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Prelude
For the upcoming war system these are the proposed changes that will be happening on the server
War System
This post describes the war system that would be implement on the server.
Capital Biomes
A nation can tag a land section that is claimed (not watched or held) as a capital biome. This signifies that the land section is important to the nation.
When another nation is stealing claimed land they cannot steal a capital biome unless there are no other claimed land sections that are not capital biomes.
Nations should be careful however, if they designate too many land sections as capitals it may become easy for an enemy to steal any capital biome from them either with not having enough power or through war type to steal claims.
Dominance
Your nation has a dominance score against a nation you are at war with.
This is calculated by the following equation YourDominanceScore = YourNationsWarKills - EnemiesNationWarKills
The dominance score is calculated separately for each nation you are at war with.
War Kills
When you PvP kill someone that is in a nation that you are at war with it is considered a war kill, unless they have been killed by someone in your nation within the last 24 hours. This is to prevent spawn killing another nation for war kill.
Declaring War
Declaring war on another nation requires the following:
- You have to meet the requirements (if any) for that particular war type
- You can only have one type of war against a single nation
- There is a 24hr warm up timer for when a war starts
- There is a 24hr cool down when killing someone for a war kill
- Choose a reason (type) of war to declare on the enemy
You can have the following attributes for war:
- Be in war with any number of nations (either defending or attacking)
- There is no cool down between declaring war on another nation
- A war has not time limit to complete, they can last a long time
Leaving a Nation at War
Leaving a nation at war requires the player to give up a small amount of power to the leaders of the nation as a tax. This is to prevent citizens from fleeing nations without consequence. This power loss will be set to 100 power.
Commands
/nation war <NationName> <WarType>
- declares war on the given nation with the given type/nation surrender <NationName>
- surrenders a war with the given nation/nation peace <NationName>
- Offers/Accepts peace with the given nation
In order for a war to peacefully be settled the warring nations must each run the peace command on each other.
Types of War
Here is a listing of the types of war including how the attacking and defending nations win the given war type.
Stop Spying
This war type stops an enemy nation from receiving warnings from their watched pieces of land. This is done by removing the land sections from the losing nation's watch list. The victory condition and outcome are the same for the attacking and defending nation.
Requirement: Defending nation must be watching at least one land section
Victory Condition: Dominance score of the Maximum of DefenderPopulation - 10 or 2
Victory Outcome: Losing nation loses all of their watched land
Take Held Land
This war type steals a held land section from the defending nation. If the defending nation wins they steal a small amount of power from the attacking nation.
Requirement: Attacking nation leader must be standing in the held land section they wish to steal
Attacker Victory Condition: Dominance score of the Maximum of DefenderPopulation or 5
Attacker Victory Outcome: Attacker steals the specified held land section from the defending nation
Defender Nation Victory: Dominance score of 3
Defender Nation Outcome: Defending nation steals 100 power from each nation leader of the attacking nation
Force Peace
This war type removes the losing nation from all wars they are in. Removing nations from war in this way does not cause a victory condition, they war is just dropped.
Requirement: The defending nation must be in at least one war already
Victory Condition: Dominance score of DefenderPopulation
Victory Outcome: The losing nation is forcibly removed from all wars, no one triggers a victory condition
Take Claimed Land
This war type steals a claimed land section from the defending nation. If the defending nation wins they steal an amount of power from the attacking nation.
Requirement: Attacking nation leader must be standing in the claimed land section they wish to steal. The land section must not be a capital land section unless the defending nation has no none-capital land sections left.
Attacker Victory Condition: Dominance score of DefendingPopulation 5
Attacker Victory Outcome: Attacker steals the specified claimed land section from the defending nation
Defender Victory Condition: Dominance score of DefnedingPopulation
Defender Nation Outcome: Defending nation steals 250 power from each nation leader of the attacking nation
Domination
This war type steals power from the enemy nation. The victory outcome is the same for the attacking and defending nation.
Attacker Victory Condition: Dominance score of the Maximum of DefendingPopulation 10 or 15
Defender Victory Condition: Dominance score of the Maximum of DefendingPopulation 4 or 10
Victory Outcome: The victorious nations steals 1,000 power from each member of the defeated nation (to the server minimum)
Exile Leadership
This war type replaces the leadership of the defending nation. If the defending nation wins the attacking nation is disbanded.
Requirement: The attacking nation must have more than one leader
Attacker Victory Condition: Dominance score of the Maximum of DefendingPopulation 15 or 20
Attacker Victory Outcome: All of the leaders of the defending nation are changed to the civilian rank. The leader that declared this war type becomes the leader of the defending nation (which removes them from their own nation)
Defender Victory Condition: Dominance score of the Maximum of DefendingPopulation 8 or 13
Defender Victory Outcome: Attacking nation is disbanded
Take Capital
This war type steals a capital land section from the defending nation. If the defending nation wins they get to select a capital land section of the attacking nation to steal.
Requirement: Attacking nation leader must be standing in the capital land section they wish to steal
Attacker Victory Condition: Dominance score of DefnedningPopulation 20
Attacker Victory Outcome: Attacker steals the specified capital land section from the defending nation
Defender Victory Condition: Dominance score of DefendingPopulation 10
Defender Victory Outcome: Can steal any capital land section from the attacking nation
Annihilation
This war type destroys the losing nation. The victory condition and outcome are the same for the attacking and defending nation.
Requirement: The attacking nation must be larger than the defending nation
Victory Condition: Dominance score of DefendingPopulation 30
VictoryOutcome: The losing nation is disbanded
I think this wraps it up, sorry for any typos as I may have been drunk while running most of this.
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