Unique Nation Types
Unique Nation Types
Nomadic Raider Nations
These are warlike, expansionist factions without a central capital, inspired by Mongols and similar cultures. Their homes are mobile or spread across biomes, and they rely on archery, mobility, and guerrilla tactics to survive.
Key Traits:
• No fixed capital, instead, expanding sacred structures across a biome.
• May raid towns with war declarations.
• PvP allowed in the wilderness at any time for looting purposes (no harassment or town camping).
• Ambushes allowed on unclaimed highways.
• Explosives permitted only on defenses or vaults (no griefing decorations).
• Aesthetic builds are required (tents, shrines, themed caves, no ugly PvP cubes).
• War declarations must be approved first. Surprise raids are allowed after approval.
Limitations:
• While they don't have a Capital, they can be defeated by taking over all cities inside their Nation. (If it's just one, they are disbanded immediately upon a defeat)
• As an aggressive Nation type, they can be attacked anytime by other Nations without a proper reason. (Following the War Guide)
• These types of Nations can only form alliances with other Nomadic Raider Nations, not regular ones.
• These Nations must have good lore and lifestyle, which would be realistic when compared to real-life Raiders.
• All Nations of this type must have "Raiders", "Horde" and/or "Nomadic" in their Nation/Settlement name.
• These types of Nations can't build advanced infrastructure. (Eg; Ice Highways, Trains, and Ships.)
• Other than RDM rules, they are also subject to all rules, including the ones here.
• While they can attack other players anytime in the wilderness for loot, they can also be killed in the same way.