Page cover

[New] War Overview

How war works!

Armed conflict is one of the many ways United Lands allow players to interact with each other and expand their sphere of influence.

As with most things, this systems is completely optional. You are never required to be open to attack at any point if you do not want to - however you may miss out on some fun mechanics and other rewards.

This is a long page, use the navigation bar on the right ➡️ to select a topic.


Neutrality

Only towns and nations with their neutrality status set to off can send or receive declarations of war. This can be toggled with the command /t toggle neutral or /n toggle neutral. If your neutrality is on, you should see a '(Peaceful)' tag on your town or nation's home screen.

A town that is peaceful.
A town that is not peaceful.

As are most mechanics, neutrality is dynamic and context dependent. Below are three common situations most players are in and what toggles mean for them:

🏕️ Independent Towns

Independent towns are not part of any nation, as such they have complete control over their foreign relations. Toggling town neutrality as an independent town forbids creating or receiving declarations of war.

🏘️ Member Towns

Member towns are towns within a nation, including the capital town. As a member, in return for protection, you give away certain freedoms such as deciding neutrality.

Peacefulness is decided at a nation level and is applied to all member towns. Being toggled neutral as a nation member only stops your town from becoming the target of a skirmish, if your nation is not peaceful you may still be forced into a war.

If a war is declared on a member town, the entire nation is called into the war automatically in defence of the member.

🏰 Nation

Nation toggles act similarly to those of independent towns. If your nation is neutral, no war larger than a skirmish can be levied against your nation, and likewise you cannot declare one yourself.

Leaders of non-peaceful nations can declare wars against independent towns or other nations if they are also non-peaceful.

Neutrality and Peacefulness describe the same concept and are commonly used interchangeably. Being neutral or peaceful means you cannot be warred.


Mobilisation

Mobilisation is a form of currency used to declare wars. It describes how prepared your town or nation is for a potential armed conflict.

📈 Increasing Mobilisation
  • Mobilisation increases for all non-neutral towns or nations at a rate of 1% per Towny day.

📉 Decreasing Mobilisation
  • Mobilisation decreases for all neutral towns and nations at a rate of 1% per Towny day.

  • Toggling neutrality on or off costs 1% of your mobilisation.


War Goals

War Goals are the primary method of declaring wars, they determine the objective, scope, and severity of each war. This is a flexible system designed to keep wars dynamic, deliberate, and focused.

War Goal
Description
Rewards
War Score Limit
War Lives
Call Nation?
Call Allies?

Superiority

Basic war goal, no special objective.

Money and bonus claims.

30,000

5

✔️

✔️

Plunder

Raid your enemies and take their wealth.

Only money.

30,000

5

✔️

✔️

Conquest

Seize land from other people, take their claims.

Only bonus claims.

30,000

5

✔️

✔️

Skirmish

Smaller-scale conflict, for fewer rewards. Might escalate into full war.

Some money and some bonus claims.

10,000

5

More war goals will be added in future updates.


Declaring Wars

To start a war, you must first choose a valid war goal and war target. Use the following steps to start a war:

  1. Create a declaration of war book with /t war book [Target Town/Nation] [War Goal].

  2. Open the book and type in a longer explanation for the war, this is purely for flavour and does not impact the actual conflict.

  3. Sign the book and title it the desired name of the war.

  4. With the war book in hand, type /t war declare to send it, this will start a countdown.

  5. Once the countdown is complete, the war will begin and scoring will be active.

To ensure a war declaration is valid, there are a few checks to make:

📑 Valid War Requirements
  • Only the mayor of an independent town or a nation leader can declare wars.

    • Skirmishes can be started by any town, even if in a nation.

  • Both the sender and receiver of the declaration must be non-neutral and not on a war cooldown.

  • The target can not already be in a defensive war.

    • You can start as many wars as you like as an aggressor, but a town or nation can only be defending in one war at a time.


Points and Scoring

Points are how you win wars, every action you take during a conflict should be geared towards scoring. There are three main categories of point scoring: Activity, Combat, and Sieging. See the info boxes below for more information, as each category has multiple actions to earn points.

Keep in mind: war events that occur randomly during a war might modify the amount of points gained or disable a method entirely. Ensure you're always informed about the state of the conflict and adjust your strategy accordingly.

Activity

Activity points are gained by either side by being online during a war.

  • Every 15 seconds a war participant is online, their side gains 1 point.

⚔️ Combat

Killing a member of the opposing side will gain points, different ranks provide different amounts. Points are only scored if the enemy has remaining war lives.

  • Killing a civilian provides 0 points.

  • Killing a militia member provides 100 points.

  • Killing a soldier provides 200 points.

  • Killing an officer provides 300 points.

  • Killing a general provides 500 points.

  • Killing a town mayor or nation leader modifies the point gain by +50%.

Mercenaries are valued the same as their own personal military rank.

🏰 Sieging

Enemy towns can be occupied for points, different chunks provide different mounts. Taking all available forts and home blocks in a town removes them from the war entirely.

  • Occupying a normal chunk provides 10 points.

  • Occupying a war camp provides 250 points.

  • Occupying a fortress provides 250 points.

  • Occupying a home block provides 500 points.

Sieges have some deeper mechanics, read about them more in detail here.

Remember: Civilians cannot earn war points!


Sieges

Sieging is a point-earning activity that sees an attacker occupying town blocks. When a war starts, each town block is given a health value, depending on the type of chunk.

When combatants are in a hostile town block, the health gradually depletes to zero. Once all health has been removed, the chunk is now occupied and points are earned. If defenders outnumber the attackers, then health begins to regenerate except in occupied chunks. The bigger the difference between attackers and defenders in a chunk, the greater the health change.

Townblocks must be attacked from the outside in. Sieges can only start if a chunk borders the wilderness or an occupied zone.

During sieges, there are two different types of townblocks that can help you as a defender or attacker - the fortress or the war camp.

🏰 Fortresses

Forts are your town's main source of defence, they are the hardest to siege and must be occupied to remove a town from the war.

Towns can have 1 fortress chunk, this then creates a two-chunk radius around the fortress (for a total of 25 chunks) and designates it as a fortress zone. In this zone, griefing is enabled during war, but it is rolled back at the end.

Blocks to not drop in fortresses when broken, only container contents.

🏕️ War Camps

War camps are a way for a team on the offensive to create a base of operations near a town they are about to siege.

Every town can create one war camp using the command /t warcamp create [War Name] during the warmup phase of a war, this generates a camp with beds to use as shelter. These camps can be returned to at any time during the war with /t warcamp tp [War Name].

War camps are griefable and siegable, do not store any items in containers as they will drop. Once a war camp is sieged it is not possible to create a new one for the duration of the war.

Once a war is over, camps are unclaimed and destroyed automatically.

❤️ Townblock Health

Below is a list of townblock types and their associated health values:

  • Default: 10HP

  • War Camp: 100HP

  • Fortress: 250HP

  • Home: 200HP


Events

War events are semi-random occurrences that happen during the course of a conflict. These serve to change up the dynamic of a war without being too predictable, they come with a range of effects from doubling certain points or enabling perma-death. Always ensure your information is up to date and learn to leverage the ever-changing conditions on the battlefield!

Every 6 hours there is a 50% chance of an event starting. If an event successfully triggers, a 1 hour warmup phase will begin, then the event will last 12 hours. Check the ongoing event with /t war event.

Name
Description

Brutal Onslaught

All attacker PvP kills give double points.

Defenders' Fury

All defender PvP kills give double points.

Broken Siege Weapons

All sieges are suspended.

Advanced Siege Engines

Chunks lose HP at double speed.

Sudden Death

Players instantly lose all remaining war lives when they die.

Death is on Vacation

Players don't lose any war lives when dying.


Lives and Graves

Fighting is risky business, if you die you might lose your stuff! Unlike most war systems, United Lands favours a contextual inventory drop system. This is a self-balancing system that favours both attackers and defenders by allowing people to sort themselves into their preferred level of risk without choosing it for them.

All war participants are given five lives per war. If the number of deaths exceed this amount they will be removed from the war, turning them into a civilian temporarily.

🗡️ Offensive Contexts

When a player goes on the offensive, they risk their gear.

  • Dying in enemy territory or wilderness will drop your inventory.

  • Dying in a warzone while not in the war will always drop your inventory.

🛡️ Defensive Contexts

As a defender you can restock your supplies.

  • Dying in friendly territory will create a grave - but you still have to get to it to recover items.

Being in an 'offensive' or 'defensive' situation does not depend on who started the war (i.e. the attacking side and defending side), it is determined based on your activity at that time.

So, if you are on the defending side but sieging an enemy town you will be in an offensive context and at risk of dropping items.


Allies and Calls to Arms

Wars are not an individual endeavour, if you have allies they can assist you in a fight!

⚔️ Offensive War Allies

During an offensive war, allies need to be manually sent a call to arms with the command /t war callally [Allied Nation Name] [War Name]. The receiving nation leader can then choose to accept or deny the request.

🛡️ Defensive War Allies

If you are the unfortunate target of a war, you will automatically call all valid allies to enter the war, if available they will immediately join even if neutral.


Civilians and Military Ranks

When your town is at war, everyone has a different role to fill - but not all are required to be sent to the front lines. On United Lands, warfare is a profession in which you opt-in. Town residents are split into two categories, civilian and military.

Civilian residents have no military use, they provide no points when killed and cannot earn any either. Use this for players who do not want to fight (or know how).

Only military-related residents can participate in wars. There are multiple levels of ranks to select from, and these generally reflect the skill of the combatant. Higher military ranks are worth more points to the enemy if killed, but can also earn more points through point-gain modifiers.

Civilians are considered as anyone without a specifically assigned military rank. They do not face any war restrictions, but in return they cannot or do not:

  • Participate in sieges.

  • Score points from PvP.

  • Gain activity points.

  • Count as an online enemy for sieges.

  • Be hired as a mercenary.

To assign someone a military rank, use the command /t rank add [Player] [Rank]. for town-level military ranks and /n rank add [Player] [Rank] for nation-level ranks.


Mercenaries

Too much money and not enough soldiers? Mercenaries can help! Mercenaries are players that are not a member of a warring town that are paid to participate in a war.

To recruit a mercenary, send a player with a military rank an invite with /t war addmercenary [War Name] [Player Name]. They will then be prompted to accept the proposal with /t war acceptinvite [War Name] . Mercenaries are treated the exact same as a normal war participant, they can score points and have war lives.

Generally, acquiring mercenaries is a paid service, people wont fight for free. To reflect the real world risks of using hired individuals to fight for you, payments are done outside of the system with player-to-player agreements.

Last updated