To Declare War, the challenging guild needs to send a formal Declaration of War to the opposing GC and SiC. The Parliament needs to be CCed in full. There is a form on the portal, but you may create your own if you’d like.
The challenged guild will have 48 hours to answer the challenging guilds declaration. Failure to respond within the set amount of time or a refusal will result in a loss of currency. This currency is then awarded to the challenging guild.
Before war terms are signed, Currency losses will be set at 50 Currency (CP). These losses will be taken from the losing guild and applied to the bank of the winning guild. This is known as Provision 3.
If a guild refuses war, then the challenging guild may impose sanctions. (See Sanctions under War Sanctions)
If the Declaration of War has been accepted, the war is legally binding. The two (or more) Guild/Clan/House/Kingdom (Herein referred to as Entity) within are held responsible at penalty of a loss of currency which will thusly be awarded to their opponent (See Provision 3). Should an entity withdraw from the war, it will be counted as a loss under the same provision. If no terms of war are signed, then the Entity will only be binded in loss of the currency provided under provision 3.
Declaring War Template
In the event of drawing up a Declaration of War, remember, it's you're Declaration, make it as you see fit. All Declarations' are to be sent to the opposing Grand Commander and Second in Command of the guild you wish to declare upon, with the full Parliament copied.
The first thing you should do, is consider you're subject line. Make it basic. Subject Line Suggestion: Declaration Of War (your guild name here) vs. (opposing guild name here)
Next, consider your wording in the body of your Declaration. The following is a suggestion:
(Your Guild here) hereby declares there to be a state of war with (guild you want to war with), for the reasons of (state your reasoning for the war).
Remember, the opposing guild has 48 hours to respond to your Declaration of War.
After which time, the War Ministry will set up a time and date to have a war meeting to discuss and agree upon terms. If necessary or requested by both commanders, it can be done through emails.
Determining A Victor
Victory is either determined by a set number of currency (Default) or by who holds the most currency at the end of a war.
Set Points:
Both warring factions set an amount of Combat Earned Currency to be the Ending Point of the War. The Standard is 250 CP.
At the occurence of either side reaching the Set Pointsdescribed by the terms of War, the war is over. Any matches that occur between that point and when the War Ministry calls the war will count for credit, but will not count towards the win.
Once one Entity earns the set amount, the war is over and they have won.
The first entity to receive that number of Currency Points wins.
Number of Days:
A war may be set to anywhere from 3 to 5 days.
Whoever holds the most Combat CP at the ending point of the war, wins the war.
War Sanctions
War Sanctions may be placed upon any one Entity that refuses a Declaration of War (DoW). An Entity may only place sanctions on one Enemy Entity at a time.
An entity under sanctions may:
Participate in Events and Event Hooks.
Earn CP.
An entity under sanctions may not:
Purchase Enhancers of any Kind.
Upgrade Enhancers of any Kind.
Have Thieves of said entity perform Thief Attempts (TA).
Order Contracts from the Assassin's Ministry.
Removed Sanctions Status:
If the Sanctioned Entity decides to fight the Challenging Guild to remove sanctions, the sanction status will be removed three (3) days after the signing of the terms of war.
If the challenging Entity declares war on a separate and different entity, the sanction status will be removed once the new declaration of war has been issued.
The challenging entity may remove sanctions at any time on their own free will.
Restrictions on Sanctions:
A sanction may only be placed for a period of 90 days. Once 90 days has passed, Sanctions are considered lifted.
Once an Entity that has been sanctioned, has that status removed; then they may not have sanctions placed on them again for a period of 30 days.
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 Enhancers 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 (7) free Assassins Contracts per war. 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.
If an entity wishes to purchase additional contracts, then they may do so for 30 CP.
The cost will be deducted from the War Earnings.
Unfulfilled contracts will be discounted.
To submit war contracts:
Send your list in to the warstring.
Make sure to remove the opposing representatives when doing so.
Mark purchased contracts as PAID so that the unfulfilled ones may be credited back in the case that they are not fulfilled.
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.
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 war must be fought to at least 150 CP. A war may not exceed 300 CP as the set point of end.
Variable terms set in Days instead of Points, state that a war must be no shorter than 3 days and no longer then five.
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)
Half guild strength dice are used (2dxx)
There can never be more than a two (2) person advantage per side.
A Mass Combat match may only take place when there are four (4) or more combatants present.
Healing is not allowed in Mass Combat
Initiative is conducted with the UoFG standard 1d100
Combat ends when all opponents are fallen.
Hit Points in Mass Combat is set to thirty (30) points per combatant.
Currency is awarded based on 4CP per opposing combatant eliminated.
Proctors gain 10 CP per properly logged and submitted match.
Mass Combat may be fought as any type of match.
It must be clearly stated by the proctor.
If it is a PoW or DM Mass, then any combatant's eliminated, from the losing side, become PoWs or Dead according to the type of Mass Combat match.
Miscellaneous Matches (MM)
A Match that UoFG doesn't list may be submitted if it 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.
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.
War 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.
First for X's are the mun year, which are followed by the Time Reckoning of AR for After RhyDin
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 war of UoFG's history, then the designation would be 02.
The Union third war that occurs in March of 2009 AR would look like this: W2009AR - 03:03
Standard Designation for a Mock War; MXXXXAR - XX:XX
M stands for mock war.
First for X's are the mun year, which are followed by the Time Reckoning of AR for After RhyDin.
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 war of UoFG's history, then the designation would be 02.
The Union's thirdmock war that occurs in March of 2009 AR would look like this: M2009AR - 03:03