Territory Warfare
From Irontide Fantasy Roleplay
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Territory wars are conflicts designated to occur between Principalities for control of Lands and its riches..
There are four war slots (GMT +3 Wise):
- EU: 10:00 PM Friday and Saturday
- NA: 3:00 AM Friday and Saturday
War slots are assigned by admins for balance, using the following system.
War slots rotate between Principalities. All war declarations are added to a War Queue and handled in order. If a war is not resolved in the current week, it carries over to the next one
Admins reserve the right to delay or close war slots based on availability. If a Principality or claim is invalidated, it is removed from the queue and the list continues as normal.
Requirements to Declare a Territory War:
- A principality capable of colonizing, settling, and laying claim to land.
- Claim the territory you wish to fight for. On the map, press Claim.
- Assemble your vanguard roster of 20 and reserves of up to 10.
- Open a ticket to be registered for a weekly war slot.
- Be present 30 minutes before the war timer begins.
Territory Warfare Rule - One: War Procedures
- A 1-hour grace period occurs before the war begins; required healing will be handled by admins.
- Each principality may declare one offensive war per week. War slots are rotated among principalities—some may not receive a slot every week. Each player may participate in one offensive and one defensive war per week. Organize vanguards accordingly.
Territory Warfare Rule - Two: War Camps & Healing tactics
- War camps will be granted to both sides, each with infirmary beds. If you wish to build your own camp, notify staff—they will provide infirmaries, but make sure you have the required building pieces for it, as it will count toward your clan's allowance.
- Players may rejoin the fight if they are healed or otherwise able to continue.
Territory Warfare Rule - Three: Player Limit
- Depending on available numbers, vanguard size can be extended to 30 if both sides can provide enough players. All participants must display Clear RPR tags above their heads to note the side they are on, except assassins. Tags must not be altered during the war.
- Non-combatant applicants do not count towards the player limit. They may assist with resupply and healing, but must wear the appropriate colored tag labeled “Logistics.”
Territory Warfare Rule - Four: Player Land Ownership Procedures
- If no principality owns the land, it becomes an open field battle. Both sides may build camps. The defending principality can bid to become the main defender—this costs influence and is done via principality tickets.
- If the defender wins, they retain the territory and gain influence equal to half the cost of the original claim.
- If the attacker wins, they gain control of the territory under their principality.
- If a principality loses control of the land and has a base there, they receive one week of protection from medium raids. They may attempt to reclaim the location in the following week’s war. If they fail, they are subject to a territorial raid and possible relocation.
Territory Warfare Rule - Five: Cons & Consent
- Without consent, any consequences are invalidated. Defeated players may pull their bracelet or log out to withdraw from the event.
- You may detain players during the war, but they still retain the right to log out or pull their bracelet.
