THE BOOK OF WAR (BETA)
A war's main purpose is to conclude or enhance conflicts and allow some interesting story telling. Wars are supposed to be large scale events that take place over a decent period of time (weeks to months.) The flashy part of a war, the fighting, is what we will go over here, but it is also encouraged to do more RP things such as sanctions.
There are 2 main types of war, inter-group (group being a land, nation, or even alliance) conflicts (think typical war) and intra-group conflicts (think civil war).
Inter-group conflicts take place between 2 groups that are distinct from each other, such as different lands or nations.
These types of wars are pretty simple, with each side starting out with the territory they already own.
Intra-group conflicts (such as civil wars) take place when one group splits into 2 or more pieces, resulting in the ownership of the territory in that group also being split. If we take for example a land where one half really loves turtles, but the other half wants to kill all turtles, then that could end up in a civil war (do not actually use this reason) where each side gets half of the land as their starting territory, and defines their own core district (more info on Districts further down). Using Hillbilly as an example, the pro turtle side could get the Green and Pink districts, with the anti turtle side getting the rest.
You cannot declare war on a specific land in a nation. You can attempt to come to agreement with a nation to remove the land or not intervine, but as long as a land is in a nation it's nation can intervine.
Not every land/nation is capable of going to war so it's important to give them a way out of the war, for a (reasonable) cost. The exact details will vary from war to war, but some examples could be a monetary payment (such as to buy land you believe you own but they occupy) or the removal of an outpost.
All relevant lands in a war will be split into districts by players or staff (see Declaring War), primarily based on things like distinct areas, such as a castle inside of a land. Each land will also have a "core district", which is effectively the district that needs to be captured to capture the land.
In a Nation vs Nation war there will be around 4-6 districts per land (depending on the exact layout of the land), while in Land vs Land war districts would be much denser (up to 10 depending on layout of the land) to make up for the lack of multiple lands.

(Full size image at bottom of page)
In this example Hillbilly is split into 5 districts.
The Blue district is the Docks.
The Red district is the "Lower Hillbilly"
The Light Blue district is the "Upper Hillbilly"
The Pink district is the Bridge
The Green district is the Fortress - CORE DISTRICT
Districts CAN be 3 dimensional, I'm using a 2d map of Hillbilly for ease of demonstration.
Battles are scheduled fights where one side (the "Attackers") attempt to capture one or more districts controlled by the other side (the "Defenders").
Battles last up to 2 hours (excluding downtime between attacks), with attacks happening at one district at a time. If the defenders manage to prevent an attacked district from being captured for 1 hour the attackers are "repelled", ending the battle early. Otherwise the battle ends after the 2 hours run out, the attackers stop advancing (for any reason), or all districts in the land being attacked are captured. If the attackers capture a district, then can then choose to move onto another district, or stop advancing in the current battle.
Attackers
Attackers get points for attacking a district, which means doing one of the following:
Defender Killed: +2 Points
Contested hold: +1 Point/Minute
Uncontested hold: +5 Points/Minute
A "hold" is when there are more attackers in a district than defenders.
An uncontested hold is when there are 4 or more attackers for every defender.
Defenders
Defenders can remove points by defending their district, though the requirements for them are a bit steeper.
(Note: Subtracting points means removing points from the attackers progress, points cannot drop under 0)
Attacker Killed: -2 Points.
3-4 Defenders per Attacker: -1 Point/Minute
5+ Defenders per Attacker: -5 Points/Minute
Defenders basically get their own sort of "hold" if they manage to defend their district well enough
The number of points needed to capture a district is based on a few factors, such as how defensible the district is.
Using Hillbilly as an example:
Capturing the Blue district would be super easy since it has no real defensive structures.
If you wanted to go for the Green district you could attempt to take it right away, but it would be extremely difficult (if not near impossible), so you need to do something to make it easier first.
Districts can give a multiplier to the points earned for holds, so taking the Pink district before the Green district could reward something like a 5x multiplier for holds in the Green district, making capturing it significantly easier.
When multiple multipliers apply to a district, their value is added meaning 2x and 3x = 5x, not 6x.
Mutlipliers also only apply to ATTACKER holds, never to defender's points or attacker's kills.
If a district is not fully captured then it gets put into a partially captured state, locking the current point value until the next attack. For example, if an attack brought a district to 50/100 points, the next time the attackers attempted to take the district they would only need 50 more points.
If an attack is close to being resolved, such as >95% point progress with more progress still being made by the attackers, an extra 10 minutes can be allotted at staff discretion for the attackers to attempt to finish the current attack.
Actions taken outside of battle, such as sabotaging supply lines or obtaining classified information can give up to a +/- 0.5x hold multiplier depending on which side does the action. For example if the defenders figure out the attacker's plan for their next attack and setup something to counter it a -0.5x hold multiplier could be added (for the attackers), or if the attackers discover a minor weak point in the defenses of a district they could get a +0.25x hold multiplier.
To get a strategic multiplier simply send what you've done and why you think it should result in a multiplier in your private war ticket. Assuming the other side does nothing that invalidates the multiplier (e.g., leaking fake plans, reinforcing a wall, or making a last‑second change to plans), the multiplier will be added to the next battle.
You can only have one strategic multiplier per battle. If you do multiple actions, only the highest strategic multiplier will be used.
Lets say for example's sake that Hillbilly does not add anything special for defense, relying upon the already built structures.
We could then distribute points as follows:
At the start of the war all lands/districts are controlled by their respective sides.
When a core district is captured the relevant land comes under control of the attacking side.
There are different levels of control that could happen, decided upon by both sides during the deliberation phase. Three default examples include:
Any districts that have not been captured still count as under the original land owner's control, even after capturing the core district.
If a nation capital is captured one of 2 things happens:
< 25% of the Nations' lands captured - The next largest land in the nation becomes the capital of the nation
> 25% of the Nations' lands captured - The nation falls under the control of the attackers (via the method described above).
A war will end once the defending capital is captured (assuming a nation v nation war), one side surrenders, the aggressors willingly end the war, or some other win condition agreed upon is reached. If one side surrenders the opposing side can create demands that are first approved by staff, then given to the surrendering side. If the surrendering side refuses those demands the war continues until one of other end conditions are met, or a version of the demands are agreed upon.
The first step is to get staff approval for the war. This is mostly just to try and weed out bad actors that only declare war to try and steal other people's items instead of create/expand a story. To start this step, you first create a lore ticket ("Lore"), state who you're declaring war on, and why you want to declare war.
EXAMPLE
We would like to declare war on nation SoAndSo because they have recently expanded far into our controlled territory as seen by the conflict area on the Cartography guild's map. Our goal is to push them back and return the territory to it's rightful owner (us).
If SoAndSo do not want to fight this war, we demand they either purchase the land from us for 250k, or move out of the territory within 7 days.
Assuming you have decent motivations your war will be approved which then moves onto stage 2.
The attacking side is then tasked with creating the terms of war. The main things that need to be defined are:
After the initial draft is posted staff will go over any initial clarifications or corrections needed, then discussions can start.
Definitions
Ally: A land/nation that joins a side without payment.
Mercenary: A paid combatant not sworn to either nation.
Neutral: A land/player that commits to non-combat support only (e.g., logistics), per the terms below.
Allies and Mercenaries are ALWAYS allowed, however mercenaries cannot exceed 25% of the fighting force for their respective side.
After the terms are finalized a public round of deliberation can be held. This will take place in a public meeting area (this can be The Court of Aether), and each side will discuss the reasons behind the war, and any other topics they would like to cover before a declaration of war (could be peace talks, propaganda, etc.). This is all ROLEPLAY and should be treated as such. Some new information may be gathered here which is why after the public deliberation the final round of discussion begins. The exact details of the deliberation can also be discussed (i.e. whether there's a mediator, and whether that mediator is staff or another player).
The discussions can influence the Terms of War if agreed upon by both sides, but if an agreement cannot be reached the initial terms will be used. If both sides agree after the deliberation, the war can also be canceled in full.
After public deliberation (if done), or after the terms are finalized war can be declared.
At this point war tickets will be made for each side, and the finer details such as times can be decided upon.
Both sides will have 24 hours to finalize their alliances, attempt to hire mercenaries, and declare them (post them in the war ticket).
The last step before battle prep can begin is for each side to propose districts for every land under their control, including what they think the point values and multipliers for each district should be. They can also provide information on things such as defenses to help better decide the point values. Any district maps not provided within 48 hours will be created by staff.
Staff will then tweak the districts as needed, figure out points and multipliers, then finally battle prep can begin.
When defining a district map it is best that you include all the following information:
All the information should be provided on/with an copy of the webmap/world map with color coded polygons/highlights. (Like the example Hillbilly map).
During long term wars some things might naturally change over time, such as alliances. As such both sides can occasionally request to add/remove allies, which can be granted at staff discretion. This can happen no more than once a month.
During a war staff may also grant the aggressors the opportunity to revise portions of the terms, such as rewards or win conditions. This would typically be done in cases where the fighting pool of one side significantly changes (such as if a fight starts out Nation vs Nation but one side decides to bring in their allies, breaking a previous agreement), but can be done for other reasons as well. Aggressors can request to update terms, though without sufficient reason it's unlikely a request would be accepted.
Battle prep goes as follows:
The side that had war declared on them can be the attackers in a battle, either as a counter attack or if they want to try and turn the war around on the aggressors.
During battles the following changes take effect:
PvP Shield: Anarchy
TNT: Enabled
Door/Button Use: Enabled
Can Place: Ladders, Scaffolding, Sponges
(might be more stuff I'm forgetting)
