V2 War Rules: Difference between revisions
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Please note that "nation" refers to any sovereign and independent land-owning entity within Ashea, regardless of whether that entity has any nation claim ingame. [[wikipedia:Vassal_state|Vassal states]] are considered part of their parents for the purpose of wars regardless of their involvement, but [[wikipedia:Client_state|Client states]] are seen as independent. | Please note that "nation" refers to any sovereign and independent land-owning entity within Ashea, regardless of whether that entity has any nation claim ingame. [[wikipedia:Vassal_state|Vassal states]] are considered part of their parents for the purpose of wars regardless of their involvement, but [[wikipedia:Client_state|Client states]] are seen as independent. | ||
== Other Warfare Mechanics == | |||
# Terminology (IMPORTANT) | |||
## "War Session" - One or two battles occuring in a single session (e.g., a field battle & a siege battle or two siege battles) | |||
## "Draw" - Any field battle in which the teams remain tied after the time limit expires, OR any siege battle that ends before all players are dead | |||
### Note that a draw does NOT necessarily mean that the town is not captured. | |||
### "True Draw" - A draw in which the sides are tied, OR the side with less players alive still has a remaining army that is at least 50% the size of the larger army. | |||
### "Draw Favoring Defenders" - A draw that does NOT fall under "true draw" in which the defenders have more players alive than the attackers | |||
### "Draw Favoring Attackers" - A draw that does NOT fall under "true draw" in which the attackers have more players alive than the defenders | |||
## "War" - The overall warfare between two or more nations, including all battles and war sessions. | |||
## "Battle" - A single skirmish within a war session that is either a field battle or a siege battle. Each war session contains one or two battles. | |||
### "Siege Battle" - Any battle at a city | |||
### "Field Battle" - Battles between the two cities that are fighting | |||
## "Defeat" - A battle in which Nation A had more players remaining than Nation B, AND was not a draw. | |||
## "Victory" - A battle that was neither a draw nor defeat. | |||
## "Area of Attack" - The AoA for a nation (Nation A) is defined as the area covered by the combination of 2k*2k square centered on each town in Nation A. Nation B towns that fall within the "area of attack" of Nation A can be attacked by Nation A without a field battle, while any outside requires a field battle unless the defenders choose not to have one. The attackers may choose a realistic path from their town to the defending town, while the defenders choose where on that path the fight will take place. | |||
# Ending A War Early | |||
## A nation (Nation A) can force a war to end early if they meet EITHER of the following conditions: | |||
### Condition 1: Nation A has won EVERY battle in two consecutive war sessions | |||
### Condition 2: Nation A has won at least one battle in three consecutive war sessions without the enemy gaining any victories. | |||
## When a war ends early, Nation A can keep whatever towns they have already conquered, and can enforce a nonaggression pact on their enemies of up to 4 months. This pact can only include those who actually sent soldiers to fight in the war. | |||
== Siege Battle Mechanics == | == Siege Battle Mechanics == | ||
# | THE FOLLOWING RULES ARE TEMPORARY UNTIL THE SIEGE BATTLE WARSYSTEM WORKS | ||
# Sieges have a limit of 40 minutes, but if there is still active fighting at the end of those 40 minutes it will continue, and if there is no active fighting during any contiguous 5 minute period in the final 15 minutes, it will end early. | |||
# As of now, they are one life, but that will soon change. | |||
# | |||
== Field Battle Mechanics == | == Field Battle Mechanics == | ||
# Field battles are simple one-life engagements, typically within a confined area between the attacking and defending town | # Field battles are simple one-life engagements, typically within a confined area between the attacking and defending town | ||
# Players will have | # Players will have five minutes before the battle to build up defenses | ||
# Battles will have a time limit of | # Battles will have a time limit of 40 minutes. | ||
== Battle Tactics == | == Battle Tactics == | ||
# Faction-style bases are not allowed, including excessive use of obsidian, non-natural skybases (floating islands are mostly allowed if they are genuine), tiny underground structures (bunkers and developed caves are fine, but they have to be reasonable), etc. | |||
# Faction-style bases are not allowed, including excessive use of obsidian, non-natural skybases (floating islands | |||
## Even combat builds should generally remain 'true to the theme' of Ashea. | ## Even combat builds should generally remain 'true to the theme' of Ashea. | ||
#Using glitches, hacked clients, or other forms of cheating to gain an advantage is not allowed. | #Using glitches, hacked clients, or other forms of cheating to gain an advantage is not allowed. | ||
#Rules cannot be changed mid battle unless both teams and staff agree | ## MouseTweaks, AutoClickers, XRay, or any sort of hacked client is not allowed during battles. | ||
##However, taking advantage of obvious loopholes in the rules / playing 'in bad faith' is still against the rules, even if the offenses aren't explicitly mentioned here | #Rules cannot be changed mid battle unless both teams and staff agree. | ||
## However, taking advantage of obvious loopholes in the rules / playing 'in bad faith' is still against the rules, even if the offenses aren't explicitly mentioned here. | |||
# Everyone who is participating in a battle who is staff must be temporarily set to a non-staff position during the battle, to avoid accidental perms abuse. | # Everyone who is participating in a battle who is staff must be temporarily set to a non-staff position during the battle, to avoid accidental perms abuse. | ||
# Griefing for the sake of griefing during a battle is not allowed, but looting or griefing in a way that gives a strategic advantage is | # Griefing for the sake of griefing during a battle is not allowed, but looting or griefing in a way that gives a strategic advantage is | ||
# Offensive Potions (Poison, harming, etc) are not allowed except via dispenser. | # Offensive Potions (Poison, harming, etc) are not allowed except via dispenser. This does NOT include tipped arrows. | ||
# Continually intentionally exiting the battle radius to avoid death may result in disqualification for the player doing it | # Continually intentionally exiting the battle radius to avoid death may result in disqualification for the player doing it | ||
# If there are any disputes between nations regarding the outcome or rules of a battle, staff may resolve it if the players themselves cannot | # If there are any disputes between nations regarding the outcome or rules of a battle, staff may resolve it if the players themselves cannot. | ||
## If the two sides cannot agree on their own sets of rules, it will default back to these ones. If both sides agree, they can change anything in this document. They cannot 'revoke' their agreement later, however, unless both sides agree to do that. | ## If the two sides cannot agree on their own sets of rules, it will default back to these ones. If both sides agree, they can change anything in this document. They cannot 'revoke' their agreement later, however, unless both sides agree to do that. | ||
== Attacking Nations == | == Attacking Nations == | ||
# Once a war ends, nations will gain a two week war shield from being attacked so that they have time to rest. If nations agree to any non-aggression pact, staff will enforce it for a maximum period of | # Once a war ends, nations will gain a two week war shield from being attacked by ANYONE so that they have time to rest. They forfeit this if they go to war with anyone else. | ||
# Members of Nation A, which is militarily allied with or has a nonaggression pact with Nation B, cannot create new OC's to help other nations attack Nation B. | # If nations agree to any non-aggression pact, staff will enforce it for a maximum period of 4 months, although this will not affect assisting allies in defensive conflicts, and will be voided in cases of deliberate provocation if the victim asks. In cases where one side breaks the other parts of a treaty, only the side who did not break the treaty can choose to end the nonaggression pact. | ||
# Nations must have some sort of reasoning to declare war (territorial disputes, rp conflicts, etc) | # Members of Nation A, which is militarily allied with or has a nonaggression pact with Nation B, cannot create new OC's to help other nations attack Nation B unless they had such an OC at least a week BEFORE the war began. | ||
## Nations will be responsible for reporting people who violate this rule to staff, we won't investigate on our own. | |||
# Nations must have some sort of reasoning to declare war (territorial disputes, rp conflicts, etc). The reasons can be loose, but they must exist. | |||
# Staff may prevent larger nations from 'bullying' smaller ones or attempting to conquer the entire world at once | # Staff may prevent larger nations from 'bullying' smaller ones or attempting to conquer the entire world at once | ||
# Nations should be at reasonable distances from eachother. For examples, | # Nations should be at reasonable distances from eachother. For examples, Nekohana shouldn't be attacking the United North unless they have a *very* good reason for it. This is largely up to staff discretion, though. | ||
## EDIT: Now that Nekohana owns Varos that example doesen't hold up as well, but you get the point | |||
# Small land claims which are intended to be houses, lone buildings, palaces, ruins, etc and not residential towns or fortresses will be 'bound' to a larger nearby town during the lands creation process. The claim owner should have some input over which town they are bound to. | # Small land claims which are intended to be houses, lone buildings, palaces, ruins, etc and not residential towns or fortresses will be 'bound' to a larger nearby town during the lands creation process. The claim owner should have some input over which town they are bound to. | ||
## This means that they cannot be directly warred except by the town they are bound to, and will be considered part of their parent towns nation on the map. | ## This means that they cannot be directly warred except by the town they are bound to, and will be considered part of their parent towns nation on the map. | ||
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# The nation who declares the war gets to attack first. | # The nation who declares the war gets to attack first. | ||
# Towns created after the beginning of the war cannot be used to attack the other side, however the other side may attack them (unless otherwise agreed). The same applies to town expansions. All towns created before October 1st, 2024, will be treated as if they had always existed. Additionally, either side can veto the creation of towns by the other side if the other side cannot prove they had already been planned before the war was declared. | # Towns created after the beginning of the war cannot be used to attack the other side, however the other side may attack them (unless otherwise agreed). The same applies to town expansions. All towns created before October 1st, 2024, will be treated as if they had always existed. Additionally, either side can veto the creation of towns by the other side if the other side cannot prove they had already been planned before the war was declared. | ||
# LANDS THAT CAN BE ATTACKED: | # LANDS THAT CAN BE ATTACKED: | ||
## The exact definition of attackable lands is fairly lose and up to staff interpretation, however the general rule is that Nation A towns being attacked by Nation B have to have a reasonable unimpeded path from any Nation B town. For example, if Altation were at war with Grog, they would have to conquer Walagrog before moving to Gorgrogalog, while Grog would have to take Eaden before moving to Sinai. | ## The exact definition of attackable lands is fairly lose and up to staff interpretation, however the general rule is that Nation A towns being attacked by Nation B have to have a reasonable unimpeded path from any Nation B town. For example, if Altation were at war with Grog, they would have to conquer Walagrog before moving to Gorgrogalog, while Grog would have to take Eaden before moving to Sinai. | ||
## This includes coastal attacks: A nation without any ports cannot attack a nation by sea. A nation that does have ports may attack by sea, but cannot bypass island forts en route or major coastal cities in narrow waters. For example, if Altation and Chayuthaya were at war, Altation would have to attack the Divine Island before Mikoto while Chayuthaya would have to attack Fort Blank before Sinai. | ## This includes coastal attacks: A nation without any ports cannot attack a nation by sea. A nation that does have ports may attack by sea, but cannot bypass island forts en route or major coastal cities in narrow waters. For example, if Altation and Chayuthaya were at war, Altation would have to attack the Divine Island before Mikoto while Chayuthaya would have to attack Fort Blank before Sinai. | ||
## Towns which aren't actually built up CAN be bypassed in spite of this: Nations cannot just claim worthless land to prevent it from being attacked, they have to have a reasonable and realistic value. | ## Towns which aren't actually built up CAN be bypassed in spite of this: Nations cannot just claim worthless land to prevent it from being attacked, they have to have a reasonable and realistic value. | ||
## These towns must be chosen at least 48 hours before the battle itself | ## These towns must be chosen at least 48 hours before the battle itself, or the war will be delayed until the next weekend. It cannot be changed when the battle is less than 48 hours away without both sides agreement. | ||
# The defenders may choose a town to 'counterattack.' This must follow the same rules as the attacker's town | # The defenders may choose a town to 'counterattack.' This must follow the same rules as the attacker's town | ||
# STAGES OF BATTLE (For fights | # STAGES OF BATTLE (For fights OUTSIDE the area of attack) | ||
## The first battle will be a lives-based field battle. The winner of that battle gets to attack the other nations town in a siege battle. | ## The first battle will be a lives-based field battle. The winner of that battle gets to attack the other nations town in a siege battle. | ||
## If the siege battle is won (by the attackers), the town is conquered by the attackers and the attackers get to choose where to attack next time. | ## If the siege battle is won (by the attackers), the town is conquered by the attackers and the attackers get to choose where to attack next time. | ||
## If the siege battle is lost (by the attackers), the land remains the same and the defenders get to choose where to attack next time | ## If the siege battle is lost (by the attackers), the land remains the same and the defenders get to choose where to attack next time | ||
## If the siege battle is a draw, the land remains the same and the attackers get to choose where to attack | ## If the siege battle is a draw, the land remains the same and the attackers get to choose where to attack | ||
#STAGES OF BATTLE (For fights INSIDE the area of attack) | |||
## The first battle will be a siege battle, with the attackers attacking the chosen defender town. | |||
## If the battle was a Draw of any kind, there will be no immediate counterattacks. | |||
## If the battle was a Victory for the attackers, the attackers can attack any other enemy town within their Area of Attack (including that generated by the newly conquered town) IMMEDIATELY. If there are no such towns, the battle ends immediately and the attackers get the offensive in the next war session. | |||
## If the battle was a Victory for the defenders, the defenders can immediately attack any attacker town based on the "Attacking Lands" rule section (although they may skip the field battle) | |||
# RESULTS OF BATTLES | |||
## LAND BATTLES | |||
### Victory for Defenders: The defenders get to attack the pre-chosen enemy town. | |||
### Draw: The battle ends immediately, the attacker retains the offensive. | |||
### Victory for the Attackers: The attackers get to attack the pre-chosen enemy town. | |||
## SIEGE BATTLES | |||
### Victory for Defenders: Defenders keep the town and get the next offensive. | |||
### Draw favoring Defenders: Defenders keep the town and get the next offensive. | |||
### True Draw: Defenders keep the town, but attackers get the next offensive | |||
### Draw Favoring Attackers: Attackers get the town, but defenders get the next offensive. | |||
### Victory for Attackers: Attackers keep the town and get the next offensive | |||
== Allies & Fighters == | == Allies & Fighters == | ||
# Players cannot join mid battle, and may be temporarily banned if they attempt to third-party a war | # Players cannot join mid battle, and may be temporarily banned if they attempt to third-party a war | ||
# People who join a war must have been in the Ashea discord for at least 1 week before the war was actually declared (when the war ticket was opened), or have 6 hours of playtime unrelated to wars. | # People who join a war must have been in the Ashea discord for at least 1 week before the war was actually declared (when the war ticket was opened), or have 6 hours of playtime unrelated to wars. | ||
## Intended purpose: players who consistently log on for wars and events are fine, but people invited for the sole purpose of fighting in a particular war or who have never had anything to do with Ashea before the war are not. | ## Intended purpose: players who consistently log on for wars and events are fine, but people invited for the sole purpose of fighting in a particular war or who have never had anything to do with Ashea before the war are not. | ||
# Switching races for a battle is not allowed. You must play as a race that you had an OC for before the war. If you don't have one or don't actively play as one, then the race that you mostly played as before the war. | # Switching races for a battle is not allowed. You must play as a race that you had an OC for before the war. If you don't have one or don't actively play as one, then the race that you mostly played as before the war. Violating this rule will result in a ban of at least 24 hours. | ||
== War Shields == | == War Shields == | ||
# Given that Ashea is an RP server, towns which are engaged in local RP event chains are given an indefinite special "War Shield" | # Given that Ashea is an RP server, towns which are engaged in local RP event chains are given an indefinite special "War Shield" | ||
## Town owners can choose to forfeit protection under this rule | ## Town owners can choose to forfeit protection under this rule | ||
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### If an attacker chooses to attack from a position that they can reach from the shielded town but could not reach through their own towns, the defenders can choose a counterattack town using the same rules. | ### If an attacker chooses to attack from a position that they can reach from the shielded town but could not reach through their own towns, the defenders can choose a counterattack town using the same rules. | ||
## Staff can choose to revoke protection if they decide that a town owner has been too intentionally provocative against the enemy nation, or is harboring players who are. | ## Staff can choose to revoke protection if they decide that a town owner has been too intentionally provocative against the enemy nation, or is harboring players who are. | ||
== List of "Bound Towns" == | == List of "Bound Towns" == | ||
# FORMAT: Bound Town --> Parent Town | # FORMAT: Bound Town --> Parent Town | ||
(none as of yet) |
Latest revision as of 15:06, 9 November 2024
Please note that "nation" refers to any sovereign and independent land-owning entity within Ashea, regardless of whether that entity has any nation claim ingame. Vassal states are considered part of their parents for the purpose of wars regardless of their involvement, but Client states are seen as independent.
Other Warfare Mechanics
- Terminology (IMPORTANT)
- "War Session" - One or two battles occuring in a single session (e.g., a field battle & a siege battle or two siege battles)
- "Draw" - Any field battle in which the teams remain tied after the time limit expires, OR any siege battle that ends before all players are dead
- Note that a draw does NOT necessarily mean that the town is not captured.
- "True Draw" - A draw in which the sides are tied, OR the side with less players alive still has a remaining army that is at least 50% the size of the larger army.
- "Draw Favoring Defenders" - A draw that does NOT fall under "true draw" in which the defenders have more players alive than the attackers
- "Draw Favoring Attackers" - A draw that does NOT fall under "true draw" in which the attackers have more players alive than the defenders
- "War" - The overall warfare between two or more nations, including all battles and war sessions.
- "Battle" - A single skirmish within a war session that is either a field battle or a siege battle. Each war session contains one or two battles.
- "Siege Battle" - Any battle at a city
- "Field Battle" - Battles between the two cities that are fighting
- "Defeat" - A battle in which Nation A had more players remaining than Nation B, AND was not a draw.
- "Victory" - A battle that was neither a draw nor defeat.
- "Area of Attack" - The AoA for a nation (Nation A) is defined as the area covered by the combination of 2k*2k square centered on each town in Nation A. Nation B towns that fall within the "area of attack" of Nation A can be attacked by Nation A without a field battle, while any outside requires a field battle unless the defenders choose not to have one. The attackers may choose a realistic path from their town to the defending town, while the defenders choose where on that path the fight will take place.
- Ending A War Early
- A nation (Nation A) can force a war to end early if they meet EITHER of the following conditions:
- Condition 1: Nation A has won EVERY battle in two consecutive war sessions
- Condition 2: Nation A has won at least one battle in three consecutive war sessions without the enemy gaining any victories.
- When a war ends early, Nation A can keep whatever towns they have already conquered, and can enforce a nonaggression pact on their enemies of up to 4 months. This pact can only include those who actually sent soldiers to fight in the war.
- A nation (Nation A) can force a war to end early if they meet EITHER of the following conditions:
Siege Battle Mechanics
THE FOLLOWING RULES ARE TEMPORARY UNTIL THE SIEGE BATTLE WARSYSTEM WORKS
- Sieges have a limit of 40 minutes, but if there is still active fighting at the end of those 40 minutes it will continue, and if there is no active fighting during any contiguous 5 minute period in the final 15 minutes, it will end early.
- As of now, they are one life, but that will soon change.
Field Battle Mechanics
- Field battles are simple one-life engagements, typically within a confined area between the attacking and defending town
- Players will have five minutes before the battle to build up defenses
- Battles will have a time limit of 40 minutes.
Battle Tactics
- Faction-style bases are not allowed, including excessive use of obsidian, non-natural skybases (floating islands are mostly allowed if they are genuine), tiny underground structures (bunkers and developed caves are fine, but they have to be reasonable), etc.
- Even combat builds should generally remain 'true to the theme' of Ashea.
- Using glitches, hacked clients, or other forms of cheating to gain an advantage is not allowed.
- MouseTweaks, AutoClickers, XRay, or any sort of hacked client is not allowed during battles.
- Rules cannot be changed mid battle unless both teams and staff agree.
- However, taking advantage of obvious loopholes in the rules / playing 'in bad faith' is still against the rules, even if the offenses aren't explicitly mentioned here.
- Everyone who is participating in a battle who is staff must be temporarily set to a non-staff position during the battle, to avoid accidental perms abuse.
- Griefing for the sake of griefing during a battle is not allowed, but looting or griefing in a way that gives a strategic advantage is
- Offensive Potions (Poison, harming, etc) are not allowed except via dispenser. This does NOT include tipped arrows.
- Continually intentionally exiting the battle radius to avoid death may result in disqualification for the player doing it
- If there are any disputes between nations regarding the outcome or rules of a battle, staff may resolve it if the players themselves cannot.
- If the two sides cannot agree on their own sets of rules, it will default back to these ones. If both sides agree, they can change anything in this document. They cannot 'revoke' their agreement later, however, unless both sides agree to do that.
Attacking Nations
- Once a war ends, nations will gain a two week war shield from being attacked by ANYONE so that they have time to rest. They forfeit this if they go to war with anyone else.
- If nations agree to any non-aggression pact, staff will enforce it for a maximum period of 4 months, although this will not affect assisting allies in defensive conflicts, and will be voided in cases of deliberate provocation if the victim asks. In cases where one side breaks the other parts of a treaty, only the side who did not break the treaty can choose to end the nonaggression pact.
- Members of Nation A, which is militarily allied with or has a nonaggression pact with Nation B, cannot create new OC's to help other nations attack Nation B unless they had such an OC at least a week BEFORE the war began.
- Nations will be responsible for reporting people who violate this rule to staff, we won't investigate on our own.
- Nations must have some sort of reasoning to declare war (territorial disputes, rp conflicts, etc). The reasons can be loose, but they must exist.
- Staff may prevent larger nations from 'bullying' smaller ones or attempting to conquer the entire world at once
- Nations should be at reasonable distances from eachother. For examples, Nekohana shouldn't be attacking the United North unless they have a *very* good reason for it. This is largely up to staff discretion, though.
- EDIT: Now that Nekohana owns Varos that example doesen't hold up as well, but you get the point
- Small land claims which are intended to be houses, lone buildings, palaces, ruins, etc and not residential towns or fortresses will be 'bound' to a larger nearby town during the lands creation process. The claim owner should have some input over which town they are bound to.
- This means that they cannot be directly warred except by the town they are bound to, and will be considered part of their parent towns nation on the map.
Attacking Lands
- The nation who declares the war gets to attack first.
- Towns created after the beginning of the war cannot be used to attack the other side, however the other side may attack them (unless otherwise agreed). The same applies to town expansions. All towns created before October 1st, 2024, will be treated as if they had always existed. Additionally, either side can veto the creation of towns by the other side if the other side cannot prove they had already been planned before the war was declared.
- LANDS THAT CAN BE ATTACKED:
- The exact definition of attackable lands is fairly lose and up to staff interpretation, however the general rule is that Nation A towns being attacked by Nation B have to have a reasonable unimpeded path from any Nation B town. For example, if Altation were at war with Grog, they would have to conquer Walagrog before moving to Gorgrogalog, while Grog would have to take Eaden before moving to Sinai.
- This includes coastal attacks: A nation without any ports cannot attack a nation by sea. A nation that does have ports may attack by sea, but cannot bypass island forts en route or major coastal cities in narrow waters. For example, if Altation and Chayuthaya were at war, Altation would have to attack the Divine Island before Mikoto while Chayuthaya would have to attack Fort Blank before Sinai.
- Towns which aren't actually built up CAN be bypassed in spite of this: Nations cannot just claim worthless land to prevent it from being attacked, they have to have a reasonable and realistic value.
- These towns must be chosen at least 48 hours before the battle itself, or the war will be delayed until the next weekend. It cannot be changed when the battle is less than 48 hours away without both sides agreement.
- The defenders may choose a town to 'counterattack.' This must follow the same rules as the attacker's town
- STAGES OF BATTLE (For fights OUTSIDE the area of attack)
- The first battle will be a lives-based field battle. The winner of that battle gets to attack the other nations town in a siege battle.
- If the siege battle is won (by the attackers), the town is conquered by the attackers and the attackers get to choose where to attack next time.
- If the siege battle is lost (by the attackers), the land remains the same and the defenders get to choose where to attack next time
- If the siege battle is a draw, the land remains the same and the attackers get to choose where to attack
- STAGES OF BATTLE (For fights INSIDE the area of attack)
- The first battle will be a siege battle, with the attackers attacking the chosen defender town.
- If the battle was a Draw of any kind, there will be no immediate counterattacks.
- If the battle was a Victory for the attackers, the attackers can attack any other enemy town within their Area of Attack (including that generated by the newly conquered town) IMMEDIATELY. If there are no such towns, the battle ends immediately and the attackers get the offensive in the next war session.
- If the battle was a Victory for the defenders, the defenders can immediately attack any attacker town based on the "Attacking Lands" rule section (although they may skip the field battle)
- RESULTS OF BATTLES
- LAND BATTLES
- Victory for Defenders: The defenders get to attack the pre-chosen enemy town.
- Draw: The battle ends immediately, the attacker retains the offensive.
- Victory for the Attackers: The attackers get to attack the pre-chosen enemy town.
- SIEGE BATTLES
- Victory for Defenders: Defenders keep the town and get the next offensive.
- Draw favoring Defenders: Defenders keep the town and get the next offensive.
- True Draw: Defenders keep the town, but attackers get the next offensive
- Draw Favoring Attackers: Attackers get the town, but defenders get the next offensive.
- Victory for Attackers: Attackers keep the town and get the next offensive
- LAND BATTLES
Allies & Fighters
- Players cannot join mid battle, and may be temporarily banned if they attempt to third-party a war
- People who join a war must have been in the Ashea discord for at least 1 week before the war was actually declared (when the war ticket was opened), or have 6 hours of playtime unrelated to wars.
- Intended purpose: players who consistently log on for wars and events are fine, but people invited for the sole purpose of fighting in a particular war or who have never had anything to do with Ashea before the war are not.
- Switching races for a battle is not allowed. You must play as a race that you had an OC for before the war. If you don't have one or don't actively play as one, then the race that you mostly played as before the war. Violating this rule will result in a ban of at least 24 hours.
War Shields
- Given that Ashea is an RP server, towns which are engaged in local RP event chains are given an indefinite special "War Shield"
- Town owners can choose to forfeit protection under this rule
- Towns protected under this rule cannot be used as a staging ground for other conflicts
- Towns protected under this rule can be bypassed in the event of a war against the nation they are part of
- This means that any nation which would have been able to attack this town but cannot because of the war shield, can attack other towns as if they were attacking from this town.
- If an attacker chooses to attack from a position that they can reach from the shielded town but could not reach through their own towns, the defenders can choose a counterattack town using the same rules.
- Staff can choose to revoke protection if they decide that a town owner has been too intentionally provocative against the enemy nation, or is harboring players who are.
List of "Bound Towns"
- FORMAT: Bound Town --> Parent Town
(none as of yet)