War Rules

Wars are a long process. Each battle will determine how much land you control in the province, therefore the size of the provinces and locations of the forts are important. Forts and Settlements can be encircled and starved out after 1 Week (The war can still continue on the field), the Defenders can sally out of their fort if they do not wish it to starve.

Land Wars
Wars that happen across land on bordering provinces.

Field Battle
This battle will ensue if the defending faction does not have a Stronghold in that province or if the defenders decide to not defend in their city and instead fight in the field.

In Field battles if the defending leader has a settlement in the province thats still under their control, and it contains a Workshop, the defending leader can pay 10k Silver to get 20 minutes to build a make-shift fort.

Make-shift forts: These forts can be broken by hand regardless if its a wall or gate.

Defenders can construct minor fortifications, dig a trench in the dirt or chop down the trees.

Siege Battle
This battle happens when there is a Stronghold or settlement in the defenders province and the attackers attempt to siege it.

This battle players are allowed to use Ropes/Ladders to climb over walls, or try punch through the gates. Attackers are not allowed to dig under or through the walls but can use explosives to damage the walls.

An Orc bomb would cost 2500 Coins to be able to use in battle, Maximum of 3 (2 regular, 1 double), You must have a gunpowder lab to bring ONE bomb.

Defenders are not allowed to build on top of the fort unless its some temporary defenses like a Fence to block off an area.

Towns: Towns can be defended but will have a higher chance for Damages, However defending faction can surrender the town to not have it be damaged in a siege.

Naval Wars
For Naval warfare you must have a recognized fleet ready, staff will copy paste it into the battle area, The catapults on the ships will be enabled by staff.

Captains will be spawned on ships. If asked

There are two scenarios in naval warfare:
 * 1) The battle is at sea, both sides will need a navy to fight, if defenders don't have one this battle is lost
 * 2) The second battle is coastal, the attackers on their ships with their cannons will siege a coast where defenders will be defending, if players have a coastal city of fort they can protect that with their own catapults.

Note: Swimming in water without a boat or barrel, will result in you "drowning" after 30 seconds

Third Parties
If a faction has no pacts with the two warring factions, and have a border neighboring the target province, the King can pay 5000 Coins for each member of his faction that will join the war as a third party.

They have no set goal except to survive and kill however much they want.

The two fighting factions will be announced that the Third party has entered the battle.

Siege Weapons
If your faction has siege workshops you are allowed to construct siege weapons using staff provided "siege weapon spawners". Each of these cost a specific amount of resources. (Must be provided prior to battle start)

Ballista: 8 Rope Blocks, 64 Logs

Hwacha: 12 Iron, 64 Logs

Catapult: 64 Cobble, 128 Logs

Other Rules
Here are several rules that apply for any war at any given time:

- Main Invading or Defending faction has no limit of participating players except for the soft cap outnumbering of 5, Allies, Coalition Members and Imperial States can bring a Cap of 3 players each. (Example: Gondor attacking Mordor can bring 10 Players but their ally Rohan can only bring 3 players in a total of 13 Players)

- A side in a battle can only have at most 5 more players than the other side, If the outnumbered side has 5 players the other side can have 10.

- After dying in a war you cannot return to the battlefield until the battle is announced to be over. (Bandits excluded)

- Outside wars you can only have 50 points worth of troops check Army Comps for more info

- If the attacker faction tries waiting out the war for 2 weeks then the defender will get to counter-invade into attackers territory.

- After a war is finished there will be a 1 week truce between the factions involved

- During a siege any obstacles in-front and behind a gate will be removed.

- If you have a moat and no bridge leading up to the gate, the attackers will be allowed to use blocks to make a bridge towards the gate themselves.

- During a Naval war, you cannot construct new catapults or move existing ones.

- You must be in the faction 3 days prior to the war before being allowed to participate. this applies to new players.

- Buying troops midwar, with coins you bring and a captain found in the wilderness is forbidden

- Bringing pre-summoned troops from characters summon abilities to war is forbidden and they will be butchered. You can only start summoning troops in war once the war-host announces battle start.

Gear Rules
- war horns, and rally horns are specific to rules and characters, and cannot be brought by anyone else.

- You cannot have sappers/ Bomber orcs or wargs with custom bombs. (Only ones they spawn with: Regular Orc bomb)

- Your troops can have faction related Maxed/modified armor, However rangers, Berserkers, scouts, wardens etc can only use modified armor they spawn with.

- You can only use faction mounts, Wargs for orcs, Horses for men, elks for wood elves. (Nazguls can use Horses)

- Each side can bring maximum of 5 mounts into battle.

- Players during war can only use their factions bow, so Orcs of Mordor cannot use Lindon Bows. Factions that do not have bows will use bows that are slightly related. Here is a list of the Factions that use other factions bows: - '''Faction gear only in battles. However Mithril armor MAY be used (No Gondolin, Mallorn maces or Mithril weapons)'''
 * Dwarves can only use Bronze/ Iron crossbows
 * Dunland use Regular bows and Rohiric Bows
 * The Shire and Bree-Land CAN use Ranger Bows and Arnorian Gear in general

- Gondolin and Galvorn armor can only be worn by Elven Kings

- Good Aligned Wizards cannot fight on the same side as Sauron (to Ensure a balance)

- Morgul weapons and armor are only allowed to be used by Nazguls.

- Termites are banned from use in wars.

- You can only bring water to put out fires (no climbing walls or breaking falls with water)

- You can only have 1 boat or barrel on you in war. (Even if you are riding it)

Declaration of War Template
You must be a Ruler to declare wars. Ask an Owner to declare a war.

Example:

Invader: Isengard

Defender: Fangorn

Biome/ Province Id: Fangorn Wasteland Province #66

War Goal: Expansion

Justification: They have swarmed Orthanc with trees.