This is the WIP rules for the Minecraft Medieval Warfare server that I am setting up!

As this is a semi-war-based server, please do note that everything is temporary, and your bases may or may not be left in ruin.

I’d like there to be diplomacy as well, so do not feel as though you have to go to war, a completely peaceful kingdom is (even though likely very difficult) possible to achieve!

PvP Rules!

I know why you’re here, you want to know the rules on murder. Here they are, you bloodthirsty heathen.

General PvP rules:

  • No PvP in dedicated Non-PvP Zones (Will likely be claimed and designated).
    • No camping the outside of the PvP zone for kills
  • PvP outside of declared war - I want to discourage this, but I understand that some people do just want to go around and RDM others. In essence, be respectful even if you’re murdering someone.
    • General suggestions (Not exactly rules, but HEAVILY encouraged):
      • Try to limit your RDMs to your direct enemy factions, and factions you’re at war with.
      • If you do opt to fight someone outside of war, make sure they also wish to fight, and that they either have a spawn point nearby for post-fight, or are okay with going back to their spawn if they lose.
  • No Offline Raiding of other players’ structures! We want to keep it fair, and killing a sleeping person is not very honorable or fair.

Looting Rules:

Rules around looting corpses of players, looting recruits, or looting other players’ bases / structures

Looting Corpses:

  • Corpses of players are protected until they turn into a skeleton AND are not planned to be retrieved. Looting should be only done after direct and declared war with another player, or with a corpse that has been abandoned until skeleton stage (with no plans of retrieval)
    • This means that if you kill outside of a dedicated war, you should not loot said corpse.
    • This also means that if you go into a war, and die, anything on your corpse then becomes the property of the victor of said war.
  • Corpses of recruits are also protected until skeleton stage (Nothing I can do about that). You may loot the abandoned corpses of any recruits, unless there are retrieval plans.
  • Do not camp or guard enemy corpses in order to prevent people from regaining their stuff, except in an active warzone.
    • If you kill someone outside of war, leave them alone until after they get their stuff back

Looting Player Bases / Structures:

  • Player structures are NOT protected if used as collateral OR in the area of a declared war, at which point looting the structures is followed in agreement with the war proposal.
    • E,g, If a structure is used as collateral in war, or is in the designated area, the victor of the war gets said structure’s contents, or the structure itself, as outlined in the agreement.
  • If a structure is in the area of a war, but not used as collateral, ONLY the structure’s LOOT is protected, but the structure itself can be a target if necessary in the battle UNLESS agreed upon as a NON-TARGET or PROTECTED structure in the war agreement, AND not being actively used in the war, to hold or defend troops.
  • If a protected structure is damaged / destroyed, the offending party is liable for repairing the damages (or providing the resources to repair it) after the war is complete, according to the war proposal agreement.

Rules of War:

The rules around declaring, and carrying through with, war!

General understandings of war, is to treat it like a game of strategy. Both parties are entering into this game, to abide by the rules or agreements, and see who comes out on top, and wins the “Pot” or the other player’s collateral.

Declaring War:

  • Declaring war requires a War Proposal from the instigating party, agreed upon by both parties, in order to keep it fun for everyone involved.
  • War Proposal Template is here, to keep it accessible by all.

War Proposal Requirements:

  • Goals for the war:
    • The party declaring the war must define their goals for said war
      • E,g, gaining territory, gaining resources, reducing the power of the enemy faction, etc.
      • These don’t have to be very deep, it can literally just be “I wanna take your land” or something.
  • War Collateral Proposal:
    • “The Pot” / A proposal of what each party puts on the line, to be gained by the victor of the war (E,g, territory, resources, etc.)
      • If you, for example, propose a war where you could gain territory in the enemy’s lines, you have to put up your own resources or territory of equal or greater value, to give up if you lose the war.
        • E,g, “If I win, I get your land, but if I lose, you get mine.” or “If I win, I get X amount of these resources, but if you win, you can take X amount of my resources”.
      • These can be any combination of collateral, and don’t have to line up 1-1, but must be agreed upon by both parties.
      • All or Nothing is also a valid agreement, meaning the victor of the war gains ALL territory and resources from the loser, and the loser must restart from nothing.
    • Explicitly protected structures must be declared in the agreement (Such as “My mine, located to the east of the war area, is passive, and does not house troops”). These structures are designated as NON-TARGETS and should NOT be attacked UNLESS said building is declared as protected, and then used to protect or hold troops in a battle (As a means of not playing fairly), in which case, the building LOSES its protected status, and is allowed to be destroyed without reparations
    • Protected Structure Reparations - If any protected (EXPLICITLY Protected, or outside of war area) structure is accidentally, negligently, or purposefully damaged, destroyed, or looted, how should the offending party alleviate the issue, like providing the resources for the repairs, or repairing the structures outright after the war.
  • Proposed battle guidelines:
    • OPTIONAL-Area guidelines for the war, defining which territories or area battles can be in.
      • E,g, if you both have shipping ports where you trade with other factions, you can exclude these from the area, making that territory PROTECTED.
    • OPTIONAL-Any extra guidelines for this war, agreed upon by both parties.
      • E,g, “Neither party should use magic such as wizards, or spells” (or restricting spell types, troop counts in the war, etc. Anything, as long as both parties agree.)
  • Victory / Defeat Conditions:
    • The conditions that decide which side wins in the war.
      • E,g, “If I successfully win 5 battles” or “I successfully tale and hold X amount of the war area for X battles”, or until one side gives in / surrenders (Crying Uncle rule).
      • Crying Uncle / Surrendering / Proposing Peace:
        • Either party in a war can “Cry Uncle”, and surrender, this then results in the surrendering party losing the “Pot” or all decided stake in the war (Territory, resources, etc), and thus losing the war.
        • Negotiations can occur when a party proposes peace instead of ending the war or surrendering, and terms are decided (E,g, no more war with us for X time, staying out of mutual territory, the other party only getting a partial amount of the par).

Fighting Battles in War:

  • Each battle in a war happens at a pre-decided location, with an agreed upon set of conditions (Time to prepare, troop limits, victory conditions, etc) by both parties.
  • A battle can have several victory / defeat conditions:
    • Total Annihilation of the enemy forces result in a victory
    • Total Retreat from the enemy forces results in a victory
    • Your Enemy Surrendering results in a victory
    • Other Pre-decided Conditions in a battle can result in a victory
      • E,g, if a POI is captured, a VIP is defeated, etc. Can be decided before battle.

(Unrelated / Not Put into Proper Phrasing Yet) Claims are not physically protected from any kind of block destruction or player interactions, that is for your recruits to defend against. (Aggressive recruits will attack anyone who interacts or places/breaks, neutral recruits will not.)