battle, and only to an adjacent node.
== Miscellaneous Rules ==
Staff members involved in war are treated as regular members and cannot be involved in war rulings during war; In the rare scenario where all staff members are involved in war, all of their communication would be done through the public admin channel;


=== Node Movement ===
Should any one side of a battle wish to forfeit said battle, they must announce this at least 6 hours prior to the start of a battle.
* After every official battle, players may move to an '''adjacent node''' that is not encircled.
* Movement is not allowed mid-battle or during unofficial engagements.
* A node is considered '''encircled''' if it has no adjacent nodes that are under friendly.


=== Encirclement Rules ===
Should a nation without an urban tile be attacked, one of its developed tiles will be used a spawn tile instead; Such nation must have no urban tiles prior to the declaration of war.
Encirclement occurs when all adjacent nodes to a given node are captured or contested by enemy forces.


* Players in an encircled node:
All server rules apply during war, not just the war rules;
** Must remain within the encircled node for the duration of the war or until the node is liberated.
** May still participate in any battles elsewhere, but '''must spawn''' from a valid urban tile in the encircled node.
** Cannot move to a different node until a friendly path is re-established.
 
* If a fighter in an encircled node is defeated in an official battle:
** They are declared a '''Prisoner of War'''.
** Prisoners of War may not participate in further battles unless released via official agreement, prisoner exchange, or the liberation of the node.
** Optional roleplay consequences (interrogation, ransom, etc.) may be declared with staff oversight.
 
=== Node Collapse ===
* If all urban tiles in a node are captured, remaining fighters in that node must:
** Retreat to the nearest friendly node at the next available opportunity (if possible), or
** Be disqualified from further battles until reestablishment.
* Fighters in such a node may not declare attacks or initiate movement unless control is reestablished.
 
=== Summary of Node Mechanics ===
{| class="wikitable"
! Mechanic !! Description
|-
| Starting Node || Each fighter declares a starting node and must spawn in its urban tile.
|-
| Movement || Only allowed between adjacent nodes after official battles.
|-
| Encirclement || Prevents node switching; forces spawns in the encircled node.
|-
| Defeat in Encirclement || Fighter becomes a Prisoner of War.
|-
| Node Collapse || Fighters must retreat or become disqualified.
|}
[[Category:Help]]

Latest revision as of 00:15, 28 August 2025


War on CinderCivs utilizes a special set of rules as to allow for a dynamic progression that corresponds to roleplay and fair combat. The war system is designed to emulate a strategy game layout with arranged battles happening over tiles of various levels of development.

Glossary

Any time a term in this glossary is used in the document, this exact definition is implied.

General Terms

  • Declaration of War - A public document or post, or private message (that which is acknowledged by staff) announcing the start of a war.
  • War Party or Belligerent - Entities participating in war; includes nations, mercenaries, volunteers, rebels, etc. Any that player or group participating in a conflict necessitating this ruleset.
  • Skirmish window - A predefined time slot when skirmishes or raids are allowed.
  • War Monitor - A member of the community chosen either by staff or a collective decision of war representatives to oversee the conduct of players during war and accept tilemaps.
  • Fighter - A player flagged for participation in a battle, that can contribute towards battle progress.

Tile Terms

  • Tile - A piece of territory mapped shortly before (for attackers) or after (for defenders) a war begins used to define territorial control.
  • Tilemap - A map of all tiles of a given war.
  • Control - Uncontested control over a tile. Belligerents in control over tiles can change them freely.
  • Occupied territory - A tile occupied or controlled by a war party that it did not possess prior to the beginning of a war. Returns to controlled either if the original controller regains it, or 10 days pass since occupation.
  • Contested territory - A tile that has a battle scheduled on it. Cannot be modified by either side.
  • Fort - An urban tile accessible only via redstone gates. Access to a fort tile is determined whether a player can enter purely by walking inside.
  • Urban Tile - A tile contained within or containing a city, large town, or other well-developed structure.
  • Developed Tile - A tile containing multiple structures, such as farms, housing, or defenses, but that does not have enough development to be considered a city or fort. Usually a small town or outpost.
  • Undeveloped Tile - A tile that possesses little to no player-built structures. Usually a territory that by most means should have military presence, but doesn't have development, more often than not a territory nestled between other, more developed tiles.
  • Fortified Tile - A tile that is adjacent to a fort tile. Its progress is by default

Battle Terms

  • Battle - Period of time when a capture point on a tile is available for capture.
  • Battle Round - A timeframe verified by the war monitors throughout battles occur. As many battles must occur within this timeframe as possible.
  • Skirmish or Raid - A small-scale, limited engagement outside of battles.
  • Capture Point - A defined area where the battle progresses. Players within a capture point contribute to their War Party's victory.

Organizing War

Any war between players, player groups, or nations begins with a public declaration in a news channel over discord. Each nation/belligerent is limited to 1 representative each. A representative's responsibility is to validate the monitors for their war and to provide the war monitors with tilemaps, lists of fighters, as well as to present their war party's schedule to organize each battle round.

Each war must have at least one war monitor, with a representative being able to request more war monitors for the purpose of better and stricter moderation.

The War Monitors of the war decide on appropriate times for battles, prioritizing the most appropriate number of fighters per battle. A battle must occur within 7 days of the tilemaps being approved, unless established otherwise with the consent of the representatives. Any subsequent battle must occur within 10 days since the previous battle. If a war party does not present a tilemap within 3 days of the declaration, it will be created by the War Monitors.

The War Monitors are granted permission to use spectator mode to overlook battles, verify player conduct. They are permitted to make minor rulings and interpret the rules in specific issues, any major ruling must be approved by staff or unanimous agreement of war representatives.

Battles & Skirmishes

Organized battle rounds will take place once every 10 days, with their locations announced at least 3 days prior to the battle.

During skirmishes and raids, the war rules apply, and all participants are expected to strictly follow battle conduct rules. If said rules aren't followed by a participant, they are to be disqualified for a period of time decided on by the war monitors, this period depends on the severity of the rulebreak.

Skirmishes and raids may only occur on territories related to their respective war. If a skirmish begins on such territory, but its participants move out of the territory, the skirmish continues until either one party wins, or fully escapes. Battle conduct rules apply to skirmishes even before a fight begins (i.e, it is illegal to use forbidden items or methods to reach a skirmish location)

To access an enemy fort tile, a war party must fight a battle for any of the redstone gates of the respective fort. Should they win that battle, the redstone gate must remain open for the subsequent battle.

Initiative

Initiative is the system to track who gets to decide where battles will take place. The system rewards victory in a tile with the ability to choose where the next battle will be.

EXAMPLE:
A attacks B and declares on their tile
A wins the first battle, and decides the next tile
A wins all subsequent battles but the last
B gets to decide the next tile

By default, the attacker of the war starts with the initiative.

Tile Rules

Tiles are the basic unit of territory during a war. The tilemap of a nation is approved by the War Monitors at the start of a war and is the definitive reference for all tile boundaries; it cannot be changed during war.

The level of development for each tile is determined by the War Monitors prior to the first battle, any changes in development must be validated by the War Monitor and announced publicly in the war's organization channel.

Tile ownership changes as the result of battles and land transfers between nations. Tiles transferred to another nation cannot be used as spawnpoints for said nation for the next battle round.

Tiles cannot feature excessively punishing defenses that waste player time or force impractical movement (e.g. requiring players to crouch or crawl to enter).

Battle system

Before each battle round, players will be assigned to either the attacking, or defending team, and a 32x32 block capture zone will be placed within the contested tile. When battle begins, this zone will glow, and a bossbar will appear with 50% of its progress completed. The defending team wins if the boss bar is filled completely, while the attacking team wins if the bar is depleted. If neither side wins the battle within an hour, the battle will be declared a draw.

When one team is in the capture zone, the progress bar will slowly tick in their favor. If both teams are in the zone, the progress bar does not shift at all. For every second that your team stands in the zone uncontested, you gain 1 point in your favor. Additionally, if more than one person of the same team is in the zone, the point gain goes up by 1 point per person, maxing out at 10 people, aka 10 points per second. By killing an enemy, you can also progress the bossbar. Each kill earns your team 5 points.

Tile Bossbars
Development Level Bossbar size Starting value
Fort 820 410
Urban 760 380
Developed 600 300
Undeveloped 360 180

Battle Conduct Rules

Every participant of the war is expected to strictly follow battle conduct rules throughout every battle and skirmish. Violation of these rules results in penalties for the player and in certain cases for the war parties they represent.

Movement and Spawning

Each participant has to be a member of a party at war and will have the option to start from the nearest controlled/constested urban tile to the battlefield they last fought in in the war, if they have not fought in a battle yet, they must start from an urban tile or capital under their control. War participants cannot use the nether or the end for travel during war and must travel through friendly, unclaimed, or hostile territory. A participant may not travel through a neutral nation unless said neutral nation joins the conflict and presents their tilemap to the war monitors.

Players may not use the Gsit plugin during battles in skirmishes, i.e sitting on another player's head, crawling, sitting on blocks, etc.

Equipment & Mobs

The following items are strictly forbidden in all battles:

  • Maces
  • Ender Pearls
  • Chorus Fruits
  • Wind Charges
  • End Crystals
  • Respawn Anchors
  • Riptide Tridents
  • Slow-falling Arrows
  • Turtle Master II potions

Players cannot purposefully utilize mobs, with the exception of ridable mobs, for battle or skirmish purposes.

Players may take items from containers, kill mobs of any kind, and interact with redstone contraptions on contested tiles during battles.

Foreign War Participants & Non-combatants

Volunteers and mercenaries from non-belligerent nations must arrive from their home nation's territory and provide the tilemaps for all territories they own. Foreign war participants must own at least 1 urban tile to be able to participate in war; transferring urban tiles to such participants will not grant them permission to participate in war if they didn't own other urban tiles prior to the transfer.

Foreign war participant rules also apply to any members joining a belligerent nation whilst they're at war. For them to join the war they must have an urban tile of their own and would be limited to using tiles they developed personally.

Players that do not fight do not immediately lose ownership over their builds after a battle. While a tile is occupied, occupying forces must either negotiate with the players, or organize a battle separately with them to take ownership.

Block Manipulation

Players may not place or break blocks during battle. However, there are some special cases that can be altered in the contested tile:

  • Placing or breaking beds (for setting spawn)
  • Placing or breaking shulker boxes
  • Breaking door blocks (wooden or iron doors only — not redstone contraptions)

The following actions are specifically forbidden:

  • Using placed blocks to create barriers or parkour routes.
  • Using or setting up stasis chambers or other teleportation mechanisms.
  • Spawncamping the enemy.

Miscellaneous Rules

Staff members involved in war are treated as regular members and cannot be involved in war rulings during war; In the rare scenario where all staff members are involved in war, all of their communication would be done through the public admin channel;

Should any one side of a battle wish to forfeit said battle, they must announce this at least 6 hours prior to the start of a battle.

Should a nation without an urban tile be attacked, one of its developed tiles will be used a spawn tile instead; Such nation must have no urban tiles prior to the declaration of war.

All server rules apply during war, not just the war rules;