Territory Conflict Rules

### [Claiming an Area]

There are several areas in the world which can be claimed by approved Factions or Guilds to establish a base of operations, indicated by glowing plots in-world. When a faction or group wishes to claim a designated area, the Faction Lead or Guild Lead will state their intent to a GM to settle an area, and the group’s claim is submitted as an announcement.

Example:

"*The Golden Scales have claimed the Gribbletop Plateau! If any other group wishes to dispute this claim, they must do so within 24 hours!*" If the head of another Faction or Guild disputes the claim, and they don’t already control a base, the matter is moved to Arbitration. The groups decide how to handle the matter:

##### Single Combat

* Each group leader chooses one champion. These champions engage in CBS combat with turn trackers to determine which group becomes the claimholder.

##### Group Combat

* Each group leader chooses five champions. These champions engage in CBS combat with turn trackers to determine which group becomes the claimholder.

##### Financial Arbitration

* Several disputing groups may barter (i.e. items, zill, materials, etc) to purchase the claim. The original claimant may relinquish their claim to any group whose offer appeals to them. **Example:** *The Dynasty offers the Golden Scales 50,000 zill to relinquish their claim on the Gribbletop Plateau. The Golden Scales accepts the offer and their Guild Leader, Shea, distributes the Dynasty’s payment of 50,000 zill to his guild, and The Dynasty now claims the Gribbletop Plateau.*

##### Political Arbitration

* Claimants form a political agreement over the rights to the claim. The consequences of not upholding the agreement should be stipulated during a meeting between group leaders.

### Constructing a Base

Once a group’s claim has been finalized, they may begin construction of their base. Each structure in the base offers a unique benefit. Bases begin at [Tier 1].

Structures in the base cost resources, paid to a GM before placing the structure. The in-world models for base structures may be chosen by the group leader, or chosen from a pre-built model supplied by a GM. Structures not supplied by a GM MUST be approved prior to paying the GM to place them.

A base may not exceed 200 prims. Décor & furniture will count towards the prim limit.

* All non-approved structures, or structures which exceed the prim limit will be returned without warning, and will need to be rebuilt at the group's expense.
* Decor that causes the overall prim limit to be exceeded will result in the entire structure’s contents to be returned.
* Only group leaders may place items in the base. All other prims will be returned without warning. If a player places prims without authorization in your group's claim, report the incident to a Mod or GM.
* Building must be done on specific GM defined days, known as “build periods”, that happen twice a month. Generally the first Wednesday and second Thursday of every month, and will be marked on our event calendar.

#### Rules:

* A player who knowingly or maliciously places prims in a group's claim with intent will be banned permanently without appeal. The severity of this rule is to ensure that the sim is not being flooded with un-authorized prims and items, and to make sure everyone can have fun.
* After a failed defense of a base, its HP goes down and a "destruction marker”, in the form of a destroyed wall section, is rezzed to track base damage between battles.
* Groups can spend resources to restore base HP and repair the destruction marker.
* Upgrading base tiers requires a large amount of resources and a group RP building event with a ST/GM.
* If a base falls to 0 HP, the defending group is removed & the attacking group acquires the base.
* Crafting of GM cards for [Realm Wars] will be scheduled each month with a GM.
* Recruitment of Base Units will be scheduled each month with a GM.
* Construction of Base Structures will be scheduled each month with a GM.

## Tier 1 Structures

A group is allowed to place a single Flag or Banner on their claim for free once they establish control of a claim. This flag should not exceed 5 Land Impact. Additional Flags and Banners may be placed freely as decorative items, but only as part of another structure.

Tier I Structures
1,000 wood
1,000 mineral

Tier I Addons
500 wood
 Palisade
1 Tent
 Tent
1 Storehouse
50 wood
 Scout Tower
1 Tent
100 wood

## Tier 2 Structures

Tier II Structures
2 Storehouse
4 Tent
2,500 wood
2,500 mineral

## Tier 3 Structures

Tier III Structures
6 Storehouse
12 Tent
4,000 mineral
4,000 wood

Tier III Addons
1,000 mineral

##### Purchasing NPC Units

NPC units can be purchased to defend a base during attack. NPCs must also be supported by Tents and Storehouses to ensure they are well fed, and have a place to sleep at night. Each Tent can only be used by a single Unit. So 6 NPC Troops requires at least 6 Tents. Storehouses can supply multiple Units. Larger units may require additional Storehouses. Balancing the supply cost of troops with the Land Impact of available Tents and Storehouses will be very important if you wish to raise larger armies. Costs and details are below.

### Realm Wars

Realm wars are a supplement activity attached to the territory capture system within Crosswinds. A realm war is a special game mode that occurs when one group/faction/guild declares war and attacks another group/faction/guild’s territory that involves PVE and PVP elements and is a planned and organized event. There are some general rules with attacking another group’s territory that are addressed in the territory control chapter

* To raid another’s base, there must be an IC reason for this. The Group Lead of the occupying group must be formally contacted and the encounter set up, planned, organized, announced with a GM, just like a normal event would be.

* GM will oversee and ensure both sides are fairly balanced with a point value cap on each unit. Players and NPCs and Vehicles have a respective point value, with the max being 200 pts per side:

\*Each NPC type unit (NPC and Vehicle) will be a preconstructed C.B.S. NPC made by a GM that must be engaged by the enemy team. Vehicles are built on their own as GM cards and can be used in a battle.

* Each group can construct or raise their units with GMs during the build period time or use already earned GM cards, such as vehicles. These units will be placed on the field by the GM, but controlled by the Group leader present. Each NPC and Vehicle unit will have a specified range they can move.

* Spying, sneaking, or breaking into the base will require a GM and a series of stealth checks to bypass NPCs and other obstacles, or even other players who are inside.

* Solo declarations of war cannot come from members of the group. Only the group’s leaders can declare and lead a realm war against another territory.

* Combat will be conducted with a normal turn tracker with 5 people per tracker. Multiple trackers can be in play. The defenders will be placed inside their base wherever they want. The attackers will be placed at least 50 SL meters from the base wherever they wish. Combat will proceed as a standard C.B.S. battle using turn trackers and involve PVP and PVE until one side defeats the other.

* If the defenders are defeated, their structures will receive a damage counter against their base’s HP total and any losses to their NPC units and vehicles. If attackers lose, they will lose their invested NPC tokens, and may be subject to capture roleplay unless they retreat.

* Attackers can choose which structure they wish to damage, which will disable it, if they win a battle.

* Units, Base Addons, and Territory health values will be kept track of in an event feed channel in the Discord and the war room in the hub.

* Each side must have at least one player unit on the field. If all players are defeated, all NPC units retreat.

* After a battle parts of the base will need to be repaired. To repair a base, the group must wait for a crafting period/day, and use resources to remove one health tick from their base. The cost will be 1000 Wood, 5000 Zill, 1000 Minerals.

* If two or more groups are attacking/defending, their forces are combined as one main force and subject to the same point cap of 200.

* Total war mode doubles the max point cap and can involve multiple groups.