War Rules: Difference between revisions
(Created page with "{{ Navbox|title=Infopages|content=Main • FAQ • War Rules (Draft) <br> <span style="display:inline-block; float:center;"> __TOC__ </span> </br> }} '''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 dev...") |
|||
| Line 5: | Line 5: | ||
}} | }} | ||
'''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. | ||
== § Declaring War == | == § Declaring War == | ||
Wars | Wars can occur between nations with at least '''one urban tile'''. | ||
In order to declare a war, the '''attacking nation''' must provide the following: | In order to declare a war, the '''attacking nation''' must provide the following: | ||
| Line 16: | Line 16: | ||
The area declared to be under attack go from '''Controlled''' to '''Contested'''. | The area declared to be under attack go from '''Controlled''' to '''Contested'''. | ||
Once war is declared, the '''defending nation''' | Once war is declared, the '''defending nation''' must submit '''their own tilemap''' within one week. If neither side submits the required information within this timeframe, the war is '''cancelled'''. | ||
If '''only one side complies''', the staff team may intervene and '''force a battle''' to occur to the '''compliant party’s advantage'''. | |||
Third party nations (including allies) must submit '''their own tilemap''' before being allowed to join the war. | |||
== § Tiles and Tilemaps == | == § Tiles and Tilemaps == | ||
| Line 29: | Line 31: | ||
* '''Occupied''' – A contested tile that has switched ownership. After 7 days in this state, the tile automatically reverts to Controlled. | * '''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. | * '''Mixed''' – Occurs when a draw happens; the war monitor subdivides the tile into occupied sub-tiles in accordance with the sides involved. | ||
* '''Limited''' – Urban tiles that, while "controlled" by one side, are disconnected from areas of player activity and cannot be used as spawnpoints. | |||
=== Tile Development === | === Tile Development === | ||
Tiles are also classified by their development level: | Tiles are also classified by their development level: | ||
* '''Fort''' – An urban tile fortified with walls and | * '''Fort''' – An urban tile fortified with walls and piston doors (minimum 3x3) as defined entrances. | ||
* '''Urban''' – Major cities, large towns, or city districts. | * '''Urban''' – Major cities, large towns, or city districts. | ||
* '''Suburban''' – Outskirts of cities, villages, or areas with moderate development. | * '''Suburban''' – Outskirts of cities, villages, or areas with moderate development. | ||
* '''Rural''' – Areas between tiles, with minimal development. | * '''Rural''' – Areas between tiles, with minimal development. | ||
=== Fort Rules === | |||
* '''Forts''' can be '''forcibly opened''' 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. | |||
* '''Open''' forts '''cannot close''' unless they have been '''uncontested''' for 2 battles. | |||
=== Additional Rules === | === Additional Rules === | ||
* Every participant must | * Every participant must be a member of a nation '''at war''' and must start each battle in an urban tile of their nation. | ||
* '''Rural''' tiles cannot be attacked if they border a fort. | |||
* Tiles can be '''upgraded''' by one development level every 30 days, which takes 10 days to go into effect. | |||
* '''Rural''' tiles | * Tiles with redstone entrances cannot be '''closed''' during battle, with exceptions dictated by the war monitor. | ||
* Tiles can be '''upgraded''' by one development level | * No new tiles can be created after the nation's tilemap is verified. | ||
* Tiles with redstone entrances | |||
* No new tiles can be created | |||
* Tiles cannot feature excessively punishing defenses that waste player time or force impractical movement (e.g. requiring players to crouch or crawl to enter). | * 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 == | == § Organizing the War == | ||
| Line 68: | Line 74: | ||
=== Fighter lists === | === Fighter lists === | ||
All participating | All participating nations 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. | ||
== § Initiative == | == § Initiative == | ||
| Line 100: | Line 106: | ||
* Respawn Anchors | * Respawn Anchors | ||
* Riptide Tridents | * Riptide Tridents | ||
* Slow-falling Arrows | |||
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. | 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. | ||
| Line 107: | Line 114: | ||
* Placing or breaking '''beds''' (for setting spawn) | * Placing or breaking '''beds''' (for setting spawn) | ||
* Placing or accessing '''shulker boxes''' | * Placing or accessing '''shulker boxes''' | ||
* Attackers may break door blocks (wooden or iron doors only — not redstone contraptions) | |||
The following actions are specifically forbidden: | The following actions are specifically forbidden: | ||
| Line 115: | Line 123: | ||
Players listed on a side’s official '''fighter list''' are permitted to '''raid contested and occupied tiles''' during active battles. This includes: | 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.) | * Looting any containers (chests, barrels, etc.) | ||
* Interacting with redstone mechanisms | * Interacting with redstone mechanisms | ||
* Killing any mobs within the tile, including: | * Killing any mobs within the tile, including: | ||
| Line 125: | Line 132: | ||
=== Skirmish Rules === | === 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 | 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 favor of regulating these skirmishes. Any skirmish must happen in accordance with the battle conduct rules, and no skirmishes may occur inside the land of non-participating nations. | ||
[[Category:Help]] | [[Category:Help]] | ||
Revision as of 01:34, 22 May 2025
| Infopages |
|---|
| Main • FAQ • War Rules (Draft)
|
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.
§ Declaring War
Wars can occur between nations with at least one urban tile.
In order to declare a war, the attacking nation must provide the following:
- 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.
Once war is declared, the defending nation must submit their own tilemap within one week. If neither side submits the required information within this timeframe, the war is cancelled.
If only one side complies, the staff team may intervene and force a battle to occur to the compliant party’s advantage.
Third party nations (including allies) must submit their own tilemap before being allowed to join the war.
§ Tiles and Tilemaps
The entire field of war is divided into distinct tiles. Tiles vary based on their status and their level of development.
Tile Status
- 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.
- Limited – Urban tiles that, while "controlled" by one side, are disconnected from areas of player activity and cannot be used as spawnpoints.
Tile Development
Tiles are also classified by their development level:
- Fort – An urban tile fortified with walls and piston doors (minimum 3x3) as defined entrances.
- Urban – Major cities, large towns, or city districts.
- Suburban – Outskirts of cities, villages, or areas with moderate development.
- Rural – Areas between tiles, with minimal development.
Fort Rules
- Forts can be forcibly opened 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.
- Open forts cannot close unless they have been uncontested for 2 battles.
Additional Rules
- Every participant must be a member of a nation at war and must start each battle in an urban tile of their nation.
- Rural tiles cannot be attacked if they border a fort.
- Tiles can be upgraded by one development level every 30 days, which takes 10 days to go into effect.
- Tiles with redstone entrances cannot be closed during battle, with exceptions dictated by the war monitor.
- No new tiles can be created after the nation's tilemap is 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
Every battle on the server must occur at a time either:
- 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.
War Monitors
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:
- Ruling on disputes and edge cases during the war.
- Spectating battles to ensure fair play.
- Disqualifying players who violate war rules.
- Officially starting and ending each battle.
Fighter lists
All participating nations 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.
§ Initiative
Initiative determines which side in a war gets to choose the location of each battle.
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.
What is Initiative?
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.
Initiative Rules
- Both sides start with 1 initiative.
- 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
All battles have specific mechanical limitations and restrictions. All participants are expected to follow these rules to ensure fairness, clarity, and competitive integrity.
Prohibited Items
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
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
- Attackers may break 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.
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.)
- 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 favor of regulating these skirmishes. Any skirmish must happen in accordance with the battle conduct rules, and no skirmishes may occur inside the land of non-participating nations.