These rules are currently in beta testing and work hand in hand with the existing UoFG War Charter. For general information on the War Ministry and for rules for current War types please be sure to visit the charter linked above.
Declaring a Conquest
To Declare a Conquest, both warring guilds need to speak and agree on the Following:
What type of Conquest you will be fighting. Types include Mock, Skirmish, and Land.
Skirmish is a type of Conquest where CP spoils are awarded to the victor. Spoils must be at least 50 CP in addition to Provision 3 which binds both entities until war terms have been signed. The minimum total of spoils is 100 CP. All other CP is awarded the same as per the War Charter.
Land is a type of Conquest in which both entities fight over a plot of land that neither owns.
A Land Conquest may only be fought once per entity per mun year. If you lose your Land Conquest it still counts towards your once a year total.
Land obtained through Conquest does not count towards your max purchasable land plots.
Plots placed under terms of a conquest must be between two warring entities. Meaning that the plot must fall in a logical place where both armies would meet. 2 entities on the western portion of the map may not conquest for a land plot on the eastern side.
All War CP will be deducted from the cost of the land, and the winning entity will be required to pay the remaining dividend before they may acquire the land. All War CP means the mass accrual of CPs gathered by both warring entities. The winning entity will not be paid in CP, unless it is in excess of the Plot's cost at which point the winning entity will acquire all CP overages. The winning entity has 90 days from the end of the war to complete the purchase or they will lose the land. The land will not be added to the map or counted towards your CP bank until purchase is complete. The losing guild will receive the CP they earned.
Mock is a type of conquest in which spoils are not required and land is not earned. Spoils may be allowed if both GCs agree on them. If they do not agree, default is no spoils. CP is awarded as usual under the UoFG War Charter.
Enhancer Usage is not a Default Term. Both sides must agree on Enhancers for them to be used. This will need to be compiled before terms of war are decided in full detail and will be binding upon receipt unless permission to overturn is granted by all warring Grand Commanders.
A combat storyline. The War Ministry requires that both sides have agreed to an actual storyline reasoning for why they are warring.
If this is a Land Conquest, then both sides need to agree on the plot of land in which they will fight. They will also need to add minor detail on 5 separate sections of this land (theaters) in which they will battle.
The signature with date for both warring GCs.
Conquest Declaration Template
Send To: All Warring GCs/DGCs and Full Parliament - Full Parliament string can be found on Newsletter or on the Parliament Page of the website.
Title: Conquest Declaration - All Warring Entity Acronyms separated by commas.
Body:
Type of Conquest:
If Land, Which Plot?:
If Land you will need to detail the five separate Theaters of War within one week of signing finalized war terms.
Will Enhancers be used?:
Brief description of the Conquest's SL:
Signature of GC:
Date:
Signature of GC:
Date:
(add others if necessary)
Determining A Victor
Victory is determined by who has won the most theaters of combat within a land. Typically the first guild to win three theaters of combat will win the war.
Theaters of Combat
In a Conquest, a land plot is split up into 5 separate areas or Theaters. These are battlefields, much like in a real war it is spread out across an entire country or continent and winning in one set location is not going to win the war, just the battle; or Theater of Combat.
If the set amount of warring soldiers per entity is less than 21, it will be split into 3 theaters.
The Roster Cap: The set number of Soldiers for a Conquest is determined as directly between the numbers represented in both guilds. If GuildA has 60 members and GuildB has 40 members, the Roster Cap for both entities will be set at 50.
Once the rosters have been capped, members will be split up into equal numbers spread across the five theaters. If the roster cap is 35, then the GC will need to assign 7 people to each theater.
Members may not repeat. If a soldier has fought in a Theater already, they may not fight in another or separate Theater of Combat.
A congruent number of members must reside within each Theater. If you have 25 Fighters, it must be 5 per Theater. If you had 24 it would be 5 per theater with the exception of one which would have 4.
Theaters do not apply to proctoring. Proctoring is deemed OoC and may be performed by any member of any warring entity at any time and in any Theater. This means that if you already fought in a theater and it was lost or won, you are still allowed to proctor matches for the duration of the Conquest.
You may only perform Support and Contracts in the Theater you are placed in.
Each Theater will be won once an entity has reached a set amount of Combat CP. This number is between 30 and 60 CP as determined during terms. In the case of a tie, a coin flip by the magistrate will determine the victor.
Once a Theater has been determined, Combat will commence in the Next Theater. Theaters will be numbered from 1-5 (1-3 for roster caps less than 21).
When making a War Roster, it will be split up into 5 or 3 Theaters and numbered.
Example:
GUILD War Roster
Theater 1
MikeSN - d60
(CR Number)
UoFGLover213 - d52
(CR Number)
Theater 2
SN Of Someone - d58
(CR Number)
Time constraints: Each Theater is only allowed 60 hours of combat. Once 60 hours has passed in each Theater, the battle will be called and the entity with the highest Combat CP for the Theater will take control of it. Tie breakers will go in this order, most CP total from combat and non-combat, and finally a coin flip between GCs.
Discussion of War Terms
All war terms will be done through mediation with the War Ministry. Each Entity is allowed to have three of its members be allowed in this term's mediation and on the war mailstring. Any more than three is prohibited.
Any and all terms need to meet UoFG Charters. They must be agreed on by both GCs and not be in charter violation as deemed by the War's Magistrate.
Should mediation time between both entities and the Magistrate fall upon conflicting schedules, both entities may opt to do the terms signing through mail. This is not required, and may be asked for in lieu of a meeting should the entities involved wish it.
Default War Terms
The use of Healers is set to Yes.
The use of Assassins is set to Yes.
The use of Mages - Battle and Support is set to Yes.
Any of the above items may be changed at the discretion of BOTH Entity Commanders.
Changes to any of the above terms are not authorized in betrayal of the written charters. All Default terms maintain their legal writing.
If Assassins are used then each entity receives seven (1) free Assassins Contract per Theater. Contracts will be DAs. All War Contracts may only be used for the specific war in question and against only warring factions.
Entities may not place Peacetime contracts on any UoFG member who is involved in a war. This goes into effect the moment that the war terms are formally agreed upon and ends the moment the war is formally concluded.
Peacetime contracts are valid during a war, however they are not valid within war rooms. Peacetime contracts may not be performed in war rooms. Wartime contracts may not be conducted outside of war rooms.
You may not purchase additional contracts for a Conquest.
In Terms of AAs, CAs, and DAs – Matches take precedence.
A combatant may not be lured into a war room to fight a match and have an attempt performed on them in lieu of the match.
Any who come claiming to be support for the combatant during proposed match may also not be targeted for an Attempt.
A Combatant may not have an Attempt on them during a match.
Standard Default with Enhancers is that they may be loaned by other entities. Two warring Entities may chose to disallow this. Assassin Enhancer use is default, if Enhancers are allowed per terms. Enhancers are a Variable Term in a Conquest.
Standard Match Types
Honor Match (HM) | First to 30 HP
Prisoner of War (PoW) | First to 40 HP
To capture an opposing soldier. PoW remains in captivity until released or until end of the war.
Duration of Imprisonment may be changed by both GC's in the War Terms.
Terms of Releasing a PoW are as follows:
A prisoner exchange is approved by both GC's.
The capturing GC authorizes the release of the prisoner. Prisoners may be exchanged.
A Release Match is won in the honor of the prisoner.
Release Match (RM) | First to 40 HP
Through the use of force, a PoW is saved by another soldier. If the challenger wins, then the PoW goes free. If the challenged wins, then the challenger also becomes a prisoner. This is the only type of match that may be set by the challenger.
Death Match (DM) | First to 60 HP
Losers are considered dead for the remainder of the war.
They are forbidden from any type of participation in the war.
They may not enter public rooms. (See Basic Combat Charter)
War Terms may be changed to specify less stringent times of death, but the default is set as the War's Duration.
This may be in any combination of hours or days.
Terms may be set that allow the dead to proctor and earn currency (CP).
Standard Combat:
Initiative is conducted using standard 1d100 with the winner choosing attack or defense.
Standard Guild dice are used (4dxx to be split between Attack and Defense by the discretion of the combatant)
A Theater must be fought to at least 30 CP. A Theater may not exceed 60 CP as the set point of end.
Terms of War Options (Variable)
Thief Attempts (TA) may only be used if agreed upon by both GCs.
All terms listed above are authorized in accordance with each of their respective mandates.
There is a limit of five (5) Thief Attempts per war.
Thief Mandates Apply if a thief exceeds the number of eligible attempts they are allowed monthly during a War TA then its results are rendered forfeit.
No Additional Attempts may be purchased.
Once a thief has made an attempt whether it’s a success or failure, the entity which they did the attempt for will lose one of their allowable attempts.
If a thief is killed in a retaliation then they are considered to be dead or captured for the duration of war, unless duration of Capture and/or Death has been changed through variable war terms.
If a thief wishes to receive credit with the Ministry of Thievery for a Wartime TA, it is their duty to send the attempt to the Ministry.
Entities unable to resolve war term disputes within one (1) week of DoW reception must contact the assigned War Ministry Magistrate.
Shorter times on Death, Capture, RM time, Dead/Captured Proctors Earning Currency Points, Mages (Attack and/or Support), and Alliances are all deemed variable terms of war.
Allies may enter into war if the following conditions are met:
They are approved by all guilds in the original war terms.
Allied guilds must be members of UoFG.
All Entities were on the DoW and all were accounted for in its writing. Signatures of all parties must be received on the Declaration or they have not agreed to be involved.
MS and MM are variable match types.
Mass Combat (MC/MS)
Miscellaneous Matches (MM)
Described as a Match that UoFG doesn't list. Typically user submitted, but follows proper protocol and both GCs allow it.
Proper Conduct When Engaging in War
All matches must be proctored by a separate proctor.
To be a valid proctor, you must be registered for one of the sides involved in the war.
Proper profiles must list guild name, rank (dice specifically), and the UoFG forum. To see proper usage see: "Joining the UoFG".
All matches must be logged and properly submitted.
Logged matches must be submitted with the following subject:
(War Registration Number, Match Type, WinnerSN (Score) Guild vs LoserSN (Score)Guild)
Matches must be submitted by the proctor to the proper mailstring.
You have an hour from the time match is called to do so (for currency credit)
Failure to turn in a log because it will hurt your side will result in a strict fine.
Matches should be submitted on a text scheme t hat is easy to read. Specifically light background with darker colored text.
Proctor's guilds are awarded CP for each properly logged and submitted match.
Proctor Tallies are not considered Combat CP.
Dead or Captured proctors may not earn Currency unless dictated otherwise through the terms.
Standard spoils of war are set at 50 Currency to be paid by the loser to the winner. This is in addition to Provision 3 after signing of War Terms.
All war challenges must be accepted, unless one or both people are deemed NC by administration or War Roster. If there is an NC friendly match employed, then even an NC may not decline.
Challenges may only be declined if the challenger is not within two ranks of the challenged. (+2/-2 i.e. A d56 challenges a d50, the challenged may decline the match.)
All contested matches must be submitted to the trinity as well as the war string for review.
If the War Ministry wishes, they may have the Trinity rule on the match.
All challenges issued will be met within 24 Hours, or will be considered an HM Forfeit.
Challenges may not be issued to a Shield (Away Message).
If a challenge is not responded to, then the challenged, will then have 24 hours from the time the mail is sent to meet the challenge or it will be marked as a forfeit.
Challenges issued that are postponed, need to be logged and sent into the War Ministry Mailstring for your war, and the person challenged right away.
War Conduct
Ghosting/Cloaking/or any form of hiding yourself from other AOL users is not permitted. Any people engaging in war that do not appear to be online will be disciplined. This could range from a verbal warning to a fine.
No one can enter NC status after a war has started. No one can return to combative status from NC during a war.
War mailstrings are for war purposes only.
War mailstrings are the only strings to be used for official war matters.
Do not use war mailstrings for personal reasons, slander, complaints, or any use other than necessary for the functions of war. Incessant Arguments about War Material will also be fined; especially if warned to desist.
Violations of this governance and war terms will be reviewed by the UoFG War Ministry.
Penalties range from Verbal Warnings to Excessive Fines.
If something is extremely excessive, it may be pursuant to extra action including but not limited to forum ban.
Submission of Rosters
After terms are set, there will be a time when War Rosters need to be submitted. This information is readily available through the War Ministry or on the Terms of War Flier. This time and date is the deadline in which rosters must be submitted.
Late Rosters will be assessed a fine as deemed by the War's Magistrate. If both entities turn in late rosters, then they will both be assessed the same fine. The fines will not by exclusively seen by any parties.
Necessary Information for War Rosters:
All pertinent information needs to be listed such as Screen Name, Dice, Citizen Registration #, and any Alternative Dice(s) for other ministries if assigned. (Ministries such as: assassins, thieves, healing, and mages)
For Wars in which Enhancer will be used, enhancer names, registry number, bonuses, and wielder, must be listed on the submitted roster. Proof of usage-rights, in the case of borrowed enhancers, may be included separately, but must be sent to the entire War Council before the roster deadline.
Rosters will be checked against Monthly General Roster Submissions. Changes of more than 20% excess in added members is prohibited.
Rosters must be listed by Theater, Then Rank from Highest to Lowest dice within said Theater. Theaters must be listed from 1-5 (1-3 for conquests with a Roster Cap less than 21).
Example: If your roster cap is 35, then each Theater receives 7 soldiers and you may not repeat. So you would number Theater 1 and place 7 of your members within it and within each theater they will need to start with the highest dice rank and work down to the lowest.
Standard UoFG Roster rules still apply.
Ministry Administration
Each War will be assigned a Magistrate, Chief Records, Assistant Records, and one Audit Secretary per Entity.
Magistrate: The Magistrates Job is to mediate terms and oversee all disputes. If forfeits and postponements have been sent in, it is their job to keep track of them and submit them to records when they become pertinent to the War's Running Tally.
The Magistrate is charge of the war, and may only be overruled by the War Ministry and/or the Trinity.
If an entity doesn't believe that the assigned Magistrate is capable of maintaining unbiased behavior for the war, they may ask for another. This doesn't mean one will be awarded. Proven Abuse of this right will result in a fine.
Chief Records: The Chief Record Keepers job is to compile the Official War Tally.
Assistant Records: The Records Assistant is to check each and every match for error. They keep the Match Headers and list all corrections through highlights. If an error changes the outcome of a match, then the Chief Record Keeper will void the match from the Tallies.
Auditing Secretaries: It is the duty of the Auditing Secretary to ensure that a War Roster matches up with the Members of their assigned Entity's lifescrolls.
Payment of Ministers:
Magistrate Receives a base of 20 Currency + 10% of Total Earned by Currency by all warring parties before Spoils.
Chief Record Keeper receives a base of 15 Currency + 12% of Total Earned Currency by all warring parties before Spoils.
Assistant Record Keeper receives a base of 10 Currency + 12% of Total Earned Currency by all warring parties before spoils.
Auditing Secretaries receive a Base of 10 Currency. If Enhancers are used, that base increases by 10. Support (Healers and Mages) the base increases by 5. All other support options added will add an additional base of 5 CP. The total base may not exceed 30. On a roster containing less than 40 members, they will also receive 45 CP upon verified roster for war. More than 40 person rosters will receive a flat 60 CP in addition to the base.
Apprentices will be paid half of what they would earn as registered members of the War Ministry. An apprentice must act as a Records Keeper (either capacity) and an Auditing Secretary before they may become a Registered Member of the Ministry.
Conquest Mailstring
War Mailstring must contain all three agreed members of both entities, a magistrate, a chief record keeper, assistant record keeper, both auditing secretaries, one designated member of the trinity, and any apprentices.
Registering a Conquest and What the Designation Means:
Standard Designation for a War; CXX - XX: XX
C stands for conquest.
First 2 X's are the mun year, which are the last 2 digits of the mun year
First two X's after the dash are for the month of the year. 0 appears before any month that is not of the 2 alphanumerical type.
- Example: January would be designated 01
Second two X's after the ( : ) are the number of war fought chronologically. For example, if this is the second Conquest of UoFG's history, then the designation would be 02.
The Union's third conquest that occurs in April of 2013 would look like this: C13 - 04:03