Declaring War:
WAR IS THE METHOD BY WHICH NATIONS FIGHT OVER TERRITORY. TO MAINTAIN GOOD GAMEPLAY ANY FACTION WISHING TO ENGAGE WAR MUST FOLLOW THESE RULES.
- FACTIONS WHO WISH TO DECLARE WAR ON ANOTHER FACTION MUST DECLARE THEIR INTENTIONS IN DIPLOMACY 48HRS PRIOR TO INITIATING A SIEGE.
- AN ADMIN MUST APPROVE THE WAR. ADMINS RESERVE THE RIGHT TO DECLINE A WAR IF IT IS WARRANTED.
- WAR DECLARATIONS MUST BE FOR A REASON. USE YOUR IMAGINATION TO MAKE IT A FIGHT WORTH FIGHTING.
- ATTACKERS MUST DEFINE A TARGET FOR THE WAR AND THE CLOSEST ATTACKER STRUCTURE WILL BE THEIR FOB.
- AFTER A WAR IS COMPLETED THE DECLARING FACTION IS ON A COOLDOWN OF 7 DAYS BEFORE THEY CAN DECLARE ANOTHER WAR.
Siege:
- Once war is declared and an admin approves it you may start sieging 48 hrs after the declaration message.
- Efforts should be made to make sure both sides are able to be on for the fight. It is recommended to line up your wars for a weekend. With EU and US players weekends provide the most time for a fair fight.
- Attackers must initiate the siege. Attackers can initiate a siege by moving within 15km of the Structure they wish to attack.
- Once the siege is initiated Defenders have 10 minutes to push the attackers out of the Territory Capture zone. If the defenders do not push the attackers out their SZ will drop and the Attackers can begin sieging the base.
- Attackers have 2 hours to siege the base. In order to successfully siege and capture the territory the Attackers must destroy the Defenders Base Grid Core.
- If the Attackers destroy the Grid Core The base is considered destroyed. Defenders must fight their way out or abandon their grids and vacate the area.
- If the Defenders survive for 2 hours their SZ will be restored and the attacking grids will be moved. The base is considered defended and a cooldown of 6 hours will start before a new Siege can begin.
- Wars last for 5 days. Attackers may initiate as many sieges as they like.
- Defenders can attack the Attackers FOB to end the war early.