# War Guide

**Before reading the War Guide, make sure to check out the War Rules to make sure that you qualify to start a war. ⁠**

This guide explains how a war/battle occurs, its limitations, and tips.

(A "War" refers to the political state of conflict between 2 or more groups. A "Battle" refers to physical fighting between those groups over the control of a strategic point. Winning the Battle ≠ Winning the War)

# Steps of War

<p class="callout danger">**Before looking into how to start war, make sure you qualify by reading the War Rules.** </p>

<p class="callout warning">**War is not a random process. Admins and the server are part of the entire process to ensure fairness and realism.**</p>

#### **1. Declaring the War**

A War can be started by following the requirements listed in the War Rules document and making sure that your opponent does not have War Immunity (can be seen by doing `/t [town name]` in-game, this immunity is granted to new towns automatically).

Once you have confirmed that you abide by those rules, you need to make a political announcement in `#👑┃nation-announcements` that you are declaring War on your opponents. This declaration must be well-made and realistic, explaining the reason for your war, the participants, what goals you have, etc. Low effort announcements ruin a roleplay environment and they will be removed.

<p class="callout info">Some war types, like civil wars, can be started differently depending on the context, contact the Server Owner for more information</p>

Once this declaration is made, the Server Owner will review it and confirm that you abide by the rules and can start a war. After it has been approved by the Owner your opponents will be notified and they can choose to accept the war declaration by directly responding to it or contest its legitimacy by opening a support ticket.

<p class="callout warning">When the other side accepts this war declaration it does not matter, and the timer starts ticking either way. There is no way to gain time by delaying the response. Those who purposely delay the process of the War get punished. It is in everyone's interest that the war is done smoothly and quickly.</p>

#### **2. Preparing the War**

Once all sides have seen and agreed to the War declaration, a separate discord channel will be created for the War where it can be discussed. Here both sides are required to ping their allies so they can also be added to the channel.

During this same time, the **24-hour period** begins, which brings the Skirmishing and the period where allies can join the war. For more information about these, read the War Rules document.

**The side that declared the War is firstly responsible for proposing a date for the first Battle of the War. The receiving side should gather their people and agree to the closest possible date.**

<p class="callout warning">If the side that declared the War does not propose any dates and is uncooperative in other ways, their War declaration will be dismissed. If the receiving side is doing the same, they might lose the war automatically.</p>

#### **3. The Process of the Battle**

The side that declared the War is always on the offensive side of the first Battle. What this means in essence is those that declared the war will make the first move in the war and can select a settlement to attack while the other side defends that settlement. However, the attackers can also choose to defend and forfeit their right to "first attack".

**The way an attacker can select which settlement to attack is limited.** Only those settlements can be attacked which are freely accessible from any town of the attacking Nation and other settlements are not in the way of the other Nation. Here is an illustration:

<table border="1" id="bkmrk-" style="border-collapse: collapse; width: 110.119%; height: 449px;"><colgroup><col style="width: 100%;"></col></colgroup><tbody><tr><td class="align-center">[![1.png](https://info.elysianmc.world/uploads/images/gallery/2025-10/scaled-1680-/1.png)](https://info.elysianmc.world/uploads/images/gallery/2025-10/1.png)</td></tr></tbody></table>

**Example of a possible route to the Enemy Capital:**

<table border="1" id="bkmrk--1" style="border-collapse: collapse; width: 100%;"><colgroup><col style="width: 99.881%;"></col></colgroup><tbody><tr><td>[![2.png](https://info.elysianmc.world/uploads/images/gallery/2025-10/scaled-1680-/2.png)](https://info.elysianmc.world/uploads/images/gallery/2025-10/2.png)</td></tr></tbody></table>

**Routes that an army might take while approaching an enemy city must be realistic and natural barriers (Like mountains or larger bodies of water) might prevent an attack on a certain city:**

<table border="1" id="bkmrk--2" style="border-collapse: collapse; width: 100%;"><colgroup><col style="width: 99.881%;"></col></colgroup><tbody><tr><td>[![3.png](https://info.elysianmc.world/uploads/images/gallery/2025-10/scaled-1680-/3.png)](https://info.elysianmc.world/uploads/images/gallery/2025-10/3.png)</td></tr></tbody></table>

An Attack in harder terrain is still possible under 2 conditions. Either there is no other way to reach a settlement or the attackers are equipped with the necessary gear to go over them. (Ships, roads/bridges, and/or heating equipment).

**If the defenders successfully defend their settlement from the attackers, they are now the next to attack.**

#### **4. Technicalities of the Battle**

The Server uses a plugin called **EventWar.**   
The Battle itself takes place within the claimed areas of a **Towny Town**. The goal of the attackers is to take control of the Home Block of that town, while the defenders repel the attacker's attempts at this.

<p class="callout info">The leaders of both sides each have 5 lives, which resets with each new battle.</p>

**A Towns Homeblock has 60 HP**, and a **regular block has 12 HP**. The homeblock can only be accessed by going through the regular townblocks in the way. 1 HP Damage is dealt/recovered each second per player. If 3 Attackers and 2 defenders are in a block, that block will take 1 HP of damage per second. If 2 attackers and 2 defenders are in the same block it will not take any damage nor recover. If 1 attacker and 3 defenders are in the same block it will recover 2 HP per second. Any townblock can only damaged/recovered above Y Level -27 (This might be changed depending on the context of that battle).

<p class="callout warning">Both attackers and defenders can place and break blocks, place TNT, item\_use, switch, etc. However, attackers cannot access chests. Excessive amounts of griefing will never be tolerated and is heavily punished, only damage blocks when necessary. </p>

In order for the attackers to win they must either:

- Take control of the Home block.
- Kill the enemy leader 5 times.

In order for the defenders to win they must either:

- Wait until the battle time runs out. (The battle time is set by the Owner before the battle. By default 30 Minutes.)
- Kill the enemy leader 5 times.

**A ceasefire/surrender can be initiated at any point during the battle.**

<p class="callout info">Staff may end the battle if either side gets too weak or refuses to fight.</p>

<p class="callout info">**TIP:   
Battle strategies vary from Nation to Nation. Keep in mind that an enemy might not attack the way you expected. As a Minecraft Server, most players choose to combine Minecraft elements and realism into an attack/defense strategy. This can be potentially unexpected both for the Nation and Server Staff.   
  
Keep in mind**, battle strategies do not have to be realistic and can exploit the full potential of Minecraft.   
**Keep in mind**, some battle strategies might be *pushing* the boundaries of what's allowed (Realism is not regulated, but the War Rules specify its limits). If a Battle has to be stopped for a battle strategy that is unacceptable, that side might be forced to automatically lose that Battle. For the best results, always consult with the **Owner** *ahead* of the Battle regarding your Battle strategy to avoid a potential **Rule of Context** situation from happening.</p>

#### **5. Aftermath of a Battle/War**

A Battle only ends the War if it is the Capital of the enemy Nation. Otherwise, the War goes on (Surrender and other kinds of negotiations are open at all times during the War).

If the Attackers won the Battle, they would advance forward and attack another settlement of the defending Nation. Otherwise, it will be the defending Nations' turn to either reclaim a lost settlement or attack an enemy city.

Whoever wins the War has **complete freedom to decide what they want to do with the losing Nation.** There are no concrete server set limitations. **However, being excessively power-hungry, or making demands that are beyond your political power to maintain might have consequences with the rest of the community and can be a valid war goal against your Nation.** It's in everyone's interests to make reasonable demands. Today it was you who triumphed, tomorrow it's someone else over your Nation.

When a war ends, the victorious Nation is required to make a realistic announcement about it in ⁠`👑┃nation-announcements`, explaining who partook in the war, and whats the result, etc.

<p class="callout success">The most important part of war is practicing good sportsmanship and as a result not being toxic and accepting a potential loss, and when winning being humble and respectful to those who lost. If you are not mentally capable of either of those, do not get yourself into conflicts.</p>

<p class="callout info">If you have any questions regarding War and or otherwise require help regarding it feel free to ask the Owner or open a support ticket.</p>

# War Checklist

#### **Summarized Short Checklist for those who want to start a War.**

**1. Pre-War Requirements**  
☐ Read the War Rules – Ensure you qualify to start a war.  
☐ Check War Immunity – Verify that the target is not war-immune (/t \[town name\]).  
☐ Have a Valid Reason – Your war must have a realistic and roleplay-friendly justification.  
☐ Prepare Allies – Inform your allies in advance so they are ready.  
  
**2. Declaring War**  
☐ Make a Political Announcement – Post a detailed war declaration in ⁠`👑┃nation-announcements` including:

- Reason for war
- Participants (your side and the opponent)
- Goals (territory, revenge, political disputes, etc.)

☐ Ensure Quality – Your declaration must be realistic and not low effort.  
☐ Await Approval – The Server Owner will review and approve/reject your war.  
  
**3. War Approval &amp; Setup**  
☐ Wait for the Opponent's Response – They can accept or contest the war in a support ticket.  
☐ Join the War Discord Channel – A separate channel will be made for war discussions.  
☐ Ping Your Allies – Ensure all allies are added to the war channel.  
☐ Propose a Date for the First Battle – The declaring side must suggest a date.  
☐ Confirm the Battle Date with Opponents – The battle must be scheduled as soon as possible.   
  
**4. Battle Preparation**  
☐ Gather Supplies – Ensure your army has weapons, armor, and necessary gear (boats, bridges, heating).  
☐ Check Attack Routes – Make sure the settlement you want to attack is accessible (no unrealistic paths).  
☐ Understand Battle Mechanics – Read up on the EventWar plugin rules:

- 5 lives per leader
- Homeblock has 60 HP
- Damage and healing mechanics

☐ Follow Server War Conduct – No excessive griefing, and chests cannot be accessed by attackers.  
  
**5. War Execution**  
☐ Attack the Enemy Settlement – The declaring side attacks first, unless they forfeit the first move.  
☐ Follow the EventWar Plugin Rules – Play fair and avoid exploits.  
☐ Respect Battle Time Limits – Default 30 minutes unless changed by staff.  
☐ Ceasefire or Surrender (Optional) – Either side can negotiate at any time.  
  
**6. Post-War Responsibilities**  
☐ Declare Victory – Post the war outcome in ⁠`👑┃nation-announcements`.  
☐ Enforce War Terms – Ensure war demands are reasonable and enforceable.  
☐ Practice Good Sportsmanship – Respect the losing side and avoid toxicity.

<p class="callout danger">Delaying war approval or avoiding battle scheduling is punishable.  
Breaking war rules (combat logging, exploiting, excessive griefing) results in penalties.  
Ignoring roleplay realism may result in the war being voided.  
Excessive War demands may result in flashbacks from the community.</p>

<p class="callout success">If you have any questions, open a support ticket or ask the Server Owner. </p>