War & Mercenaries
Wars between factions are fought as scheduled battles, one evening at a time. You don't need to lead anything to take part: sign up for your side's warband on a battle day.
Updated
Declaring war
Only a faction leader can declare war, from the Diplomacy menu.
- Your faction's opinion of the target must be -50 or lower, and at least one of its members must be online.
- No truce can stand between you. A truce lasts 10 days after a war ends.
- You need regiments that can attack, and a war code that staff create for you in Discord.
- Choose what you are fighting for in the Declare War menu, such as taking land, making them your subject, or pillaging. Confirming asks you to type the war code in chat. Defenders can set a counter-demand.
Battle days
All times are Paris time (CET/CEST).
Battles start the day after war is declared, at most one a day, along the route toward the enemy.
| Time | What happens |
|---|---|
| Until 16:00 | Members of both sides vote on the battle hour. |
| 19:00 to 20:00 | Raids can be launched. |
| From 20:00 | Sign up for your side's war warband with /warband list and /warband join. |
| 21:00, 22:00 or 23:00 | The battle starts. |
- Each side's lives in a battle come from its regiments.
- After 20 minutes, a warband leader can
/warband retreat, which ends the battle as a loss for that side.
The faction that loses the war, and its subjects, pay the winner a quarter of their guilds' trade income for 10 days.
Managing the campaign
Open /war list and select the war to see its campaign menu. Vote for a battle hour before voting closes. The vote needs at least 4 voters, or every member of the smaller side. If it falls short, the battle is postponed once. If the next vote also falls short, the battle is decided automatically.
Leaders commit installations to the next battle from this menu. In a naval battle slot, the attacking side loses automatically if it has no ship berthed at a committed port. After winning a battle, choose Push to advance or Hold to stay put. Leaders can offer white peace or surrender to end the war, concede a battle slot, or ask for an automatic result instead of fighting it. For an agreed automatic result, the other leader must answer with /faction accept within 60 seconds.
In battle
You keep your inventory when you die, and your gear wears much more slowly. Friendly fire is on, so take care around your own side. Field battles use capture points and shared lives. Sieges use a contest timer. Every 5 deaths in a field or siege battle costs that side a regiment.
In a campaign battle, you can only use faction pool vehicles from your side, or vehicles berthed at an installation on your side that was committed to that battle. Signed-up players cannot use vehicles before the battle starts. You cannot join a warband while mounted.
Raids
A short attack launched from a port or airport.
During the raid hour, a faction leader at war can launch a raid from one of their own ports or airports. A port can raid an enemy port, an airport an enemy airport, and either one an enemy fort. Each side can launch one raid per battle day. The attackers have 60 seconds to join with /raid join <raid>, and the raid then lasts 10 minutes. You cannot join while mounted. A raided installation cannot berth or unberth vehicles for 48 hours.
Regiments
The leader keeps regiments from the Military menu, paid each day from the faction bank.
| Regiment | Upkeep per slot | Notes |
|---|---|---|
| Professional Army | 6 d | Attacks and defends. |
| Field Artillery | 6 d | Each slot keeps one artillery piece in the faction's vehicle pool. |
| Militia | 2 d | Defends only. |
| Levies | None | Raised from your subjects. |
New slots take hours to fill. The Military law changes which slots you get for free. If the faction bank can't pay, regiments shrink.
Mercenaries
Guilds can run a mercenary company and fight for other factions.
- A guild leader whose character has the Mercenary trait founds a company with
/company found <name>. It costs 100 d from the guild bank and is ready a day later. Every mercenary needs the Mercenary trait. Each place in the company costs the guild 8 d a day, filled or not. - The company leader writes a contract with
/company draft, signs it, and sends it to a faction with/company offer <faction>. - Factions browse companies with
/mercenaries. To hire, their leader or a council member goes to the province of the company's guild capital and signs the contract there.
Contracts charge a day price and a battle price for each place hired. Battle days cost both. The minimum prices are 10 d per day and 50 d per battle, and a contract lasts at most 14 days. Read the absence and breach refund terms before signing. Missing mercenaries trigger absence refunds. Dropping below the number of places promised triggers the breach refund. Absences and breaches harm the company's reputation. Days already served still have to be paid.
Company upgrades are Hardened Bodies for health, Warding Sigils for mana and Steady Focus for mana recovery. Each costs 10 d per day per level from the host guild and goes up to level 10. Their benefits apply only while fighting as hired mercenaries.
Note
/warband create, and its leader enters it with /battle join.Commands
| Command | Aliases | What it does | Notes |
|---|---|---|---|
/war list | None | Shows the wars going on. | None |
/warband list | None | Lists warbands, including your side's war warband. | None |
/warband join <warband> | None | Joins a warband. On a battle day, this is how you sign up to fight. | War warbands open at 20:00 on battle day. |
/warband leave | None | Leaves your warband. | None |
/raid join <raid> | None | Joins a raid while it musters. | Attackers only, within 60 seconds, and not while you are in a warband. |
/warband retreat | None | Retreats from the battle, which counts as a loss. | Warband leader, after the first 20 minutes. |
/warband create <name> | None | Creates your own warband for staff-run battles. | None |
/warband invite <player> | /warband kick <player>, /warband setleader <player>, /warband toggleopen | Manages your warband: invites, removals, leader, and whether anyone can join. | Warband leader. |
/warband delete <warband> | None | Disbands your warband. | Warband leader. |
/battle list | /battle join <battle> <side> | Lists staff-run battles, or enters your warband into one. | Warband leader. |
/company found <name> | None | Founds a mercenary company for your guild. | Guild leader with the Mercenary trait. Costs 100 d from the guild bank. |
/company invite <player> | /company kick <player>, /company expand | Offers someone a place, dismisses a mercenary, or adds a place. | Company leader. |
/company accept | /company decline | Answers an offer to join a company. | None |
/company draft | None | Gives you a contract book to fill in and sign. | Company leader. |
/company offer <faction> | None | Sends the signed contract to a faction. | Company leader, holding the contract. |
/company contracts | None | Shows your company's contracts. | None |
/mercenaries | None | Opens the mercenary market. | None |
/mercenaries list | None | Lists mercenary companies, best reputation first. | None |
/mercenaries hire <company> | None | Checks whether you can sign a contract with that company here. | None |
