Diplomacy & war
From forming alliances and enemies to declaring war, how wars play out, and wars of independence.
Found a nation
You can unite several lands into one nation. See Protecting land & founding nations first for how to claim land.
/nations create <capital land> [nation name] | Found a nation. The land you name becomes the capital (you must own that land) |
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/nation <nation> members add <land> | Invite that land to the nation |
/land <land> nation accept <nation> | Accept an invitation your land received from a nation |
/land <land> nation decline <nation> | Decline an invitation to a nation |
/nation <nation> chat | Toggle nation chat on/off |
Allies & enemies (Relations)
You can set other lands or nations as "ally" or "enemy". To start a war, you first have to mark the other side as an enemy.
/land <land> relation ally add <target> | Request an alliance (the other side must accept) |
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/land <land> relation ally remove <target> | End an alliance |
/land <land> relation enemy add <target> | Mark as an enemy |
/land <land> relation enemy remove <target> | Remove enemy status (offer a ceasefire) |
To do this as a nation, just replace /land with /nation <nation>.
How a war goes
From declaration to the end of the war, things roughly go in this order.
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1
Mark them as an enemy, then declare war
/land <land> war declare <target land or nation>. Choose how to fight (mode) and what happens if you win (goal) in the menu. Depending on the server settings, the other side may have to accept. -
2
Preparation
Fighting doesn't start right away. Check the start time and required points with
/land <land> war info. -
3
The war begins
When preparation ends, the fighting begins. Earn points with kills, by capturing flags and so on. Check the status with
/land <land> war menu. -
4
The outcome
Whoever reaches the required points first wins; if time runs out, the side with more points wins. If it's very close, it's a draw and nobody gains anything.
If things go badly, you can surrender from /land <land> war menu. It ends on slightly better terms than a lost war.
How to fight (modes)
| Skirmish | The standard mode: earn points from kills and by capturing land with capture flags |
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| King of the Hill (server arena) | Fight over a neutral arena set up by the team. Kills don't matter; it's decided by how long you hold the point |
| King of the Hill (own territory) | Each side places capture points on its own land and tries to take the other's |
What happens if you win (goals)
| Skirmish (plunder) | Money is taken from the loser's bank. No land is lost; the lightest goal |
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| Annexation | The loser's targeted land is unclaimed (not transferred; it goes back to unclaimed land) |
| Vassalization | The losing nation becomes a vassal of the winner. Only available in wars between nations |
| Raid | The winner gets the right to open chests and break walls on the loser's land for a limited time |
| Independence | A special goal for a vassal to win independence from its overlord |
Independence from vassalage
A land that has been made a vassal can fight to win its freedom.
/land <land> war independence | Start a war of independence against your overlord. Win and you're free; lose (including a draw) and you can't try again for a while |
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Commands
/land <land> war menu | Open the war menu (status and surrender are here too) |
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/land <land> war info | See info on the current or upcoming war |
/land <land> war declare <target> | Declare war (or accept, if they declared on you) |
/land <land> war decline | Decline a declaration of war |
/land <land> war spawn | During a war, move near the enemy's territory (or your own arena) |
/land <land> war independence | A vassal starts a war of independence |
To fight as a nation, just replace /land <land> in the commands above with /nation <nation>.