Warfare

*"War is the continuation of politics by other means"*

-Carl von Clausewitz

## War Mechanics

War in TEAW, though complex, can be boiled down to individual phases, other conventions on war are left for players to uphold.

### Warmup

In TEAW there is a warmup period to war of 3 days. Both sides will be notified of this and will recieve a book per player commemorating the event. In the current version of the server, once war is declared, the warmup process can be stopped before the 72 hours expire by proposing a peace deal to the other side. Once 72 hours expire, when war is started and depending on the kind of war, the destruction of blocks and sabotage is perfectly legal among participants. Wars can only end with a peace agreement or by intervention of an admin if and only if they deem the opposing side to be utterly defeated. In this case most if not all demands given by the de-facto winners will be granted, but admin intervention is a last resort.

### War Types

In TEAW, there are several categories of wars depending on who starts them and among who they're fought.

#### Riot (R)

Riots are an internal conflict within towns where players pick between a rioter side and a current government side for money or to establish their control over the town. The default leader for the rioters is the player who declares the war and cannot be the current ruler of the town. The default leader for the current government is the current ruler of the town. Players within the town are free to choose sides in the war with a command prompt they recieve upon loging in. Breaking blocks is legal but trapdoors, levers, and other switchable blocks are barred from use in hostile territiories until the chunk is captured.

#### Town Vs Town (TvT)

Town Vs Town wars are a conflict between two separate towns where they strive to occupy the opponent's home chunk (Marked with a flag icon on the dynmap). Each side must make their way into the opposing side's town home chunk by first capturing chunks from the edge of the town inwards. The town that can succesfully capture and keep the opponent's town chunk is the winner.

#### Civil War (CW)

A Civil War is a conflict within a nation where a portion of it's constituent towns rise up against the capital. The default rebel side's capital and leader will be the individual who declares the war and their town. The default current government's side's capital and leader will be the original leader of the entire nation and their town. Towns are free to choose sides in the war with a command promt the mayors recieve upon logging in. Breaking blocks is legal but trapdoors, levers, and other switchable blocks are barred from use in hostile territories until the chunk is captured.

#### Independence War (IW)

An Independence War is a conflict within a nation where a portion of it's constituent towns rise up against the capital with the specific goal of seceding. The mechanics are identical to a CW but upon the war starting a separate, independent nation will be formed from any towns that side with the independence movement.

#### Nation Vs Nation (NvN)

A Nation Vs Nation war is a conflict where two separate nations strive to occupy the opposing nation's town and capital. The mechanics are identical to TvT but on a much grander scale, since you have to make it to the opposing Nation's capital to win.

#### Alliance Vs Alliance (AvA)

An Alliance Vs Alliance war is a conflict where two different webs of allies engage in a war with eachother and are all counted as participating in one big singular war. The mechanics are identical to a NvN but on a grander scale.

### Peace Deals

Wars can end before the primary objective is completed by way of a peace deal. The sender's side has to send the peace deal via commands and the other's side has to accept it for the war to end. The game offers these terms:

* **White peace:** Return to pre-war conditions (status-quo-antebellum).
* **Reparations:** Pay a lump sum of money to the sender.
* **(R) Install Mayor:** Player with the highest score becomes the new town mayor.
* **(TvT) Annex:** Engulf another town's claims, destroying it in the process.
* **(CW) Install Leader:** Player with the highest score makes their town the new nation capital.
* **(IW) Secession:** The seceding nation stays independent.
* **(NvN) Annex Town:** The sender nation gets a town transferred from the recipient nation. If all towns are annexed, the recipient nation is destroyed in the process.

These offers can be mixed and matched in any way, as long as they're compatible with the war type and the recipient accepts the deal. **NOTE:** These are the only terms the game enforces. Other terms may be applied, such as demilitarization, joint governing of a town, satellite creation, etc... but they have to be enforced by the players and cannot be sent directly in the peace offer command.

## Recorded wars in TEAW

### V.4

* The Rhenish Crisis
* The Padana Crisis and April Fool’s war
* The Irish Civil War
* The Nuking of Olavsby
* The War of Theseus

## War Trivia

* A town inside a nation can declare a TvT war with another town outside the nation of the agressor.
* If you surpass your claim limit with TvT annexation wars, other towns with claims left over can overclaim any of your chunks bordering theirs