War — Score, Occupation & Peace
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The number that decides the war

Every war has one number: the war score. It runs from -100 to +100, and it is written from the attacker’s point of view — a positive score means the attacker is winning, a negative score means the defender is.

It is made of three things, added together and then capped at the ends:

What you doEffect on the score
Take a town by winning a battle as the attacker+5 for that town
Lose a town you had occupiedthat town’s 5 is removed
Win a battle as the attacker+4
Win a battle as the defender-4
Hold the war goal town as the attacker+1 every minute, up to 40

The war goal is always the town named in your casus belli. Holding it is the single fastest way to win a war. {.is-info}

If the defender takes the war goal back, the score you had already banked from it stays banked. The tick simply stops until you hold it again.

When the war ends by itself

Reach 95 in your favour — or let the defender reach -95 — and the leading side does not get to negotiate. The war is enforced shut immediately, with a broadcast, and a four-week truce for every nation on both sides.

Enforced peace costs the winner nothing in score, but it gives every occupied town back. The land is not kept. {.is-warning}

Holding land is not free

Winning a battle over a town occupies it. You do not own it — it keeps its mayor, its residents and its old nation, and its old nation still pays its daily upkeep. You are simply holding it.

What you pay for that privilege:

  • $5 per occupied town, every day, straight out of your nation bank. Take ten towns and you are $50 poorer every single day until you make peace. If your bank cannot cover it, the charge is simply skipped.
  • +33% to claim costs in towns you have taken permanently at peace, for as long as they run on an NPC mayor. Appointing a real mayor ends it.

/n occupiedtowns lists both what you occupy and what has been taken from you.

Taxing what you hold

Each day, every peaceful town you occupy pays your nation a share of its bank:

/n set occupationtax <%>

king, coleader or general only. The maximum is 5% — asking for more is refused outright rather than trimmed. A fort you occupy pays nothing, and neither does a town you have annexed.

Making peace

Peace is drafted from the war screen: open /war, take Peace Offers, pick your war, and build a set of terms. You can demand, or offer.

You can switch Demand and Offer, and cycle the target through the other side’s participants — the enemy leader, then its co-belligerents, then the rest.

TermWhat it costs in war score
Take or retake a town5 for a peaceful town
…the same town if it is a fort10 (5 × 2)
…the same town if its owner is not one of the war’s leaders or co-belligerentsdoubled again (×2)
…the same town in a Reconquest war, if the town is one your nation lost earliera quarter of that (×0.25)
A lump-sum paymentthe percentage you demand, doubled if the payer is an outsider — capped at 25% of their treasury, moved at once
Reparations10, doubled against an outsider
Keep what you already occupyfree

Terms can only be demanded in Demand mode, and only the side that is winning gets to decide which of its occupations it keeps.

Your demands must fit your war score. The send button greys out when they do not, and the terms are checked again at the moment they are accepted. {.is-warning}

Reparations

Reparations are not one payment — they are a daily instalment. The payer hands over 2.5% of the combined balance of its members’ town banks, every day, for 30 days.

Miss a day and every claim in the payer nation becomes more expensive: +50% per missed day, compounding, up to a ceiling of +200% — three times the normal price — after four missed days. Pay on time and it clears; the obligation always runs its full course, so the surcharge comes back off once it is over.

Accepting

Only a king, coleader or general can accept or decline a peace offer. Drafting and sending one has no rank requirement.

Accepting applies everything immediately: money moves, towns change hands, reparations begin, and the war ends. A full peace between two war leaders ends the war for everyone on both sides and hands back every occupation not on the keep list.

If a non-leader settles separately, they simply leave the war and the towns between the two of them are returned.

Peace cannot be settled while a battle on that war is still running. Wait for the fight to finish. {.is-warning}

After the fighting stops

  • A signed or enforced peace puts both sides under a four-week truce with every nation on the other side.
  • Breaking an alliance puts the two nations under a two-week truce.
  • A truce stops you marking that nation as an enemy — which means no justifications and no declarations against them until it expires.

War exhaustion

Every nation at war wears down. Exhaustion runs from 0 to 100 and belongs to the nation, not to any individual.

It climbs by 2 a day for every war you are in, and it climbs faster the harder the war goes: money spent brewing, potions actually drunk or thrown, deaths your members suffer in player combat, tonnage sunk, the extra upkeep the war costs you, occupation taxes you collect, occupation costs you pay, and the share of your land currently occupied. The leading side tires too — the further ahead you are in a war, the more exhaustion you gain from dominating it.

When your last war ends, exhaustion returns to 0 and every counter clears.

What it costs you:

ExhaustionEffect
RisingUpkeep up to ×1.5
RisingClaim costs up to ×1.5
RisingJustification costs up to ×1.25
80 or moreNo new justifications at all until it drops

Exhaustion never blocks a declaration you have already paid for — only the justification step in front of it. {.is-info}

See also: Battles & Sieges · Justify & Declare · Commands