War — Quickstart
War Guide Player Guide Overview You are here Justify & Declare Battles & Sieges
Score, Occupation & Peace Forts, Outskirts & FOBs Commands Glossary

Before you start

  • You must be in a nation. Wars are fought by nations, not by individuals.
  • Mark your target as an enemy with /n enemy add <nation>. This grants you nothing by itself — it only makes them a legal target.
  • You cannot mark someone as an enemy while you are under a truce with them.
  • Only a king, coleader or general may justify a war, call allies, or start a battle. A king or coleader sets the invulnerability window. Any member may declare.

1. Justify a reason to fight

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

Pay from the nation bank — it starts at $500 and rises with every justification already pending and every Conquest reason you already hold. It then completes at the third server day, with a server-wide announcement. Full detail, including why a reason can be refused and what each type requires: Justify & Declare.

2. Declare the war

/war declare <nation> <casus belli>

Your reason is spent and the war is named after your nation, the type, and the town. You then have 3 days to fight your first battle at that town — until you do, your side may start a battle only there. Miss the deadline and the war expires, the reason is gone, and no truce results.

If the target has allies, a menu opens afterwards offering to pull them into the war as co-belligerents.

3. Open the war with a battle

Walk to the target town and stand in the outermost ring of its outskirts — the land just outside the town, not the town itself.

/battles start

A battle can only start on Saturday or Sunday, between 00:00 and 23:59 server time. It costs $20 per claim the target town holds, taken from your nation bank, and that money becomes the war chest. Capture the banner to win: Battles & Sieges has the full gate list and the scoring.

4. Build the score

Winning battles shifts the score by 4 in the winner’s favour, taking a town adds 5, and simply holding the target town adds 1 every minute, up to 40. Check where you stand with /war info.

5. Make peace

Open /war, take Peace Offers, pick the war and build your terms. What you can demand depends on your war score. When it is accepted, towns change hands, money moves, reparations start and a four-week truce begins. Every term and its cost is in Score, Occupation & Peace.

Holding towns costs money every day. Read the occupation rules before you start a war you cannot afford to finish. {.is-warning}

See also: Player Guide · Justify & Declare · Commands