Nations & War

“At his best, man is the noblest of all animals; separated from law and justice he is the worst.”

Aristotle 

Rules apply to nations and groups of players as well, and as such their leaders are held responsible for their members. Nations and groups are expected to act in line with the rules. There are some nation rules that apply to them however.

War must be declared with a valid, in universe, roleplay reasonable cassus belli. Here's a list:

Staff may review stated Cassus Belli's and judge them as they see fit. You may not change your cassus belli.

You may skirmish, as in freely fight and PvP, without declaration of war. War is only for when you're looking to gain something from the other nation, such as a claim, money, or anything else.

War and PvP must not contain any redstone beyond basic, avoidable and noticeable traps and contraptions, no flying machines, tnt cannons, etc. You can break and place vines, ladders, cobwebs, and scaffolding during wars.

War can only be declared between 7 AM and 11 PM EST, and at least one member of each nation must be online. Upon declaration, both parties will have 2 IRL days to prepare. The attacking nation must have at least $10k in their land or nation bank.

Winning a war is determined by points. You must gain the most points or reach the max points in order to win the war. The maximum is calculated by the nation or land with the least members, and points are calculated as 15 per player, with a minimum of 100. You get 1 point per kill (friendly fire does not count), 15 points per flag capture, and 10 points for breaking an enemies flag. If the points are not met in 2 days, the side with the most kills will win, if both have the same amount it will end in a draw.

The defenders may surrender the war at any time by accepting to pay the set tribute, if one is set by the attacker.

To claim enemy chunks you must craft a capture flag, the recipe of which is found below. You must place it within enemy territory to begin claiming a 3x3 chunk area with the center being the chunk the capture flag is in. You must hold the capture flag for 15 minutes, the more players in it the faster (if they are capturing) or slower (if they are defending) the timer will go. If all attackers leave the capture area it will reset the timer. Destruction of the capture flag will drop it and of course also reset the timer. You can place a total of 3 capture flags at once. The capture flag will launch fireworks every 30 seconds if someone is in it.

To keep war fair, wars can not be declared on lands or nations that are less then two weeks old and can not be declared on individuals or those without a land.

The two week old timer stated above can be voided under certain circumstances:

You must have your CB prepared and shown to and approved by the staff prior to declaring your war, otherwise it is immediately invalidated and you are barred from declaring again for 3 weeks.

War spamming is defined as declaring war in a frequent manner, the frequency of which is every week. You can not, after declaring a war, declare another war for another week starting from when the last war ended, with the one exception being declaring war against a land, city, or area divided into multiple claims but is seen as one contiguous area.