Talk:War Rules: Difference between revisions

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=== Battle Terms ===
=== Battle Terms ===
* '''Battle''' - Period of time when a capture point on a tile is available for capture.
* '''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.
* '''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.
* '''Capture Point''' - A defined area where the battle progresses. Players within a capture point contribute to their War Party's victory.


== War Progress ==
== Organizing War ==
== War Monitor ==
Any war between players, player groups, or nations begins with a public declaration in a news channel over discord.
== Battle Conduct ==  
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.
== War Score ==
 
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.
 
== 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.
=== 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 potions
 
Players cannot purposefully utilize mobs, with the exception of ridable mobs, for battle or skirmish purposes.
=== 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.

Revision as of 23:47, 13 August 2025

War system drafts

r_e_i_m_u's war rules suggestions

This document outlines the official rules and guidelines governing war & conflict, on the server. All nations and players engaged in wars and battles are expected to abide by these rules.

This document outlines the official rules and guidelines governing war & conflict, on the server. All nations and players engaged in wars and battles are expected to abide by these rules.

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.

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.

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.

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.

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 potions

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

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.