War Overview
Explanation of war on United Lands.
Last updated
Explanation of war on United Lands.
Last updated
Armed conflict is one of the many ways United Lands allow players to interact with each other and spread their 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.
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.
There are seven different war types available at any given time. Each one has a different scale, progressively including more and more different groups. To declare one of these wars, read Declaring a War. See below for a breakdown of each.
Riot
One town fighting amongst itself. A member of a town can attempt to take control of the town via a riot if they have been a member for more than three weeks. Players can fight for either the established government or join the rebels.
Token cost: 7
Online required in town to start: 2
War max duration: 3 days
War cooldown: 3 days
War chest contribution: 0G
Winner takes over the town
Town War
A basic war type where two towns fight. There are no power changes associated. The winning team can loot the other town of a portion of it's finances, or other agreed upon goods.
Token cost: 14
Online required in both towns to start: 1
War max duration: 3 days
War cooldown: 3 days
War chest contribution: 10,000G
Winner gets money and optionally agreed upon rewards
Civil War
A nation version of a riot. A civil war sees an internal power struggle where the winning town becomes the leader of the nation. Any non-occupied town that has been in the nation for at least three weeks can start a civil war.
The possibility of civil war makes it extremely important that town mayors are selected carefully, as disagreement or ambition could lead to ruin...
Token cost: 21
War max duration: 7 days
War cooldown: 3 days
War chest contribution: 15,000G
Winner takes over the nation
Independence War
Occupied towns are not stuck with their new overlords for more than three weeks. If they think they can break free, then they have the option to trigger a war of independence. All towns within the nation get an option to select a side. If the rebels win then they break free, if they lose they are re-occupied and may face harsher penalties.
Token cost: 21
Nation online requirement: 3
War max duration: 7 days
War cooldown: 3 days
War chest contribution: 15,000G
Winning side either breaks free from the nation or re-occupies the rebels
Nation War
Two nations fight each other. Same rules apply as a town war, but on a larger scale. In this war type, a capital town can only be attacked if it's the last remaining town in the war.
Token cost: 28
Online required in both nations: 3
War max duration: 7 days
War cooldown: 3 days
War chest contribution: 25,000G
Winner gets money and optionally agreed upon rewards
Alliance War
A nation war, but allies of both sides are prompted to join. In this war type, a capital town can only be attacked if it's the last remaining town in the war.
Token cost: 28
Online required in both nations: 3
War max duration: 7 days
War cooldown: 3 days
War chest contribution: 50,000G
Winner gets money and optionally agreed upon rewards
World War
The big one. All nations with enemies are prompted to join a side, prepare for the worst.
Token cost: 35
Online required in both nations: 3
War max duration: Unlimited
War cooldown: 7 days
War chest contribution: 75,000G
Winner gets money and optionally agreed upon rewards
This war type can only be started by Major Powers that have territorial wars enabled.
War tokens are the currency used for this feature. Any non-neutral town will earn one war token every 24 hours. You can redeem these tokens for a Declaration of War Book to start a war.
Books are generated and given to players when wars start, when they end, and on every hour. They act as a permanent record for your players to store in their town libraries and museums.
Start of War books detail who is involved in the war, the rules by which they are fought and the consequences of victory and failure.
Hourly update books show players who is still in the fight and where the scores stand.
End of War books finalize the outcomes of the war, informing players who has survived, providing for a historical document for the ages.
Being involved in an active war prevents players from leaving or joining a town, and towns from leaving or joining a nation.