Combat Guide

## The Golden Rule

The word of the conflict moderator is final. Attempts to subvert, find loopholes, or exploit the rules in ways that go against the spirit of the rules will not be accepted. The conflict moderator may decide to change or ignore these rules, with consent of the full moderator team, if necessary to enforce the spirit of the rules and the spirit of fair play.

## Starting A War

Post a CONFLICT post in the subreddit. Include some lore in the post giving the reader some background on the causes for the conflict. Once a moderator is assigned to your CONFLICT, you will commence Round 1.

Wars are fought in Rounds. After a mod initiates a Round, all parties involved will have 24 hours to submit war orders to the moderator. A moderator may choose, but is not required, to give extensions. After 24 hours, the mod will process the results of the conflict and post a RESULTS summary showing losses and gains for each side.

## Submitting War Orders

War orders can be submitted by text to any moderator. War orders must include three things:

1) The starting position of a group.

2) The ending position of a group. (If you provide a map specifying a specific path to be used, the moderator will use that - otherwise they will use their best judgement).

3) The tactic used by the group to move there. (Under the new conflict calculator, it is entirely possible for individual units within a group to be assigned individual tactics - however, the use of this feature is optional for conflict moderators. Check with them first!)

These three things must be provided for EVERY group participating in the battle. group without orders, or with illegal orders, will not be moved from their starting position - NO EXCEPTIONS.

A map can be included to make things easier to follow. Please follow the principle of one group per province of each type (1 Land Group, 1 Air Group, and 1 Naval Group can participate in a single battle, but 2 Land Groups cannot). Only 1 Group of each Type may participate in a battle, unless the moderator has informed both parties otherwise. This includes allied groups.

After your orders are submitted, the War Moderator will process results. If your group's paths cross with an enemy in a province, they will stop there and have a battle. If there is no battle, or if you are victorious in the battle, your groups will occupy that province.

## Land Unit Movement and Zone of Control

Land units moving in enemy territory or through whitespace move at their campaign speed. All infantry and non-motorized artillery have campaign speed 1.

Land units moving through your own territory or through allied territory move at a speed equal to your public infrastructure DP/5. Any land unit using more than 50% of its movement speed in this way \*must\* use the DEPLOYMENT tactic.

Defensive units that are not using the ENTRECHED tactics can defend a Zone of Control that contains all provinces adjacent to the province in which they are located as well as their own province. Defending an adjacent province in this way does not require movement, but units defending an adjacent province cannot take advantage of a fort in their own province. Zone of Control does not extend accross rivers (unless the defensive unit in question contains 10% Combat Engineers). A unit cannot take part in more than one battle in a single combat round, so in some circumstances, a unit will be unable to defend its Zone of Control due to this rule.

## Joining a War

Players may freely join wars at their inception. There is no limit on how many players may participate in a war.

After the war has been ongoing for two rounds (start of Round 3), any additional participants joining any side must receive permission of the war mod and consent of the **other** player. This is to prevent gangbangs and encourage fair play.

## Ending a War

A war ends when either all parties involved agree to a treaty. Some parties may agree to an independent peace. Any party that exceeds 100 UNREST during the war will have 1 Additional Round to resolve their Unrest. If not resolved after the round, they will capitulate with an unsigned peace.

Wars that end in unsigned peace can have negotiations after the fact to create a signed peace.

### Signed Peace

If a peace is signed, forces keep their occupied province as CONQUERED for 8 years, after which they become NORMAL.

### Unsigned Peace

If the peace is not signed, forces keep their currently occupied lands as COLONY for 5 years, after which they become CONQUERED indefinately.

### Occupation Effects

The owner of the occupied province sets the province to occupied. The occupier of the province adds it to their own abstract under the CONQUERED tab.

If the province was previously a core province, the former owner will gain 5 instability per occupied province. Otherwise they will gain 2. *This rule can be modified by mutual consent of all participants.* Loss of a capital city will lead to +20 instab and independence for all regions with an autonomy greater than 80.

## Special Rules

### Mercanaries & Equipment Export

#### Mercanaries

Mercanaries are for-hire groups for foreign countries. They are considered as an 'ally' for all conflict purposes, though may fight for both sides in a war. All rules governing allies also apply to the purchase and deployment of mercanaries. Mercanary armies are controlled by the original player, and stay in their abstract - but orders may be given by the client.

#### Equipment Exports

Equipment can be exported abroad.

The buyer maintains the Quality Level, Unit Type, and Specialization of the unit at point of purchase regardless of whether this equipment would otherwise be available to the buyer. All other modifiers (Officers, Training, Reserves, and Maintenence) are set by the buyer according their ability, but must be at the same level or lower (If you receive a unit made with Basic training, you cannot deploy it as Moderate training).

All purchased equipment must be deployed in accordance with normal rules and begin unmobilized.

Imported equipment which is injured in battle can be repaired with the explicit consent of the seller. Imported equipment which is destroyed cannot be rebuilt except by the seller.

Uninjured but captured equipment can be sold or deployed by the capturing party, but must begin demobilized and go through mobilization. Injured equipment must first be repaired before it can be mobilized and the repairing party must have the ability to do so independently (IE: a nation that can only build Standard equipment can't repair captured Elite equipment without downgrading to Standard).

### Deployment & Garrisons

Newly created units must be deployed from their respective unit type base (air units must deploy from an air base, etc).

Mobilized units must be deployed from their respective unit type base or fort.

Mobilized land units may be garrisoned in any province, base, fort, or city. Their range is determined from their starting position.

Mobilized air units may be garrisoned in a base, fort, or city. Their range is determined from their starting position.

Mobilized naval units may be garrisoned in a base, fort, or city - as long as they are located on a coast or navigable river. Their range is determined from their starting position.

Unmobilized units may be garrisoned in their respective base or a fort. If engaged in battle, they must use the Deployment tactic to reflect their lack of readiness and emergency deployment.

#### Merging Units

Units can be moved or merged freely from one group to another during peacetime. Otherwise, they are constrained by movement from their starting position.

#### Starting Facilities

Claims may begin with: 10 Forts, 1 Naval Base, 1 Air Base, 1 Army Base

### Crossing Rivers, Mountains, and Small Seas

##### Rivers & Small Seas

Rivers are denoted on the map in dark blue (navigable by navy units) and light blue (non-navigable). Only destroyers or smaller naval units may be used in navigable rivers - no submarines or cruisers or larger are allowed.

River crossing rules affect all rivers.

All river crossings should be assigned the Amphibious Assault tactic. River crossings *CAN* be stopped by light ships using the Blockade tactic.

All units require at least 10% of combat supply of the unit to be composed of Engineers to cross a river, or they can be transported across the river by naval units.

Seas which are less than 1 pixel in diameter on the map will count as rivers for the purposes of crossing. Otherwise, seas can only be crossed using naval units.

##### Mountains

Mountains are denoted on the map in dark red.

All mountain crossings should be assigned the Deployment tactic.

Mountaineers can cross mountains freely.

Vehicles and Heavy Weapons cannot cross mountains.

All other units require at least 10% of the combat supply of the unit to be composed of Engineers to ensure a safe mountain crossing.

### Tactics

#### Volleys

Volleys are a special action available to artillery. Volleys can be used to attack units in adjacent provinces without risking the artillery, though if a defender has his own artillery, he may be assumed to respond. Rocket artillery has an extended range and can affect up to two provinces away.

### Paratroopers

Paratroopers can only attack territories adjacent to territories adjacent to territories under the user's direct control or the direct control of their allies. This is due to limitations in the system we use, and a desire to represent the use of paratroopers in a realistic, non-gamey way for occupations. If a unit is not airborne and is dropped from a transport aircraft it must use the deployment tactic, airborne may use other tactics.

Additionally, paratroopers/transport aircraft cannot be launched from naval carriers. All Paratroopers, whether in an airship or airplane, must initiate combat from a province with an AIR BASE.

The rule stands for all CONFLICT. Units deploying from an Airship (See "Pickups") are exempted from this rule during RAID events only.

#### Pickups

With the addition of airships, it is important to clarify: land units, including paratroopers, can be picked up by airships in any province. Transport aircraft can only pick up land units in provinces that contain a working (not damaged) air base or fort.

### Air & Naval Zones

#### Blockades

Blockades limit all incoming trade from nations that do not directly border your nation. Trade will only be rerouted through states that border you if they have explicitly stated, in a [DIPLOMATIC] post, their intention to break the blockade. It cannot be done secretly. This is to give the blockader a chance to react.

Blockades may be more limited in scope - they may limit only a particular type of traffic or traffic from a specific nation. Because any blockade requires inspection/deployment of military units, a conflict post is required to start a blockade.

###### Blockades on Rivers

A river can be controlled by a level one fort on either side of it, or, in cases where a river runs through a province, a fort in that province. An owner with control of the river can blockade all trade upstream of the river as long as they control the forts. They can also block any external incursions up that river, for the purposes of a naval invasions.

This rule extends to blockading a river without the use of boats. Breaking said blockade requires destroying or occupying the said fortified river-side provinces.

###### Airlifts

You can airlift civilian goods (IG/CM/FOOD/FUEL) at a rate of 2.5 Supply Weight per Good (eg: a plane with a Carrying Capacity of 5 can carry 2 goods). You can airlift strategic resources at a rate of 100 Supply Weight per Good. Planes and airships used for an airlift must be in a specific group for that purpose and cannot be used for other missions. Range of aircraft still apply.

### RAIDS

A RAID post will be processed as a one round CONFLICT.

The defenders may not respond - **only forces already in the province or adjacent to it will participate in the defense of the province.** Pleaes set your garrisons in your Military Manager on your abstract.

If the raider is successful: they will steal an equivalent of a half year's production of that province's resource directly from the affected player's stockpile and add it to their own stockpile. (If the province produces Food, they steal Food, if they produce IG, they steal IG). They will gain income equal to 10% of the GDPPC\*Population of the province they raid. They will also roll a d(4%provincepopulation) to see how many individuals are kidnapped. If the raiding society has slavery, they will be automatically added to their own population. If they do not, they can be ransomed for a sum of money to be negotiated. The raider may choose to not take any people or resources, if they wish.

The affected province will be set to RESTLESS for two years by the affected player, and cannot be the target of raids for the duration.

Raids can destroy forts, development, or bases like any other military action. Raids may not be used to raze cities.

You cannot raid an individual involved in an ongoing conflict, without their explicit consent.

Raids may be used as the opening round or a surprise attack in a broader conflict.

## DP Rules for Militaries

DPs for each military sector are capped at 100. (IE: 100 Air Tech, 100 Air Tactics, and 100 Air Log is OK, 120 Air Tech is not OK).