War — Justify & Declare
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Nothing is free

Your nation cannot declare a war it has not paid for. Marking another nation as an enemy grants you nothing at all — it only opens the door. Every war starts the same way: you pay for a casus belli aimed at one named town, wait for it to mature, and then spend it.

The three reasons to fight

ReasonWhat it needsWhat it is for
CONQUEST — ConquestAny enemy townThe everyday war. Aim at any town the target nation owns.
RECONQUEST — ReconquestA town the target currently occupies that used to be yours, or an ally’sTaking back what was taken from you.
COLONIAL_WAR — Colonial WarA town within 3,000 blocks of one of your forts, and further than 1,500 blocks from every fort of theirsReaching what they hold outside their own protection. Distances are measured town centre to town centre.

A fort is a town that is not peaceful. A Colonial War is only possible against a target you can reach from a fort you already hold, and that they cannot cover with a fort of their own.

Only a king, coleader or general may justify a war. Declaring one has no rank requirement — any member of your nation may do it. {.is-info}

What a justification costs

The base cost is $500, taken from your nation bank the moment you start. It rises by 50% for every justification already pending and every Conquest casus belli you already hold — so a second war costs $750, a third $1,000, and a fourth $1,250. Reconquest and Colonial War reasons you hold do not add to this.

War exhaustion adds on top, up to +25% more at full exhaustion. And once your nation passes 80 exhaustion, you cannot start a new justification at all until the weariness wears off.

If your bank cannot cover the cost, the justification does not start and nothing is taken.

The money is gone the moment you pay. If the target town changes hands while your justification is running, it is voided and you get nothing back. {.is-warning}

Waiting three days

A justification is counted in server days, not hours. It completes on the third new-day after you start it, with a message to your nation and a server-wide announcement when it does.

On completion you hold a casus belli named after the town it targets — CONQUEST_of_<town>, RECONQUEST_of_<town> or COLONIAL_WAR_of_<town>. Casus belli never expire. They stay yours until you declare with them.

/war justify <enemyNation> <enemyTown> <CONQUEST|RECONQUEST|COLONIAL_WAR>

Running /war justify with no arguments opens the same thing as a menu.

Declaring the war

/war declare <nation> <casus belli>

The war is named <yourNation>_<TYPE>_of_<town> and the casus belli is spent. There is no getting it back.

A declaration is refused when:

  • you name a casus belli your nation does not hold, or one aimed at a different nation;
  • the target is not marked as your enemy — and while you are under a truce with someone, you cannot mark them as an enemy, so you cannot justify or declare against them either;
  • a battle is already running at the target town;
  • another nation already has a declared-but-unstarted war aimed at that same town;
  • you are already at war with them;
  • a war of the same name is already running.

A truce cannot be broken by declaring. It stops you marking the nation as an enemy in the first place — and without that, you have nothing to justify against. {.is-warning}

Bringing the defender’s allies in

If the target has allies, a menu opens after your declaration listing them. Tick the ones you want to pull into the war and confirm. They join as co-belligerents: they are fighting someone else’s war, and they pay the same peace terms the war leaders do.

You can skip the menu entirely — nobody is dragged in without you choosing them.

The first three days

Your new war starts in a pending state and you have three days to fight your first battle at its target town. Until that first battle is fought, your side may only start a battle at that one town; the defender is under no such limit.

If three days pass with no first battle, the war expires on its own: the casus belli is gone for good, no truce is created, and any occupations are handed back.

Once you start that first battle at the target town, the war is under way and the clock on it is gone.

Checking your position

  • /war cbs — every reason your nation currently holds to fight.
  • /war info — a war’s score, sides, battles and your nation’s exhaustion.

See also: Quickstart · Battles & Sieges · Score, Occupation & Peace