Wars

Every war starts with a staff-reviewed ticket in our Discord. Do not take hostile action in-game until a declaration has been approved and filed.

1Overview

Wars are one of the most notable mechanics unique to the server, letting you raid, capture, and rob enemy territory. But you cannot simply declare war on whoever, whenever — there is a formal process for it, and this guide covers that process from start to finish.

2Casus Belli

  1. Declaring war requires a casus belli (case for war). Players cannot declare war at will; it requires justification.
  2. Justification only applies when your nation or land has been provoked by another nation or land. This includes, but is not limited to:
    • Attacks on your citizens or allies
    • Attacks on your borders
    • Violating treaties and agreements
    • Subjugation
    • Failure to pay debts
    • Excessive toxicity towards your citizens or allies

3Criteria

  1. You must have probable evidence to support your case.
  2. Claims must be within 2,500 blocks of each other to declare war.
  3. The declarer must post a wager of gold. The amount is decided by staff.

4Declaration of War

  1. File a war ticket in our Discord server to start the process. Staff may deny your request if they deem your case for war to be insufficient or invalid.
  2. If the casus belli is approved, the declarer decides the consequences of war — either Raid or Vassalage — and both parties agree on a time and date for the war to begin.
  3. From there, staff handle the war in-game and decide the wager amount in gold.
Refusing to engage after a war has been formally declared (“war dodging”) is a punishable offense.

5Rules of Engagement

  1. The use of potions, arrow effects, and Mace PvP in war is banned. The only exception is Fire Resistance potions.
  2. To engage in a war, a player must have at least 2 hours of playtime and a first sign-in on the server at least one week before the declaration.
  3. Excessive toxicity in wartime can result in removal from that conflict, independent of any other moderation action.
  4. Nations are responsible for their members' behavior and are expected to uphold community standards. If a nation is found to be generally toxic, staff may decide the outcome of the conflict in the opposing party's favor.
  5. Belligerents must constantly contest the field of battle for the duration of the war. Scoring a point and then intentionally abandoning the attack or defense is not permitted.
  6. Mass griefing is not permitted. This includes lava casting, obsidian walling, and flood machines.

6War

At the scheduled time and date, the war is triggered in-game and a window of 48 hours begins.

The first side to reach a target score wins the war. The target score is decided by player count: 8 points per player, 30 points minimum. If neither side reaches the target score within 48 hours, victory goes to whoever has the most points at that point.

Points are earned two ways: 1 point per kill, or 5 points per captured chunk of territory.

Territory is captured via capture blocks — a craftable beacon placed in the defender's land. If the attackers control the area immediately around it for a set time, they capture that chunk, the adjacent chunks, and score points. Defenders can repel the attackers and reverse their capture progress; if they hold long enough, the capture block is destroyed and the defenders score points instead.

7Consequences

There are two possible consequences of war, and they apply to both parties regardless of who declared it:

  1. Raid. The winner gets access to the loser's lands for 1 hour.
  2. Vassalage. The loser is subjugated and forced to pay elevated taxes to the winner.

The wager follows the outcome, not the consequence: if the declarer loses, their wager goes to the defender. If the declarer wins, they keep it.