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RELATIONS & WARS

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)
/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> chatToggle 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)
/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.

  1. 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. 2

    Preparation

    Fighting doesn't start right away. Check the start time and required points with /land <land> war info.

  3. 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. 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)

SkirmishThe standard mode: earn points from kills and by capturing land with capture flags
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
AnnexationThe loser's targeted land is unclaimed (not transferred; it goes back to unclaimed land)
VassalizationThe losing nation becomes a vassal of the winner. Only available in wars between nations
RaidThe winner gets the right to open chests and break walls on the loser's land for a limited time
IndependenceA 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 independenceStart 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

Commands

/land <land> war menuOpen the war menu (status and surrender are here too)
/land <land> war infoSee info on the current or upcoming war
/land <land> war declare <target>Declare war (or accept, if they declared on you)
/land <land> war declineDecline a declaration of war
/land <land> war spawnDuring a war, move near the enemy's territory (or your own arena)
/land <land> war independenceA vassal starts a war of independence

To fight as a nation, just replace /land <land> in the commands above with /nation <nation>.