Ruleset / Naval Season 7 / War & Territory Rules

War & Territory Rules

Declaring War

War is how nations fight over territory. Any faction wishing to go to war must follow these rules:

  • Declare war using the faction dashboard, this will ping the relevant faction in #Diplomacy channel.
  • An admin must approve the war; admins may decline for any reason if warranted.
  • After a war ends, the declaring faction enters a 7-day cooldown before declaring another.

Siege

  • Sieges may begin 48 hours after admin approval of the declaration.
  • Both sides should coordinate timing; weekends are recommended for fair time-zone participation.
  • Attackers initiate the siege by moving within 15 km of the target structure this will trigger siege and give the defenders 5 mins to get ready while a safezone prevents the attackers to siege during the prep phase.
  • Attackers then have 2 hours to destroy the defenders' Base GridCore to capture the territory.
  • If defenders survive 2 hours, their safezone restores and attacking grids relocate; a 6-hour cooldown begins before new sieges.
  • Defenders may attack the attackers' FOB to end the war early.

Allies

Allies may join either side at any point. For the first 24 hours after joining they cannot engage structures or participate in sieges, but may engage in open water and air combat. After 24 hours they gain the full capabilities of their chosen side.

Definitions

  • Attacker — the faction that declared war.
  • Defender — the faction being declared upon.
  • Ally — a faction joining either side.
  • Target — a capturable territory; any defender structures within it are valid targets.
  • FOB — the closest attacker structure to the target territory's centre.

Limits & End Conditions

Limits:
- only the FOB and target structures may be attacked.
- Factions not officialy part of the war will have their gridcores automatically disabled when in range of an active siege they are not part off

A war ends when:

  • The attackers' FOB is destroyed, or
  • All target structures are destroyed, or
  • Both sides agree to peace, or
  • The war reaches 7 days.

Factions

Factions

A faction is a group of players working together towards a common goal.

  • Only keep grids out in the world that are actively being used, plus some utility planes and ground vehicles.

In peacetime, factions do not need their fleets on display — for performance, keep things stored in gridgarages when not in use. In wartime, keep the number of active ships to a minimum: having defences ready in the area of combat is fine, but keep everything else stored at other bases.