War Guide

Warfare and warfare mechanics are something that can make or break an entire server. This is why it is immensely important to strike a necessary balance between role play and fair play. Thus Imperia employs several warfare related mechanics that mitigate many problems plaguing Minecraft gun related PVP while elevating those things that make it interesting and unique. This is achieved through a mix of community enforced warfare guidelines and plugin related hard rule enforcement. Prices for all the diplomatic and annexation actions are listed as of the current in game era and can change and fluctuate depending on the current events.

## Historical Major and Minor Nations

As of the current era the following nations are considered minor and major.

### Major Nations

* United States of America
* United Kingdom
* France
* Germany
* Ottoman Empire
* Italy
* Russian Empire

### Minor Nations

Minor nations are considered all the other countries which are not in the Major Nations list no matter their respective player counts and geographical location.

## Community Guidelines and Rules

Community guidelines represent the part of the server's warfare related rule enforcement done by the admins themselves. This happens in different forms and always follows the basic guidelines outlined here. Most diplomatic actions are public, which means many people on the server will be able to see and judge for themselves the validity of the claims. This includes the community managers who maintain the aforementioned balance between role play and fair play.

#### Wartime Guidelines

1. War justification must be a process of increasing tension between two or more countries resulting in a final Casus Belli or reason for war. Wars, their consequences and their results cam be annulled given one of the war parties has gone against the rules of the server. It is the prospect of having the war results annulled that drives the high standard of role play when it comes to wars.
2. Wars must have a logical start and a logical ending. A peace treaty in a war is almost equally as important as the Casus Belli. It provides the end to the hostilities as well as a point from which to calculate the truce established between the two nations. The logical ending must come with a peace treaty outlining the conditions of the end of hostilities.
3. Using lava to kill opponents is a prohibited tactic as well as using any weapons that cause destruction other than those intended by the Server and it's plugins is also prohibited.
4. Wars must be fought without obvious game related exploits. It is in the spirit of a role play server to leave the exploits and bugs that come with the game out of the wartime playstyle leaving only valour and skills to play a part.
5. Territory annexation is only done upon the formal signing of the peace treaty in which only territories specified can be annexed. The maximum amount of annexed land is as follows but can change depending on the current era. A notable exception is a one city/town state which can in a war be annexed completely by both minor and major nations.

Maximum Annexable Land per War
 Historical Minor Country

Price of Annexed territory per Chunk
 Historical Minor Country

#### Peacetime Guidelines

1. All truces have to be followed by the players and nation leaders to ensure fairness on the server. Truces can be established within the peace treaties and must have the same effect if signed as serverside minimum enforceable truce but can not be any shorter than the minimum set truce. Truces are established between all the war participants at once.
2. Minimum truce throughout the entire server is capped at 2 weeks of real time for wars fought between two or more major countries and 1 week of real time between two or more minor nations.
3. Annexing a country that has no leader and population is only possible by opening a ticket within the Imperia's support server which is then reviewed for it's validity by the community manager and by the end have to follow the nation merge price list.
4. Nation merges peaceful and consential have to be approved by the staff within the Imperia's support server and after being approved follow the nation merge price list to finalise nation merge.
5. Of the the pre-requirements for initiation of the merger process is that nations before starting the process claim at least 1/3 of the total landmass that their country occupies within the pre-claimed area. Whenever that rule is fulfilled in both countries the process can be initiated.

Nation Merge Price List

## War Guide

To start and maintain a war you need to know the following. Before starting a war however there are a few basic things one has to know about the way they are conducted.

Imperia features 4 types of wars and only 3 of them are started by players. All wars are triggered by the staff to prevent wars that have no justification and / or those that have inappropriate basis. It is thus important to use wars as last resort when diplomacy has failed. War types are:

* World War
* Alliance War
* National War
* Civil War
* Independence War
* Riot

### World War

World War is a staff triggered war that only happens during a certain are which allows for it and only can happen after the World Wars technology was researched in the technology tree. World Wars present themselves as a war in which ever country that exists is pulled into regardless of their policies. Peace in that war is decided on a major conference between the members. World Wars are alliance wars but involve the entirety of Earth in them. Members and Mayors of the towns have increased lives with mayors having 15 lives in total.

World War
 Minimum online to start
 Maximum time duration
 Cooldown between wars
 Lives before total death
 Base spoils for the winning side
 Points gained per 1 kill

### National War

National Wars are the most common kinds of wars. In those only nations that are sides of the conflict can participate. Usually this means a 1v1 war between two nation to resolve a conflict that can not be otherwise resolved using diplomacy. Such wars are triggered using the same mechanics Alliance wars use. Both sides must be aware of that war and sufficient evidence are reasoning must be presented. Upon the start of the conflict both nations will be marked as enemies using towny. This means that members of those nations will be able to pvp and will be automatically outlawed. Before the war starts countries will have a 2 minute delay to make sure the announcement is heard. 10 People have to be online for the start of the war on both sides, however if the total player count of either nation is lower any number will be acceptable. Nation war can last for an unlimited amount of time. The only victory conditions are based on performance and role play. Capitals in a nation war can not be attacked before all other cities have been occupied. Complete death of the Leader of the Country does trigger capitulation.

National War
 Minimum online to start
 Maximum time duration
 Cooldown between wars
 Lives before total death
 Base spoils for the winning side
 Points gained per 1 kill

### Alliance War

Alliance Wars are player made and staff triggered wars that are a downsized version of World Wars. In this types of wars only designated members (Allies) on each side can participate. War declaration in such cases happens with the knowledge of every ally and so do the peace treaties. Alliance war features many similarities with the National Wars. Most features are kept the same. Alliance Wars feature a different mechanic of lives. Instead of the normal 5 maximum lives, 8 lives are given to each participant as well as 10 to the leader of the nation.

Alliance War
 Minimum online to start
 Maximum time duration
 Cooldown between wars
 Lives before total death
 Base spoils for the winning side
 Points gained per 1 kill

### Civil War

Civil Wars are not common, and they shouldn't be. Civil Wars are meant to resolve conflicts between two parties within one nation. Civil Wars are the only internal conflicts that require staff approval and trigger. These kinds of wars are not meant to simply change leadership, they are meant to change the entire way the country is governed. Towns with conquered status will not be able to start civil wars. Only people that were members of a nation for 20 days are able to start civil wars. In Civil Wars winner automatically takes over control of the nation.

Civil War
 Minimum online to start
 Maximum time duration
 Cooldown between wars
 Lives before total death
 Base spoils for the winning side
 Points gained per 1 kill

### Independence Wars

Independence Wars are tirggered by staff and use the same mechanic that the Protest conflict uses. They are triggered from within the country to allow for changing of the ruling party, member or regime. They are made to allow for creation of new countries (That are ultimately staff approved). Independence Wars are instead tools for the citizens of the countries to show disloyalty by armed means. To start such a war one must be 20 days a member of a nation that they are planning to seceded from. In Independence wars surrender for either party is allowed. They follow the same guidelines as those wars that are fought between two countries.

Independence Wars
 Minimum online to start
 Maximum time duration
 Cooldown between wars
 Lives before total death
 Base spoils for the winning side
 Points gained per 1 kill

### Riot

Protest is a way more local way to change the way the country is run. Protests are organised within cities and the goal of a protest is to change the policies of the state or the city in which they happen. They are also triggered by the citizens. Protests have a goal of changing leadership of the city (Mayor). Riots have a 60 second default delay during which time every resident will be notified and be able to chose sides. Starting a riot is not easy. Only members of the town, that have been there for 10 days are able to start a riot and 4 people have to be online during the time the riot is launched. Riots can only last for 5 hours and no other riot can be started in the next 10 days. Maximum lives for each member of the town in riot is set to 5 regardless of their rank within the town. If the mayor of the town is killed and has no lives left it is counted as surrender.

Riot
 Town membership time requirment
 Minimum online to start
 Maximum time duration
 Cooldown between riots
 Lives before total death
 Base spoils for the winning side
 Points gained per 1 kill
 Cost to declare Riot

### **Starting a War**

1. As Nation leader, go to the Imperia's dedicated support server and make a ticket in which you provide the following: 1. Full reasoning for war 2. Documents that declare that war (Note that the documents are to be displayed publicly and must have effort put into crafting them) 3. Who that war will be fought against and if it will be an Alliance or a Nation war.
2. Present the documents that justify the war. Those documents must be of a kind that can be posted publicly. Each war declaration is a public event and has to be treated as such. This means no inside information is supposed to be revealed in them. All and every piece of reasoning must be publicly known beforehand, thus making the reasoning more solid.
3. Prepare to what may constitute a desirable peace treaty. Note that peace deals in which land is annexed cost money. Every death in war and every conquered tile also costs money. Running out of money during war will have dire consequences.
4. When starting a conflict every person online will be notified using a start of the war book in which in addition to role play reasons all the necessary information will be included. Same will happen for the end of war event.
5. Hourly updates on how the war is going are also sent to every member of the waring nation.

### **Starting a Conflict**

1. As Revolutions and Protests often displace the leaders of the nations, it is important to prior to starting such an event take care of filling the Nation Leader Application for anyone willing to assume that role after the revolution or protest is over.
2. Ensure that no prohibited symbols are used in political protests as well as the outcome of it does not violate the rules of the server and the prohibition on far right and far left ideologies.
3. When starting a conflict every person online will be notified using a start of the war book in which in addition to role play reasons all the necessary information will be included.

### **Waging War**

1. When you start a war it is important to know about the prices. Every conquered chunk is 50$ from the local budget and every death is 50$ from the personal account. Wars are meant to be expensive. They are a luxury one has to plan for.
2. It is important to remember that each chunk of a town has its own HP. Every town block has **100** HP as default. Homeblocks of each and every town have increased HP of **200** . Each town block also awards points as **1 point** per town block.
3. Capitals can be conquered but not annexed. Complete annexation of countries is not possible during war. It is only a possibility which comes after the war is fought and after the negotiations have allowed for complete annexation.
4. Towns that have been conquered remain conquered for 25 days. This means that unless the war ends by that time, the town will become free again the points will be lost prompting faster wars.
5. Towns that have been conquered will not be able to kick, their members nor will the members of those towns be able to use /t leave for as long as the town is listed as conquered. It is also important to remember that conquered towns are not property of the conqueror. They can not be grieved and enjoy the same towny protections as other cities. Chests, items and levers however will be open to the nation that has conquered the town. Buildings and destroying blocks is still prohibited.
6. Looting the conquered town is only allowed for the first 10 minutes after the town has been conquered after which time the town will once again enjoy full protection.
7. After taking a town the warring side will be awarded a score. For each taken town block **1 point** is given. For each taken town **10 points** are given. Those points are not directly proportional to what is going to be given after the war ends. However they introduce more power and weight during negotiations.
8. Residents of towns are not able to do the same looting actions that the occupying force is able to do. This is important meaning that all valuable goods are to be taken out of towns as quickly as possible prior to the occupation.
9. Blocks after explosions regenerate. Materials such as tnt and ladders are able to be placed even within town claims.

### **Ending the War**

1. Once the war comes to it's logical end either by complete capitulation of the warring faction or by the surrender of one a peace treaty is to be drafted. Community managers are to act as moderators and ensurers of the conditions of the peace treaties.
2. Once the peace treaty is drafted and both parties have agreed to it, the state of war is over and truce will be established.
3. Truces can be made custom regardless of the amount set, but can not be lower than the minimum truce required by the staff and listed here.
4. All truces are to be followed once agreed upon.

**The Price of War**

**Prices for actions and events during war**
 Price of Death during wartime (Personal account price)
 Price for declaration of Riot