War Contract Template & War Information (Obsolete)
Posted: Wed Mar 02, 2011 8:47 pm
The First Stage
The title of the thread you would use to initiate a war would, instead of this, be, "(Your Realm Name's) Declaration of War, Against (Enemy Realm / Alliance's Name)".
Realm Leaders: List your realm's leaders as listed in the rankings thread.
Realm Commander: List your realm's single Commander of the Army. This player serves an important role in war and can also be a realm leader or Commander.
Realm Ambassador: List your realm's single Ambassador. This player serves an important role in war and can also be a realm leader or Commander.
Realm Lieutenant Commander(s): List your realm's Lt. Commander, or up to 3. These officers are responsible for the close direction of troops on the battlefield.
Realm Members: List every member of your realm.
Code of Conduct: The "where" of the war. Where conflict may occur.
Rules of Engagement: The "how" of the war. By what methods may the conflict occur.
Spoils of War: List your realm's demands after the defeat of the enemy realm. These demands may also be paid off during the contractual stages, or pre-war. It is recommended that you have a mod, admin, or Fraps present when you are paying off the Spoils of War in order to avoid war, as otherwise it would be very difficult to prove you did so. Additionally, paying off the Spoils of War prevents you from attacking / being attacked for 48 hours after you post on your war thread confirming that the Spoils have been paid off.
Contract Purchase Info: Specify exactly how you calculated the cost of your war contract. Without this piece of info, I do not allow your war to commence, mainly because I'm not going to calculate everyone's war contract specifics for them
.
Important Figureheads:
There is a set list of roles that serve actual purpose in war. Here is the list:
Mercenaries / Other Soldiers: There may come a time when the war becomes a battle of morals and other players not in either realm may wish to join the cause. In order to do so, talk to whichever realm's general about it. If they promise you payment, specify that as well. If you wish to join as a single player free hand for the fight, you must post on the war thread who's side you are in support of and fighting for.
More than 2 Realms at War: First off, if a war occurs between two alliances that are both 3rd degree, they are both locked in a multi-realm war to begin with. Otherwise, realms can join either cause by doing the following. Use the same War Template as listed above, but the title should be the following:
(Your Realm Name) joins the cause with (Other realm, or realms), Against (Enemy Realm). This does not require them to be in an alliance, they are simply fighting the same enemy. The enemy realm must respond to the war contract in the same way he would if it were against just one realm.
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The Second Stage
After the first draft of the contract has been made, you naturally post it, matching the template's format. You must now wait for the defending side of the contract to respond. There are four ways to respond. NOTE: Only realm leaders of that realm can post the response.
Total Confirmation: The defending realm agrees totally to the details of the contract. No changes are made and the war begins immediately. To undergo this response, repost the exact same war contract as outlined by your enemy (obviously make changes and appoint your Commander, realm members, etc) and write (Total Confirmation) above it.
Partial Confirmation: The defending realm agrees to some aspects of the contract and/or makes revisions to it in red. To undergo this response, repost the war contract with revisions in red (also edit to appoint your commander, realm members, etc). If there isn't a response by the offending realm within 24 hours of the post, the war contract is dissolved. If there is a response, however, the offending realm can only respond in Total Confirmation or Negation. To undergo either of the two responses, well, see the information about those two responses.
Negation: The defending realm declines the very concept of the war and declines it completely. Now, the offending realm has the option of dissolving the contract, wherein war cannot occur between these two realms for 48 hours, or they could undergo a War [FORCED] (See below). To undergo this response, reply with the exact same war contract and label it with Negation.
Ignore: The defending realm doesn't respond to the war contract within 48 hours and is thus ignored. After this time, the war contract can either be dissolved by the aggressor or the war becomes a War [FORCED]. If the aggressing realm decides not to force the war, they must wait 24 hours before declaring war on this realm again.
Stage 2 Offending Realm Responses
The Offensive is to give a response to Partial Confirmation, and possibly to Negation and Ignore if they wish to do so. They have two possible responses to a Partial Confirmation:
Total Confirmation: You agree completely with every revised and existing part of the war contract. The war commences as soon as you post this response.
Total Declination: You decline the contract itself and it is dissolved. There is a 24 hour grace period before you may produce another war contract.
Here are the important numbers you need to know:
The Contract Itself: 48 hours for defense to respond. Afterwards, is considered upholding the Ignore policy.
Partial Confirmation: If responding with revisions to the war contract, 24 hours for offense to respond. Afterwards, is considered Total Declination.
Negation: May immediately force a war, or wait for a 48 hour grace period before initiating another war contract.
Ignore: May immediately force a war, or wait for a 24 hour grace period before initiating another war contract.
War [FORCED]: When the defending side declines a war declaration completely or ignores it, the offending side may turn the contract into a War [FORCED]. The difference between the two is that a War [FORCED] cannot be declined by the defending side. Additionally, the spoils of war outlined by the initial war contract are reduced to 0% of what they would have been. I will track all ongoing wars as to get a political viewpoint of our world at war
. Also note: War [FORCED] may only be used if the defending side responds absolute negative to a war declaration or ignores it. If they agree in partial confirmation to the details of the war, you cannot force your original intent and must either comply totally positively or negatively to the re-drafted contract.
In a War [FORCED], the Code of Conduct is set to >>Wilderness Only<<, while the Rules of Engagement are set to >>Simple PvP<<. These are default settings, and may be changed by agreement of both realms once the war begins.
What if defense wins a War [FORCED]?
The original Spoils of War are then given to the defending realm.
Note: War [FORCED] makes it so that realms cannot stay completely neutral forever, as that is not realistic. However, it also makes it so that the offending realms cannot continually farm realms and may be careful as to how often they force wars, as it could often backfire and force them to pay their Spoils of War instead. This also balances the system so that realms don't create ridiculously high Spoils of War.
Making Changes to the Contract During the War:
Each realm's Ambassador is responsible for speaking on behalf of their realm and making desirable changes to the contract after the war has commenced. For example, if he finds that the fact that one of hte Rules of Engagement allows for Destruction and it becomes to gruesome, he may wish to converse with the other realm and request this RoE be removed.
Contract Change Template: (Your Realm Name) wishes to make the following changes to the live war contract:
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The Third Stage
This stage is only attainable if the war contract has been agreed upon by both sides, either through Partial Confirmation and then Re-Confirmation, or a simple Confirmation by both sides.
This is the stage where the war begins.
Code of Conduct Index
Wilderness: Soldiers may engage each other in the wilderness.
Free to Engage: Soldiers may engage anywhere. Spawn camping is still not allowed. Blockading the other realm IS allowed.
Rules of Engagement Index
Simple PvP: PvP via melee weapons, bows, and fists are allowed. This is conventional warfare and is default in any war.
Bucketeering: PvP / destruction via the useage of buckets.
Looting: Taking from chests is allowed. Both realms can do this to each other.
Destruction: Destruction of property in each others' realms is allowed. Both realms are forced to enable visitors and become public during this time. Discovering that one realm disable either feature will lead to immediate termination of the war contract, as well as forcing that side to pay the spoils of war as listed.
Psychological Warfare: Cost of 60 IP + 0.5(number of members in realm) - Both realms in the war are allowed to implement terror tactics, such as the removal of snow in a realm named after said material, messing with land near the enemy realm, etc. However, this does NOT allow for harassment of any kind.
How is a war resolved?
Surrender:A war can be resolved in a multitude of ways. First and most commonly it will end in a surrender by one of the realms. Only the designated Commander of either realm may call for a surrender. They do not require anyone else's consent. To do so, reply on the war thread with a formal surrender, the template for which is right here:
Name of General Surrendering: Your name
Name of General Surrendering To: Enemy general's name
Time of Surrender: Either immediately, or a time that you signify.
Surrenders do not require the consent of the other realm. However, in order to do so, you must pay the Spoils of War as listed in the contract. Either the other realm must confirm that you have paid off the Spoils, or evident proof must be provided.
Armistice: If the toll on both realms grows too great, or they simply wish to resolve their differences, and armistice can be made. Both realm Ambassadors must confirm on their specific war thread that they agree to an armistice, and then the war contract is resolved with no penalties inflicted on either side. Ambassadors require no other realm members' permission to declare armistice.
Armistice Template: (Your Realm Name) wishes to initiate an Armistice with the realm of (Enemy Realm Name). Signed, (Your Ambassador's name).
Stalemate: If the war has proceeded for too long without any action, admins may call an end to the engagement. If realm generals do not log on in time to respond to important decisions (surrenders, armistices, strategical assaults, etc) a stalemate may be called. The aftermath is the same as that of an armistice.
Annihilation: If, most commonly during Destruction or Bucketeering, a realm gets completely obliterated and the realm general either doesn't respond or the realm is totally leveled, annihilation can be called by the defending realm leaders. This is in order to prevent a realm from being totally leveled in the event of a careless general not being present to respond to important decisions. Aftermath: The annihilated realm may not incur a war for 96 (4 days) hours. They must also pay 40% of the spoils of war.
What if the Defending side wins?
If the defending realm is victorious in the war, the offending side has to pay the Spoils of War that they outlined.
What if at the resolution, the Spoils of War cannot be paid off?
The the Spoils aren't paid off, the realm is required to scrounge together the resources as soon as possible. Did you agree to a 400-diamond war? Too bad, it's your problem. If you wish to avoid paying the Spoils, talk with the other realm's leaders. Anyway, admins and moderators will be aware of all wars that are in need of having spoils paid off. Continual neglect of payment may lead to further consequences, including the inability to participate in war as well as the loss of all of your IP :[.
Also, let me reiterate that it is IMPERATIVE that you show great proof that you pay off the spoils of war. If you want, I can often port to the location where you will be paying the spoils to oversee it. Transfer the payment through me and it will serve as sufficient proof.
Spoils of War
The Spoils of War (SoW) most commonly will consist of in-game items. However, it is also possible to demand Man-Hours of Labor as well as the realm itself (are you willing to take that risk?). If demanding Man-Hours, please note that each player contributes to the labor. For example, having 1 person commit 5 hours of labor is the same of having 5 people each commit 1 hour of labor. Using labor as a SoW is equally as enforced as items and must be paid off as soon as possible. The victorious realm will coordinate how and when the work is provided.
Additional Aftermath of War
Something I will be keeping track of is a point system that uses "Influence Points". These currently serve no purpose other than bragging rights. At the conclusion of a war, I calculate how many Influence Points a realm has gained or lost. As expected, victorious realms will usually gain more IP than the defeated. They will be listed in an additional thread. The equation for calcuating the IP earned can be found in the IP thread.
The title of the thread you would use to initiate a war would, instead of this, be, "(Your Realm Name's) Declaration of War, Against (Enemy Realm / Alliance's Name)".
Realm Leaders: List your realm's leaders as listed in the rankings thread.
Realm Commander: List your realm's single Commander of the Army. This player serves an important role in war and can also be a realm leader or Commander.
Realm Ambassador: List your realm's single Ambassador. This player serves an important role in war and can also be a realm leader or Commander.
Realm Lieutenant Commander(s): List your realm's Lt. Commander, or up to 3. These officers are responsible for the close direction of troops on the battlefield.
Realm Members: List every member of your realm.
Code of Conduct: The "where" of the war. Where conflict may occur.
Rules of Engagement: The "how" of the war. By what methods may the conflict occur.
Spoils of War: List your realm's demands after the defeat of the enemy realm. These demands may also be paid off during the contractual stages, or pre-war. It is recommended that you have a mod, admin, or Fraps present when you are paying off the Spoils of War in order to avoid war, as otherwise it would be very difficult to prove you did so. Additionally, paying off the Spoils of War prevents you from attacking / being attacked for 48 hours after you post on your war thread confirming that the Spoils have been paid off.
Contract Purchase Info: Specify exactly how you calculated the cost of your war contract. Without this piece of info, I do not allow your war to commence, mainly because I'm not going to calculate everyone's war contract specifics for them

Important Figureheads:
There is a set list of roles that serve actual purpose in war. Here is the list:
- The Commander is in charge of creating the war contract and agreeing with the other realm as to the parameters of the war. He also determines when a surrender is to be called. Additionally, he is responsible for the coordination of soldiers to create a, hopefully, formalized army.
The Lieutenant Commander(s) is(are) responsible for assisting the Commander in coordinating soldiers in combat. They also may be in charge of small groups of players during a battle. There is a limit to 3 Lt. Commanders per realm per war
The Ambassador is in charge of conversing with the opposing realm's ambassador and discussing changes that may be made during the war. Note: The Commander does not have permission to change details of the war contract after it has been commenced, while the Ambassador does, but does not initially create the contract itself. However, the Commander may also uphold the role as Ambassador. Also note that while the Ambassador cannot declare a surrender as the Commander can, he can request an armistice.
Mercenaries / Other Soldiers: There may come a time when the war becomes a battle of morals and other players not in either realm may wish to join the cause. In order to do so, talk to whichever realm's general about it. If they promise you payment, specify that as well. If you wish to join as a single player free hand for the fight, you must post on the war thread who's side you are in support of and fighting for.
More than 2 Realms at War: First off, if a war occurs between two alliances that are both 3rd degree, they are both locked in a multi-realm war to begin with. Otherwise, realms can join either cause by doing the following. Use the same War Template as listed above, but the title should be the following:
(Your Realm Name) joins the cause with (Other realm, or realms), Against (Enemy Realm). This does not require them to be in an alliance, they are simply fighting the same enemy. The enemy realm must respond to the war contract in the same way he would if it were against just one realm.
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The Second Stage
After the first draft of the contract has been made, you naturally post it, matching the template's format. You must now wait for the defending side of the contract to respond. There are four ways to respond. NOTE: Only realm leaders of that realm can post the response.
Total Confirmation: The defending realm agrees totally to the details of the contract. No changes are made and the war begins immediately. To undergo this response, repost the exact same war contract as outlined by your enemy (obviously make changes and appoint your Commander, realm members, etc) and write (Total Confirmation) above it.
Partial Confirmation: The defending realm agrees to some aspects of the contract and/or makes revisions to it in red. To undergo this response, repost the war contract with revisions in red (also edit to appoint your commander, realm members, etc). If there isn't a response by the offending realm within 24 hours of the post, the war contract is dissolved. If there is a response, however, the offending realm can only respond in Total Confirmation or Negation. To undergo either of the two responses, well, see the information about those two responses.
Negation: The defending realm declines the very concept of the war and declines it completely. Now, the offending realm has the option of dissolving the contract, wherein war cannot occur between these two realms for 48 hours, or they could undergo a War [FORCED] (See below). To undergo this response, reply with the exact same war contract and label it with Negation.
Ignore: The defending realm doesn't respond to the war contract within 48 hours and is thus ignored. After this time, the war contract can either be dissolved by the aggressor or the war becomes a War [FORCED]. If the aggressing realm decides not to force the war, they must wait 24 hours before declaring war on this realm again.
Stage 2 Offending Realm Responses
The Offensive is to give a response to Partial Confirmation, and possibly to Negation and Ignore if they wish to do so. They have two possible responses to a Partial Confirmation:
Total Confirmation: You agree completely with every revised and existing part of the war contract. The war commences as soon as you post this response.
Total Declination: You decline the contract itself and it is dissolved. There is a 24 hour grace period before you may produce another war contract.
Here are the important numbers you need to know:
The Contract Itself: 48 hours for defense to respond. Afterwards, is considered upholding the Ignore policy.
Partial Confirmation: If responding with revisions to the war contract, 24 hours for offense to respond. Afterwards, is considered Total Declination.
Negation: May immediately force a war, or wait for a 48 hour grace period before initiating another war contract.
Ignore: May immediately force a war, or wait for a 24 hour grace period before initiating another war contract.
War [FORCED]: When the defending side declines a war declaration completely or ignores it, the offending side may turn the contract into a War [FORCED]. The difference between the two is that a War [FORCED] cannot be declined by the defending side. Additionally, the spoils of war outlined by the initial war contract are reduced to 0% of what they would have been. I will track all ongoing wars as to get a political viewpoint of our world at war

In a War [FORCED], the Code of Conduct is set to >>Wilderness Only<<, while the Rules of Engagement are set to >>Simple PvP<<. These are default settings, and may be changed by agreement of both realms once the war begins.
What if defense wins a War [FORCED]?
The original Spoils of War are then given to the defending realm.
Note: War [FORCED] makes it so that realms cannot stay completely neutral forever, as that is not realistic. However, it also makes it so that the offending realms cannot continually farm realms and may be careful as to how often they force wars, as it could often backfire and force them to pay their Spoils of War instead. This also balances the system so that realms don't create ridiculously high Spoils of War.
Making Changes to the Contract During the War:
Each realm's Ambassador is responsible for speaking on behalf of their realm and making desirable changes to the contract after the war has commenced. For example, if he finds that the fact that one of hte Rules of Engagement allows for Destruction and it becomes to gruesome, he may wish to converse with the other realm and request this RoE be removed.
Contract Change Template: (Your Realm Name) wishes to make the following changes to the live war contract:
- (Example) Rules of Engagement: Remove [Destruction]
Code of Conduct: Remove [Free to Engage]
Spoils of War: Raise from 30 Diamonds to 50 Diamonds
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The Third Stage
This stage is only attainable if the war contract has been agreed upon by both sides, either through Partial Confirmation and then Re-Confirmation, or a simple Confirmation by both sides.
This is the stage where the war begins.
Code of Conduct Index
Wilderness: Soldiers may engage each other in the wilderness.
Free to Engage: Soldiers may engage anywhere. Spawn camping is still not allowed. Blockading the other realm IS allowed.
Rules of Engagement Index
Simple PvP: PvP via melee weapons, bows, and fists are allowed. This is conventional warfare and is default in any war.
Bucketeering: PvP / destruction via the useage of buckets.
Looting: Taking from chests is allowed. Both realms can do this to each other.
Destruction: Destruction of property in each others' realms is allowed. Both realms are forced to enable visitors and become public during this time. Discovering that one realm disable either feature will lead to immediate termination of the war contract, as well as forcing that side to pay the spoils of war as listed.
Psychological Warfare: Cost of 60 IP + 0.5(number of members in realm) - Both realms in the war are allowed to implement terror tactics, such as the removal of snow in a realm named after said material, messing with land near the enemy realm, etc. However, this does NOT allow for harassment of any kind.
How is a war resolved?
Surrender:A war can be resolved in a multitude of ways. First and most commonly it will end in a surrender by one of the realms. Only the designated Commander of either realm may call for a surrender. They do not require anyone else's consent. To do so, reply on the war thread with a formal surrender, the template for which is right here:
Name of General Surrendering: Your name
Name of General Surrendering To: Enemy general's name
Time of Surrender: Either immediately, or a time that you signify.
Surrenders do not require the consent of the other realm. However, in order to do so, you must pay the Spoils of War as listed in the contract. Either the other realm must confirm that you have paid off the Spoils, or evident proof must be provided.
Armistice: If the toll on both realms grows too great, or they simply wish to resolve their differences, and armistice can be made. Both realm Ambassadors must confirm on their specific war thread that they agree to an armistice, and then the war contract is resolved with no penalties inflicted on either side. Ambassadors require no other realm members' permission to declare armistice.
Armistice Template: (Your Realm Name) wishes to initiate an Armistice with the realm of (Enemy Realm Name). Signed, (Your Ambassador's name).
Stalemate: If the war has proceeded for too long without any action, admins may call an end to the engagement. If realm generals do not log on in time to respond to important decisions (surrenders, armistices, strategical assaults, etc) a stalemate may be called. The aftermath is the same as that of an armistice.
Annihilation: If, most commonly during Destruction or Bucketeering, a realm gets completely obliterated and the realm general either doesn't respond or the realm is totally leveled, annihilation can be called by the defending realm leaders. This is in order to prevent a realm from being totally leveled in the event of a careless general not being present to respond to important decisions. Aftermath: The annihilated realm may not incur a war for 96 (4 days) hours. They must also pay 40% of the spoils of war.
What if the Defending side wins?
If the defending realm is victorious in the war, the offending side has to pay the Spoils of War that they outlined.
What if at the resolution, the Spoils of War cannot be paid off?
The the Spoils aren't paid off, the realm is required to scrounge together the resources as soon as possible. Did you agree to a 400-diamond war? Too bad, it's your problem. If you wish to avoid paying the Spoils, talk with the other realm's leaders. Anyway, admins and moderators will be aware of all wars that are in need of having spoils paid off. Continual neglect of payment may lead to further consequences, including the inability to participate in war as well as the loss of all of your IP :[.
Also, let me reiterate that it is IMPERATIVE that you show great proof that you pay off the spoils of war. If you want, I can often port to the location where you will be paying the spoils to oversee it. Transfer the payment through me and it will serve as sufficient proof.
Spoils of War
The Spoils of War (SoW) most commonly will consist of in-game items. However, it is also possible to demand Man-Hours of Labor as well as the realm itself (are you willing to take that risk?). If demanding Man-Hours, please note that each player contributes to the labor. For example, having 1 person commit 5 hours of labor is the same of having 5 people each commit 1 hour of labor. Using labor as a SoW is equally as enforced as items and must be paid off as soon as possible. The victorious realm will coordinate how and when the work is provided.
Additional Aftermath of War
Something I will be keeping track of is a point system that uses "Influence Points". These currently serve no purpose other than bragging rights. At the conclusion of a war, I calculate how many Influence Points a realm has gained or lost. As expected, victorious realms will usually gain more IP than the defeated. They will be listed in an additional thread. The equation for calcuating the IP earned can be found in the IP thread.