War is an important aspect of the MCCivs server-dynamic. For full server functionality, it is imperative that war rules are followed and that any confusion regarding the rules is checked with a member of staff.
Following the submission of a war application, it is assumed that all war rules have been checked, and that you are fully aware of all war rules.
We indefinitely reserve the right to change or modify these rules at any given time with or without reason. We also indefinitely reserve the right to void any wars or battles if they fail to follow procedure. Our catch-all clause allows us to cover any situation and inevitability, however, only administrative staff are to use our catch-all clause as reason for punishment.
General War Rules
I. To declare war, you must have at least two valid roleplay reasons. In order for you to be eligble to declare war, you must first have two valid roleplay reasonings, or 'casus belli'. For example, it might be a religious war or a war fought in revenge of previous conquests.
II. To declare war, you must have first made a presence in roleplay besides combat. You must have first had some sort of presence or input in roleplay besides actions leading up to war, including having actually roleplayed and having actual buildings.
III. No minutemen are allowed. It is forbidden to employ the use of minutemen within war. It is your duty as the declarant of war to take a screenshot of your faction's members and their faction's members before your application is submitted, and to put it in your war application thread.
IV. Players may join a nation whilst it is in war, but not participate in fighting. Just because a nation is in the process of fighting a war does not inherently mean that new players cannot join, it simply means that they cannot participate in the war (actually fighting) as it would be considered minutemanning.
V. If a player leaves a nation and rejoins, they are prohibited from fighting. You may not leave a faction and then come back without being considered as a minuteman. If you consult an administrative member of staff beforehand, and they give you clarity and approval, then you may.
VI. A nation may only participate in one war at a time as the aggressor, and two as the defender. For example, a nation may 'attack and defend', 'defend and defend' or 'attack, defend and defend'.
VII. Each nation within a war is entitled to call upon two allies. Within a war, each primary fighting nation (declarant or receipiant) may call upon the aid of three allies, so it may be a 3 vs. 3 at a maximum, unless stated otherwise by staff.
VIII. Fighting may only ensue after the aplication is officially accepted. No fighting may occur until the declaration of war has officially been accepted by a member of staff. This extends to raiding and other such acts of war.
IX. You may not randomly kill civilians. You may not randomly kill civilians, even if they are from the other side, unless they enter your land, or are a figure of power. You may randomly kill civilians during raids.
X. Allies must declare themselves on the official forum post. Allies of each side must declare themselves to be joining a side on the official war declaration thread on the forums.
XI. The war is concluded in the event that a majority of battles are won by a side, or a surrender is agreed upon. The war is deemed over after one side wins two of the three battles; alternatively, if the opposition surrenders, then it is also over.
XII. Raids are, by default, allowed. Raids are allowed by default. If both sides agree, raids may be disabled, and it will be decided purely by battles.
XIII. Golden apples, potions, ender pearls, elytra and wolves are forbidden during war. You may not use any of the blacklisted advantages listed above or punishments will be distributed.
XIV. Wars are to be fought in regular minecraft-PVP style. Whilst other forms of combat are not neccessarily fought in minecraft-PVP, wars are. Even if both sides wish to determine wars via rolling or RPVP, please understand it is too complicated for staff to handle on a large scale.
I. During war periods, both sides can commence raids every twenty four hours. Raids may only occur with intervals of at least 24 hours since your last raid. It is per-nation, and not per-side in war (i.e a 4v4 means 4 raids per side per 24 hours).
II. Raids require staff supervision. Raids must have some form of staff supervision from a person who is in no way affiliated with the war.
III. Only faction leaders or officers may declare a raid. The defending side must have at least three people online. Only the leaders or officers in a faction may declare a raid. In order for the raid to be eligible, alongside other criteria, the defending side must have at least three people online when the raid is declared in chat.
IV. The raid must be announced in the advert chat channel five minutes beforehand, and before you enter enemy territory. Any raids that you wish to do must be declared in the global advert chat-channel, with at least five minutes before fighting begins, and before you enter enemy territories. Screenshots of this are useful.
V. The raiding side may only bring five people. Defending side may have as many as they can muster. The raiding side may only bring five people, whereas the defending side in a raid may have as many as they wish. Defending side may not have allies come if it does not make roleplay sense.
VI. After the raid is concluded, any deaths sustained are permanent. After the raid has been concluded, and a victor emerges, any deaths on either side will be treated as deaths of roleplay characters unless a roleplay-fair comrpomise is agreed upon.
VII. The winning side may choose to take prisoners. However, for a period of six hours no major harm or injury may be dealt. No harm may come to imprisoned captives for 6 hours after capture in order to provide a time window in which rescue is possible and incentivised.
VIII. Defenders must come out within thirty minutes with the intention to fight. If defenders do not come out within the time window of 20 minutes, then the raid is concluded and the raiders win. This entitles them to loot the town freely, as they wish, and may even burn militant or political buildings. IX. The cooldown of a raid starts after it is documented on the forums. The cooldown of a raid will only sdtart after it is documented on the forums. If it is not documented within six hours, the attacking side will be punished. It is a responsibility that you inheret when raiding.
I. Location and time of battle must be agreed upon by both parties, with at least 24 hours notice. Both leaders must agree upon battle times which can work for them, with at least 24 hours notice before the battle is scheduled to begin.
II. Once one dies in battle, they may not return. You may not return after dying in the battle to partake, or even to spectate. Please do not ask to be teleported back for any reason until 30 minutes after the battle has been concluded and any technicalities decided upon.
III. There are a maximum of three battles. One side must win two of these battles in order to win the war. Your side must win a majority (2/3) battles in order to win the overall war and for your war goals to have been achieved.
IV. Battles must have a twenty four hour cooldown between them. Battles are hard to schedule and require a great deal of work. Battles must have cooldowns of at least 24 hours between.