War Rules Draft
The war rules are based on a scheduled battle system, and utilize a capture the flag datapack by Chras. Alterations may be made for balance
Organizing War
Starting a war
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.
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.
War Monitor
The War Monitor 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:
- The approval of map proposals and changes
- Managing the war schedule
- Regulating participation of players in war and battles
- Setting up the War Organization Chat in the discord
- Deciding the representatives of the sides
- Deciding battle outcomes
- Drafting external players
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.
Multiple War Monitors may be appointed for a war.
Representatives
Alliances within a war are limited to 1 representative 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:
- Providing lists of alliance combatants
- Providing available times
- Providing map information
- Detailing where battles will happen
Representatives may be removed by the War Monitor for toxic behavior in chat, bad sportsmanship, gamesmanship, or stalling.
Player Participation
Nations may use their citizens for their army freely. There is no limit on citizens fighting for their nation Mercenaries require War Monitor oversight for fair application into the war.
Drafting
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.
Suburban: +2
Urban: +3
Ex: 2 Suburban, 1 Urban = 5 external players that can fight
Drafted players should not be considered as their RP characters
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.
Drafted players may not betray their sides. Citizens, mercenaries, and vassals may do so.
War Map
The War Map 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:
- Physical Map showing terrain and builds
- Clear tile and national borders
- Clear identifiers of tile development
- Clear colours to distinguish ownership (differentiating occupation or limited control)
- Clear markings for any defensive structures
- Clear marking for which tiles are being attacked
- Minimizing inclusion of undeveloped land
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.
Tiles
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
- U. Undeveloped (no developments), which are not fought over or from. Ownership is connected to adjacent tiles. May be developed during the war to other rural.
R. Rural (sparse development, farmland, major roadways) - S. Suburban (Villages, towns, Castles/Fortifications)
- URB. Urban (Cities/ major standalone builds) If a city is large enough, it may be split into multiple urban tiles.
Tiles may have sub descriptors as well
- Occupied: 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
- Limited: 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
- Uncontrollable: 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.
- Mixed: 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
- Targeted: Targeted tiles are tiles announced as about to be attacked. These tiles cannot be edited in any way.
- Front: Tiles that border (or are very close to) the enemy nation. These tiles can only receive minor aesthetic or defensive alterations
- Controlled: Controlled tiles are the tiles one side directly owns
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. The War Monitor will divide all 3 points of initiative based on the war. Choosing to not use a point of initiative will have it become a defaulted loss.
Allies share initiative, and must decide where they will be attacking, even if they must attack separately
Attacking
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.
Blitz
Land may be targeted through already targeted land. If the initial tile is not taken, all attacks reliant on that tile being taken fail.
Battle
Starting a battle
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's land, or in uninvolved nations. 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.
Battle
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.
Once a tile is captured, the War Monitor will decide which nation occupies it. Multiple nations may occupy the same tile.
Walls, Gates, and Fortifications
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. Ex. A castle having its gate attacked and forcing it open.Tiles that have these structures should indicate them on the map, and the tile will only fully fall when the structure is taken.
Player Rules
Movement
- Players must use the overworld
- Players may not use any method of teleportation
- Players may not use boat glitches
- Riptide is not allowed
Equipment
- Maces are banned
- Wind Charges are banned
Actions
Players Are explicitly allowed to destroy the following
- Wooden/Iron doors (only in the battle tile)
- Beds (in any participating tiles)
- Ender Chests (only in battle tile)
- Shulkers (in any participating tiles
- Cobwebs (only in battle tile)
Players are allowed to place
- Beds for the purpose of respawns (in controlled suburban/urban tiles)
- Shulkers
- Enderchests (in friendly territory)
In the battle tile, players may explicitly
- Steal from containers
- Kill entities
- activate existing redstone
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
The following actions are explicitly not allowed, and are a breach of server rules
- Use of client mods for an advantage (ESP, Radar, hotbar switching, etc.)
- Utilization of exploits or bugs for an unfair advantage
- Use of Gsit commands during fighting
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