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3antar

War Claim Application & Information

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WAR INFORMATION
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Note as of 3/7/18 - War claims will not be accepted nor reviewed while the launch event story line is active during the first two weeks of launch.

Definitions

Casus Belli: A justification for war against another
War Objective: Your goals you wish to achieve to end war
Vault: A plugin created by Zyria to track resources during war times
Battle Pass: An item that is used to teleport to the battlefield, purchased through resources in the vault every battle round
Battlefield: An instance where players are teleported to with a battle pass where the battle will happen
Battle Round: Each week in real time is considered a battle round. A month would normally consist of 4 battle rounds
Town: A city or settlement as classified by the charter rules
Field Battle: A battlefield where players meet to battle in an open field
Siege Battle: A battlefield where one side attempts to capture a city or settlement
Warpath: The path a warring side takes, through tiles, to reach their war objective
Attackers: The side who initiated war
Defenders: The side who did not initiate war
Allies: A third party who has an established alliance with those involved with the war claim
Commander: One leader of entire group, above a General
Generals: Characters who are chosen to lead armies
PK Clause: An agreement that if your character dies, it is permanent
 

Requirements for War

If you're wondering if you can declare for war, follow the guidelines below:
To announce a declaration of war against another town or nation, you too need to own a town or nation. Others will not be allowed to declare war. You must have a justification for war, also known as a Casus Belli that is relevant to the last 2 months. You may use multiple Casus Belli for justification of a war. A town may be allowed to declare war against other towns but may never be allowed to declare war against another nation. A town may be allowed to declare war against their own nation following the rebellion rules.
 

Declaring for War

The side(s) declaring war against another group(s) will be viewed as the Attackers side while the other side(s) will be viewed as the Defenders. The Attackers will need to submit a claim for war in our war claim sub-forum found here, which should be done in character and will be treated as such. This post must be well written, specifically state under which Casus Belli they act upon with evidence of such events backing their claim, and specifically state their war objectives. If there is insufficient roleplay or lack of causes for war, a Gamemaster will deny the claim and will ask the Attackers to resubmit a claim with new evidence. Once a claim has been accepted, the Defenders will have 3 days to respond to the claim in character laying out their war objectives while acknowledging the other side's claim. During this process, either side involved with the war claim will be allowed to contact the Gamemaster involved with any concerns or questions that arise.
 

Casus Belli & War Objectives

Casus Belli

Spoiler

Resource Expansion
Grants Group A 2 Major War Objective Points (Must be used toward Resource Node objective)
Grants Group B 1 Major War Objective Point or 3 Minor War Objective Points


If Group B owns a resource node that Group A wishes to claim, Group A may be able to use this as a Casus Belli if accompanied with another Casus Belli. Resource expansion may only be used on resource nodes adjacent to tiles already owned.

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Conquest Expansion
Grants Group A 2 Major War Objective Points (Must be used toward Land Claim objective)
Grants Group B 3 Major War Objective Points and 1 Minor War Objective Points


If Group B owns land that Group A wishes to claim, Group A may be able to use this as a Casus Belli if accompanied with another Casus Belli. Conquest expansion may only be used on tiles adjacent to tiles already owned.

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Attack on Important Figure
Grants Group A 1 Major War Objective Point and 2 Minor War Objective Points
Grants Group B 1 Major War Objective Point or 3 Minor War Objective Points


If Group B attacks an important figure pertaining to Group A in Group A's land then Group A may use this as a Casus Belli only if Group A can prove Group B's involvement within character.

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Collusion
Grants Group A 1 Major War Objective Point and 1 Minor War Objective Point
Grants Group B 1 Major War Objective Point or 3 Minor War Objective Points


If Group B deceitfully attempts to help Group C in the destruction, downfall, or attack of Group A then Group A may use this as a Casus Belli only if Group A can prove Group B's involvement with Group C.

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Raiding
Grants Group A 2 Minor War Objective Points

If Group B raids a town of Group A's nation without an active war claim, Group A may use this as a Casus Belli if they can prove Group B's involvement.

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Mass Raiding
Grants Group A 1 Major War Objective Points
Grants Group B 2 Minor War Objective Point


If Group B raids a town of Group A's nation more than 3 times within 4 weeks, Group A may use this as a Casus Belli if they can prove Group B's involvement.

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Imprisonment
Grants Group A 2 Minor War Objective Points

If during a time of peace, Group B captures a political figure or a significant number of people from Group A and proceeds to hold them captive, Group A may use this as a Casus Belli if they can prove Group B's involvement.

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Broken Treaty
Grants Group A 3 Major War Objective Points

If Group B and Group A sign a peace treaty to end a war and Group B violates this treaty, Group A may use this as a Casus Belli if they can prove Group B broke the treaty.

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Counter-War
Grants Group A 2 Major War Objective Points

If Group B has recently declared war against Group A and that war has ended by means other than a treaty, Group A may use this as a Casus Belli. 

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Skirmish
Grants Group A 1 Special War Objective Point: Skirmish & Tribute

If Group B displays hostility, careless self indulgence, excessive recklessness and other such negative traits, Group A may attempt to humble Group B by calling for a single battle skirmish. This can not be tied with other Casus Belli.

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Treason
Grants Group A 1 Major War Objective Point (Must be used toward Forced Subjugation objective)

If Group B is a subordinate of Group A and Group B plots or fights against Group A and loses, Group A may use this as a Casus Belli.

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Rebellion
Grants Group B 1 Special War Objective Point: Rebellion

If Group B is a subordinate of Group A and Group B plots or fights against Group A and wins, Group B may use this as a Casus Belli.

War Objectives

Spoiler

Resource Node
Cost 2 Major War Objective Points or 6 Minor War Objective Points

This objective is claimed once the attacking group has battled in the resource node tile and won. The ownership of the resource node is transferred over to the victor. Any towns in the tile are allowed to continue their roleplay and shall not be forced to leave.

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Land Claim
Cost 2 Major War Objective Points or 6 Minor War Objective Points

This objective is claimed once the attacking group has battled in the tile they wish to claim and won. The ownership of the tile is transferred over to the victor. Any towns in the tile are allowed to continue their roleplay and shall be forced to subjugate under the attackers rule and will continue forth as a vassal.

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Forced Subjugation
Cost 1 Major War Objective Point or 3 Minor War Objective Points

This objective is claimed once the attacking group has battled in the town they wish to subjugate and won. The town is then forced to subjugate under the attackers rule and will continue forth as a vassal. The town will still be allowed to roleplay and will not be forced to abandon their lands.

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Removal of Power
Cost 2 Major War Objective Points or 6 Minor War Objective Points

This objective is claimed once the attacking group has battled in the town they wish to remove power from and won. The current leadership is stripped of power and the attacker may instead send a delegate to rule over the town. The citizens in the town are allowed to continue their roleplay and will not be forced to abandon their lands.

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Rebellion
Cost 1 Special War Objective Point: Rebellion

This objective is claimed once the attacking group has battled in the city capital they wish to rebel against and won. The current leadership is stripped of power and the attacker will take full control of the city capital and nation. The citizens in the town are allowed to continue their roleplay and will not be forced to abandon their lands.

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Skirmish & Tribute
Cost 1 Special War Objective Point: Skirmish

This objective is claimed once the first battle and only battle is complete. If the Attacker is victorious, they may demand a tribute paid to them by the Defenders. (The amount asked for tribute will be decided once an Economy is established)


Preparation Phase & Vault System

Once the Defenders have laid out their war objectives, the preparation phase begins. This phase lasts for the remainder of the first battle round and ends when the second battle round begins, normally on a Monday. During this phase both sides can call to their Allies to aid their effort in the war. Any such involvement must be prompted by their leaders, responding to the claim in character specifically stating what side they are supporting. Allies will not be able to join the war once the preparation phase is over, however Allies will be able to back out of a war at any moment. Doing so will require another reply to the claim in character specifically stating their retreat from the war. Vassal's involved will not be required to reply to the claim, instead the Attackers and Defenders will provide a list of their subordinates involved.

All towns involved with the war will be given a vault, a storage system for providing materials, weapons, food and coin for the war efforts. The vault system introduces a war upkeep cost tracked per soldier. Items are allowed to be deposited into a vault but will not be accessible from it until a Gamemaster withdraws the items in exchange for battle passes. Vault resources can be transferred to another vault on the same side by contacting the Gamemaster involved with the war claim. The resources will be transferred the following battle round and may still be captured during the current battle round. If a town was captured through battle, the vault's resource will be immediately transferred to the victor's vault.

On the day of a battle, a general will be given an amount of battle passes equaling to the resources obtained from the vaults. These battle passes allows a player to teleport to the battlefield where combat will occur.

Soldier Upkeep Cost:
List of materials, weapons, food and coin required per soldier will be determined when an Economy establishes
 

Commanding Phase
Note: Skip this phase if the Casus Belli is a skirmish

Once the preparation phase ends, and at the start of every new battle round, all sides will be given 2 days to send their marching commands to the Gamemaster handling their war claim. The Gamemaster will provide both sides with a weekly updated tile map showing each armies placement, war objectives, military front-line and their advancements from the previous battle round. The commander of each side will then have the option to advance their army moving forward, remaining stationary to fortify defenses, or retreat to leave a tile defenseless. An army may freely move through as many tiles as they wish so long as the tiles remain within their front-line, if moving through no-mans land or through enemy lines, the army may only move 1 tile at a time. A commander may want to split his primary army to create multiple armies, in doing so, each army will be allowed to split off so long as each army has a minimum of 30 unique players and must have a specified character as the general. If a minimum of 30 unique players do not show up on the day of battle for split armies, those armies will forfeit the battle. If only one army exists, it ignores the required minimum amount of players. On the battle round that an army splits off, the newly created army must remain stationary 

After the 2 day commanding phase, the Gamemaster will review the commands set forth from all sides. If the Gamemaster finds any errors or illegal moves, they will attempt to contact the commander and will have another day to resubmit new commands. The Gamemaster will decide the location and type of battle determined by clashing commands and will work with both commanders to find a suitable time and date for the battles to occur. Typically, these battles will occur near the end of a battle round, also known as the weekend.
 

Battlefield

At the date and time of the battle, the battle passes given to players will be activated and will teleport players to the battlefield where a timer will commence and combat shall begin.

Field Battle
Field battles occur when one or two armies push against each other in an area that doesn't contained a walled town. A skirmish will always be a field battle.

Siege Battle
Siege battles occur when one army front pushes against a garrisoned army in a walled town. If the attacker loses the battle, they may be able to attempt to siege again the following battle round and will be required to pay twice the soldier upkeep cost.

Defensive Field Battle
Defensive field battle occurs when one army pushes against a stationary army that doesn't contained a walled town. The army that remained stationary will be allowed to start in a small defensive camp provided by the staff team.

Siege Intercept Battle
Siege intercept battles occur when two armies push against each other while one army started in a walled town. If the army, pushing out of the walled town, intercepts the army besieging them and loses, they will not be allowed to move out of the walled town the following battle round and will be required to pay twice the soldier upkeep cost.
 

Battlefield Victory Conditions

Field, Defensive Field & Siege Intercept Battle Victory Conditions
A victor is declared when one side wipes out the other. If the battle lasts until the end of the 1 hour time limit, the side with the most players still standing wins.

Siege Battle Victory Conditions
A victor is declared when one side wipes out the other. If the defenders still occupies the town at the end of the 1 hour time limit, the defender wins.
 

Ending a War

Once a war is over, neither side can declare war on the other for 4 weeks. If a peace treaty was signed and one side violates the treaty, the other side can submit a war claim within the 4 week period.

Attackers Victory
If the Attackers achieved all their war objectives listed in their war claim post, the war ends and the Attackers are seen as victorious. Any objectives that the Defenders achieved before the Attackers victory will remain as the Defenders.

Treaty & Agreements
Both sides can reach an agreement through roleplay that concludes the war. Any objectives achieved prior may be discussed through said treaties and agreements. The treaty or agreement must be posted publicly on the forums.

Abandoned War
If the Attackers have not won any battles in the last 3 battle rounds, they will abandon their war efforts. Any objectives that either side achieved before the Attackers loss will remain as so.

Stalemate
If either side have not made any front-line advancements in the last 3 battle rounds, the war will be seen as a stalemate and will end. Any objectives that either side achieved before the stalemate will remain as so. A stalemate will still occur regardless if there is a ceasefire negotiated by the warring sides.
 

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WAR CLAIM APPLICATION

Below you will find the template application for War Claims. The title of your thread should be the name of the war that you wish to be recorded. Follow the application and post your thread here: https://www.zyriarp.com/forum/69-war-claims/

Name of your side:
Name of defenders side you wish to attack:
Casus Belli(s) used:

What war objectives do you wish to claim: (If war objective is based on a town, specify which town per war objective.)
IGN:

Roleplay Post:


If approved, during the preparation phase, allies may be able to join either side by replying below.

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