Ancar Network Wiki
Last Edit: 11/02/2025 by Acult

Introduction

War is the means by which a faction may conquer enemy provinces. Ancar Extended Official hosts an unique type of war system, tied-in with our own-coded factions plugin.

The ability to wage war is limited to certain conditions (a land-connection with the enemy or sea crossing), the war has to be declared on a specific discord channel following a certain template, the latter will be reviewed by staff and war will be scheduled. The war is fought in-game on a scheduled day in a precise hour.

To conquer a single province, it's always required to host two battles:

  • The first battle must be a Field battle
  • The second battle must be a Siege battle (If present, hosted in a Recognized Fort. In absence of a fort, players are given 30 minutes in advance to build their own fort in the battlefield before the battle starts).

A province may require 3 battles in presence of a crossing (check out the rule below)

Mechanics

When it's possible to start a war

A faction may start a new war only against a bordering province (land-connection). Or alternatively, a war can be started through attacking across the sea, within a max distance of 3 sea tiles.

How to start a war

In order to start a new war, the leader of a faction (or those authorized to do so) must post a "Declaration of War" on Discord under the channel "#diplomacy".(Note: Your declaration can be counter declared in which case its up to a dice roll in which war will pass) Such war declaration has to follow a specific template:

War Declaration 
Attacker: <faction/empire name> 
Attacker allies: <faction/empire names> 
Defender: <faction/empire name> 
Defender allies: <faction/empire names> 
Province: <faction number> 
Casus Belli: <reason of the war> 
People authorized to pay: <player names>

When declaring a war you have to tag (@) the enemy faction's leader in the declaration.

The declared upon faction has 24 Hours max to respond with a counter declaration.

The template will be reviewed by staff on discord and will get scheduled to a specific day and hour (also posted on discord).

After the declaration is approved, a war point has to be paid to staff.

War Point

To validate a war declaration, the attacker must pay a war point (/wpoint) to staff.

Wars Queue Rule

Upon the conclusion of any war, every empire or independent kingdom is allowed to put forward a declaration of war. Once all the declarations are counted, a dice is rolled to determine who wins the war slot. (highest percentage rolled)

The faction/empire who declared first will get +10 added to their dice roll.

Wars can only be started against factions which didn't declare an ongoing war or didn't get another ongoing war against. (If a faction gets a ongoing war against and declared a ongoing war then a dice is rolled for which faction is the attacker.)

Empires can fight at most 1 offensive war and 2 defensive wars while a faction can fight 1 offensive and 1 defensive war.

Declaration time

If a faction's king wishes to declare war within the current week (usual war times; saturday, sunday) he has to declare the war by Thursday. Any declaration after Thursday will result in the war being scheduled in the next week.

Multiple Wars

In the event of Multiple Wars, each war get a day, battles week get scheduled as:

  • One battle in SATURDAY at 21:00 CET
  • One battle in SUNDAY at 21:00 CET

Staff has the right to change the hour of the battle, advising the community in time.

How to join an existing war

After a war gets declared and registered both on discord and in-game, in case a faction is not listed it can be asked to get added.

Outnumber CAP

Any side can either have up to 7 players, or outnumber the other side by up to +3 players, whichever is higher. Example (Left=number of players on side A; Right=number of players on side B): 1-7 ; 2-7 ; 3-7 ; 4-7 ; 5-8 ; 6-9 ; 7-10 ; 8-11 ; 9-12.

Responsability Act

If you participate in a war the staff member assumes you know the specific rules.

Faction hopping on Wars

Players may hop freely between factions of the same empire without encountering any war restriction, although: If a player hops in a faction which hasn't been part of the previous empire, said player has to have been a member of the faction before the war was announced/declared. (check in #war-news). A player officially becomes a member of a faction the day he gets his faction role assigned on discord (#assign-me).

Volunteer Limit Rule

  • Each battle can have up to 6 volunteers per side, divided into a maximum of 2 volunteers per empire. Example: If X is attacked by Y, then A, B and C can send 2 volunteers to each side to help X or Y.
  • The total number of volunteers for the battle can be equal to or less than 12 volunteers adding up all the participants of the war.
  • It's up to the side leader to decide which empire can volunteer for him.

War Truces for Factions

After a war ends, the defender side will get a global 1 week truce in which nobody can involve them in wars, this truce work only for factions and doesn't apply to empires.

Example: If the faction Mordor under the Dark Legion Empire attack Gondor under South DĂșnedain Empire, Gondor will get the truce, not the empire.

General Battle rules

Here you can find the list of battle rules

ANY RULEBREAKING RESULTS IN EXCLUSION OF WAR

Common Rules that are valid for both Pitched Battle and Siege (1.1 - 1.8)

* 1.1 Anyone walking outside the battlefield left the battle and cannot return.

* 1.2 During War-Session, all commands are disabled except the following:

** 1.2.1/sw, /spawn, /wc, /fc, /war and one time /horse call in case you're allowed to bring a mount.

** 1.2.2 Since teleport cmds are disabled, If you fell in a hole, just dig yourself up or place blocks and pillar jump.

* 1.3 If you die it is forbidden to return to the battlefield in any means.

* 1.4 It is highly forbidden to use protected player bases as a defensive position or to resupply.

** 1.4.1 Entering in such place will be seen as surrender, firing from such place will mean getting banned.

* 1.5 Until the battle has officially started, players from both sides can join by asking a side-leader. It is responsibility of the side-leader to compile a war list comprehensive of all players taking part in the battle and the three players allowed to bring a mount.

* 1.5.1 If the battle has started, new players can join 5 minutes after the start, but without army assuming one of the leaders of a side allows them to, along with the overseer of the battle.

* 1.6 The leader of his respective side will be the first to be teleported to the battlefield. In turn, his players will then teleport to him.

* 1.7 Veteran players should keep an eye on new players, as the latter are more likely to break the rules due to misunderstanding.

* 1.8 It is highly advised against asking a staff member for the recognition of a structure during battles.

Rules about the usage of certain items, common to both Pitched Battle and Siege (1.9 - 2.6)

* 1.9 Fireworks can only be used by one player each side, if the fireworks bearer dies then nobody else can use them. Finding them in the ground doesn't authorize you to use them. - You have to note player that will come with them!


* 1.10 The use of the following items will not be tolerated: duplicated items (through cheating), glitched items (through bugs), nor the use of items which are illegally created and aren't part of the artifacts family (such as items with sharp V, or anything with vanilla enchants but without standard artifact's item lore). Certain items ignore this rule.


* 1.11 Chests, iron blocks, barrels, and fences (for keeping horses leashed) are allowed to be placed, as long as they do not make a wall of any kind or act as movement inhibition (they can't be placed on ledges to make it inaccessible, they can't be stacked on one another, they can't be within three blocks in any direction of other chest/fence/barrel/iron blocks).


* 1.12 You may not place water in locations where it gains debuff properties.

* 1.13 Any kind of special arrow is forbidden in battle till /archery gui is enabled again --> Poisoned arrows ignore this rule

* 1.14 It is forbidden to bring any kind of mob or unit to battle (i.e wolves, ocelots and domesticated variants or any hired unit) except the allowed mounts reserved to the players specified in the war list

* 2.1 You can only use weapons of your faction/race, or the weapons of other factions within your empire. See Artifact for the restrictions imposed to the artifacts.


* 2.2 Only Faction armor is allowed, or the armor of other factions of the same race inside an empire.


** 2.2.1 Inside an Empire, armor share is limited to races: orcs can only share their armor with other orcs, elves with other elves, and so on..


** 2.2.2 Nazgul are able to use every Human/Orc armor shared inside their empire.


** 2.2.3 Gandalf and Radagast can wear a specific armor if the respective king allows so without being in an empire.

** 2.2.4 Sauron is able to use every shared armor inside his empire without any race limitation.

* 2.3 Failing to meet the requirements can lead to the exclusion of the player from the battle.

* 2.4 Elven Kings can use Galvorn and Gondolinian in battle.

** 2.4.1 Elven Kings of Custom Elven Factions are not allowed to wear Galvorn or Gondolinian.

* 2.5 Witch-King and Sauron can use Morgul armor in battle.

* 2.6 Mithril armor is forbidden for use in war, Mithril trimmed dwarven armor is allowed.
Using the wrong armor will result in a warning if the battle hasn't yet started or the two sides didn't meet. After the first clash happened you will be disqualified from the battle, if you refuse to go back you will be banned for the duration of the battle. Using wrong items will result in the halting of the battle, removal of the illegal item, and further actions will be taken

Battlefield Rules in Pitched Battle ( 3.1 - 3.8)

* 3.1 The defending side can suggest a battlefield where the battle will take place and they have to suggest it to the Overseer. If they fail to do so, the overseer will decide instead.

** 3.1.1 The suggested battlefield will be decided by the overseer if its a suitable place for a battle to take place.

** 3.1.2 Pitched battles are allowed to be hosted in mountain ranges, as long as it's within the bounds of reason and common sense. This will get checked by the hosting staff member pre-battle to determine if the location is suitable.


* 3.2 The defenders can reach the chosen battlefield only few minutes before the actual battle start. Any terrain modification will be severely punished.


* 3.3 Until the battle starts, All the players should not move and must keep their armies halted and divided in battalions.


* 3.4 It's not allowed to place nor destroy blocks except the few cases below.


** 3.4.1 Trees, snow and leaves can be removed with hands.

** 3.4.2 Ladders and Ropes can be placed and removed by hands.

** 3.4.3 Boats can be placed and destroyed.

** 3.4.4 Defensive barricades can be removed by hand

** 3.4.5 2x2x2 holes used for storing horses can be dug by hand

* 3.5 No naturally generating structures may be used as a defensive position

* 3.6 Defenders are allowed to:

** 3.6.1 Break blocks with hands: the walls/doors/trenches/barricades in order to create a hole/ breach.

** 3.6.2 Build barricades of fences or wood planks to make a cover (Max 2 blocks high and thickness 1, not inside the buildings).

** 3.6.3 Dig trenches max 2 blocks deep, max 3 blocks width (you cannot build barricades over these (You can dig these with shovels)).

* 3.7 Placing lava is forbbiden!

* 3.8 Placing/removing water is allowed, unless used to gain battlefield advantage. Ex. covering (no matter partly or fully) the hill in water.

Battlefield Rules in Siege Battle (5.1 - 5.8)

* 5.1 The Siege Battle can be hosted in a Recognized Fort (If present on the contested province), else players are given 30 minutes in advance to build their fort before battle start.

** 5.1.1 Some lorebuilds count as recognized fort compatible for siege battle.

* 5.2 The castle must be inspected by one or more staff members, and screens has to be taken for after the battle. The current owner can ask to remove the valuables items (armor, weapons etc.) before the battle.

* 5.3 The castle has to be unclaimed just before the start of the siege.

* 5.4 The day of the Siege, the attackers aren't allowed to get near the castle until the start of the battle.

* 5.5 It's not allowed to Recognize a Castle during a war.

* 5.6 During a War, the Castle cannot change in size, meaning it cannot get expanded more than it is, other minor improvements are still allowed to be made before a battle.

*5.7 Attackers can place tier 1 non-incendiary bombs to try and enter the Defenders fortress.
*5.8 Ladders and Ropes can be placed and removed by hands.

Allowed On Certain Cases in Siege Battles (6.1 - 6.2)

* 6.1 Specific blocks are allowed in certain cases:


** 6.1.1 Quagmire
‱ It is not allowed to place it yourself.
‱ It is allowed when the battle takes place in a biome where it naturally spawns.


** 6.1.2 Water/Lava

‱ If the castle was built on a river / lake (natural one)
‱ If the castle was built near a river / lake (natural one)

Forbidden Blocks in Siege Battles (7.1 - 7.1)

* 7.1 Specific blocks are forbidden:

‱ Quagmire (if it's not naturally spawned)
‱ Fire (always forbidden to place, even if added before or during the battle)
‱ Water inside the walls or in the ground (ground = layers placed with purpose to kill/slow attackers)
‱ Lava in the walls/ground/decoration.
‱ Obsidian in the walls/ground.
‱ Blocks dealing damages to players when they walk on it.

Gates rules (8.1 - 8.1)

8.1 Before the start of the Siege, each gate has to be replaced by an equivalent block:
‱ Bronze gates with bronze blocks.
‱ Golden gates with gold blocks.
‱ Silver gates with silver blocks.
‱ Mithril gates with iron blocks.
‱ Dwarven Ithildin Doors with stone blocks.
‱ Every other gate with wooden planks.

Attackers Rules in Siege Battles (9.1 - 9.2)

* 9.1 The invading side is allowed to:

‱ Break blocks with hands: the walls/doors/trenches/barricades in order to create a hole/ breach. [Can't dig the ground except to get out of trenches)
‱ Build barricades of fences or wood planks to make a cover (Max 2 blocks high and thickness 1, not inside the buildings).
‱ Dig trenches max 2 blocks deep, max 3 blocks width (you cannot build barricades over these)
‱ Use 1 standard non-incendiary tnt/orc bombs. One at time, before placing the next one the breachead!
‱ Place or remove water.
‱ Build or destroy war machines.


* 9.2 The invading side is NOT allowed to:

‱ Use tools in order to dig (only hands are allowed!).
‱ Rebuild or repair the destroyed barricades/walls/buildings/defences.
‱ Place barricades or anything in order to block entrances/paths.


NOTE: Some of these rules are ignored when it comes to siege battles held in lore builds!

Defenders Rules in Siege Battles ( 10.1 - 10.2)

* 10.1 The defenders side is allowed to:

‱ Place or remove water.
‱ Break ladders or ropes.
‱ Destroy the barricades/trenches.
‱ Build or destroy war machines.


10.2 The defenders side is NOT allowed to:

‱ Use tools in order to dig (only hands are allowed!).
‱ Rebuild or repair the destroyed barricades/walls/ground/buildings/defences.

NOTE: Some of these rules are ignored when it comes to siege battles held in lore builds!

Mounts in pitched and siege battle (11.1 - 11.1)

* 11.1 About horses during war-session being enabled:

‱ coded an war-mode hard cap for horse stats: max health is 30, max speed is 14.57. All horses spawned during war-session will be toned down to these stats in case they exceed them (ex. your horse has 17 speed, so it gets toned down to 14.57)

‱ only players added to the war horse list can run /horse call, the cmd can only be run once (so player's won't spawn their horse again after it dies)

Special rules for taking provinces in war (12.1 -12.2)

12.1 When attacking a faction that's separated from yours by a major river (Anduin, Gwatlo, Isen,...) the first province you'll have to take has to be a river crossing ( a bridge) This means there will be 3 battles for that province If the bridge is fortified it's a siege, otherwise its a field battle ( 1 for the bridge, 1 field battle and 1 siege battle). after taking that province you can continue onward toward the bordering provinces.

These crossings are: 
Anduin: Osgiliath, Cair andros, South and North undeep, Old Ford, Ethir Anduin
Isen : Fords of Isen, Corsairs landing, Mouths of Isen
Gwatlo: Tharbad, Lond Daer, Old elven way, fords of bruinen
+ any other major crossing of a river, which is not listed here

12.2 The 2 province must connect rule for colonizations also adheres to taking provinces in wars.

12.3 If a province has both a recognised fort and a lorebuild, both add a siege each [Siege, Field, Siege]
12.4 Max 3 battles per province

Naval Rules (13.1-13.9)

* 13.1 A faction can attack a province through a naval invasion if it's within the range of a fleet-capable military settlement (T2 or T3) [See 13.7.1-2 for ranges]
** 13.1.1 The attacker marks down which sea provinces they travel in the war declaration
** 13.1.2 If the defender has a navy with the range to meet any of the sea provinces travelled through, add +1 Naval Battle
* 13.2 Only Ropes and Ladders may be placed during battle.
* 13.3 Each Team is granted 2 "Fire Crossbows" with 5 "fire arrows" each. [WIP]
** 13.3.1 Water and Lava Buckets are not allowed.
** 13.3.2 Splash Water Bottles are allowed. [WIP]
* 13.4 If a province containing a T2 or T3 military settlement is attacked, the siege will be a naval siege and take place before the field battle
** 13.4.1 In naval siege battles, regular siege rules apply, with the exception that no horses.
* 13.5 Naval Battle locations are randomly selected from a pre-made set of maps.
* 13.6 A faction cannot naval invade a province if they are able to attack it through a crossing.
* 13.7 Distance for naval invasion is decided by the attacking settlement.
** 13.7.1 3 provinces for a T2 Military Settlement
** 13.7.2 5 provinces for a T3 Military Settlement
* 13.8 You can only attack a province with a navy from a province bordering the sea.
* 13.9 You can attack up to 4 provinces from the sea up a river.
If Naval Fort (T2 or T3)
- Naval Battle
- Naval Siege
- Field Battle


If no naval fort, but fleet in range
- Naval Battle
- Field Battle


If no naval fort or fleet in range
- Naval Field Battle
- Field Battle
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