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The State of Wars Currently
Letâs start off with wars currently. They are:
- Expensive (prot, pearls, resources)
- Grindy (Vault breaks suck)
- High stakes (Getting Permaâd, getting your town flattened by DRO, personal chests raided, etc.)
Although there are upsides to wars like these, as you sometimes want the war to really take out your opponent, this âtotal warâ mentality is not appropriate in most circumstances. The most common scenarios, like disputes over natural resources or borders, are not at the caliber of nuking a town to the ground. However, even if the town is not raided, both sides waste pearls, prot durability, and lots of resources to fund the ludicrously expensive clashes over minor disputes. But is could be different.
Scaling back minor conflicts
The ancient sumerian leader Hammurabi developed the concept of punishments that fit the crime, e.g. âan eye for an eye.â Now itâs time for battles that fit the grievance. I envision two types of âwarâ: total war and dispute skirmishes (need a better name help).
Total war is only reserved for when the intention is to completely remove an enemy from the server. Situations in which this would be appropriate: fighting HCF/nation trying to do the same to you in self defense. This is truly total war. Nothing is off the table. Get out your prot, pearls, hop in your vault, raid personal chests, cover their city in DRO grief, perma their entire army, itâs kill or be killed baby.
The other, much more common type of conflict is used to settle disputes. Whether it may be land, policy, access to certain resources, or fighting for the release of a civilian from another nationâs vault, there are significantly different rules, based loosely on the concept of (Farley wars)[https://www.reddit.com/r/Civcraft/comments/24jz0r/cuban_workbench_crisis_a_declaration_of_war/], with many modifications. This is where I need the most suggestion and recommendations.
(Heavily) Modified Farley War Rules
You can choose from a limited set of balanced gear setups. Both teams start at different, agreed on positions on two sides of a battlefield in neutral territory. If land is under dispute, the battle should take place in the disputed area, if possible. If there is a clear attacker and defender, the defender should be allowed a small bonus in starting location, such as on a hill. If there is a clear dividing geographical feature, such as a river or canyon, this is preferred. Each member of each team starts out with 2-3 stacks of cobblestone for fortifications and a time agreed by both sides to build (~5 to 10 minutes?). Each team must also place one piece of stone reinforced colored wool. The wool must be in an obvious, accessible place, so basically in the center of your fort. NOT hidden underground, underwater, inside a tree, etc.
After that, each team goes to their starting area, a neutral party counts off, and the battle begins. There are two ways to win:
- Kill all members of the other team
- Break the opposing teamâs piece of stone reinforced colored wool.
If you do either, your team wins the battle.
Note: it is a good idea to take a screenshot of your teamâs piece of obsidian, with coordinates on and some form of timestamp, and record you breaking the other teamâs obsidian if you do so to defend yourself against allegations of cheating.
Gear
This is a combination of the basic Farley war rules, with influences from a huge war on some wicked cool server I canât remember the name of for the life of me. Both parties can decide to modify or ban different gear setups. Testing and balancing of these gear setups will be vital to making sure there isnât one super OP set of gear that ruins the whole thing.
ALL SETS HAVE:
- 2-3 stacks of cobblestone
- One iron shovel (any level of unbreaking, but unbreaking only)
- One unenchanted stone pickaxe
- One stack of cooked steak, cooked chicken, bread, or baked potatoes
SET 1:
- Full set of unenchanted iron armor
- Unenchanted shield colored with your nationâs banner
- 2 unenchanted stone swords
- Unenchanted bow
- 64 arrows
- Ladders for scaling vertical walls, if desired
- The rest filled up with health II splash pots
SET 2:
- Full set of unenchanted leather armor
- ONE unenchanted wooden sword
- ONE Power II Unbreaking I bow
- 3 stacks of arrows
- 5 splash health II pots
SET 3:
- Pumpkin MUST BE WORN ON HEAD AT ALL TIMES
- 2 splash potions of poison II
- 2 splash potions of poison
- 4 pieces of TNT
- Flint and steel
- One speed II potion (not splash, extra ext. allowed)
- 2 splash health II pots
SET 4:
- Full set of prot. 4 unb 3 leather armor, must be dyed pink
- No tools
- Inventory of splash health II pots
- Wooden sword
- Shield with nationâs banner on it
PART 2 COMING SOON
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