War
Dealing with and aftermath thereof.
These rules cannot be changed, even if both sides agree.
All wars require:
- A valid Casus Belli.
- CBs must be approved by staff before a war can take place.
- An official declaration in #wars.
All war participants must agree to follow the Convention or create alternate rules.
- If players cannot decide on a war system, the arbiter is to default to The Convention.
All participating factions' leaders must be present for a war to begin.
- Once a war has begun, a faction leader may delegate leadership of the war effort to another player
- If all members of a faction log off, it is an automatic surrender.
- Only the war leader is able to declare a surrender.
All wars require a staff arbiter.
- If no staff are available, staff may allow a trusted, neutral player to arbitrate.
- The arbiter has final say over any disputes during the war.
Treaties must be approved by staff before being implemented.
- This is to ensure nations don't impose overly unfair terms.
- Treaties involving land exchanges will be enforced by staff if players don't comply.
- If a war treaty is broken / not followed, the breaking faction and/or players will be punished.
War times and places should be agreed on by the nation leaders and arbiter.
- If the war is postponed by a side more than twice they lose the war.
- If an arbiter cannot make the agreed upon time a new arbiter will be found.
Nations may call up to 3 allies to assist them in war.
- They must be allied prior to the declaration of war.
Conditional and unconditional surrender.
- Conditional surrender is approved by both sides, agreeing to end the war based on a set treaty. If both sides agree to the conditional surrender, the terms will be carried out. If not, the war continues.
- Unconditional surrender is when one side surrenders during a war without terms. This automatically makes them subject to the harshest of terms allowed under the CB that started the war.