Dragon Breath Recipe
Purified Souls (from dungeons)
Golden Bread (wheat+gold+minecolonies bakery lv 5)
Abyssal Amethyst (dropped from Mother of Maze boss who spawns below ice in frozen oceans)
Depthrock (dropped from stoneborn *in stone forests* or sploogies *in swamps)
Value of a Dragon Breath
1 Dragon Breath is worth $1000 warpoints
How to get Warpoints
To make dragon breath turn into warpoints, use FTB Quest Book, and select ATM on the left side
Craft FTB Quest Book with one dirt
Citizens providing Warpoints
Each citizen contributes their war points to the nation
If there's duel citizenship, then the war points get split
Warpoint Transactions
Nations can pledge to use war points for certain conflicts
Warpoints can be contractually promised
Rebellion
If a citizen rebels against nation, their warpoints do not count toward nation
Citizens may pool warpoints into a group rebellion
Cost
1k Warpoints
How to Declare
Declare what nation or town you're going to war with
Get permission from your nation/town (if you're in one) *you don't need permission to rebel from nation/town
Break non aggro if you have one
The war lasts one day before force peace is allowed
Don't spam force peace
To force peace, name your demands, and meet the required warpoint amount, pay the warpoint cost
* Requirements and cost are subject to changeĀ as I get a better idea for how many warpoints can be produced on average per minute. Right now I'm using percentages but I'll be switching to a flat number.
Ceasefire
Cost
10% of your WarpointsĀ
What does a ceasefire do?
Ceasefire will end a war prematurely
A week long non aggro pact between the ceasefire parties will occur
Forced Treaty
Requirement
Your group you lead/self has 40% more war points then enemy nation/enemy free town
Cost
10kĀ Warpoints per enemy treaty and per nation/free town
Treaties
Non aggro pact
Defensive pact
Offensive pact
Contractual recognition of Nation/Free Town existence (speaking against this violates contract)
Respect Embargo (no illegal trading to the victor nation)
Free trade from a loser nation/free town to the winner
Forced Non Intervention (loser nation/free town can't pledge their warpoints against the victor)
Tribute
Requirement
Your group you lead/self has 20% more war points then enemy nation/enemy free town
Cost
10k Warpoints per nation/free town
Tribute Amount
2% of the tributee's warpoints
Independence
Requirement
Your group you lead/self has 20% more war points then enemy nation
Cost
10k Warpoints per nation and free towns gaining independence
(Option 1) Town Freedom
You can forcefully make a town you own or represent a free town indepndent from a nation that occupies that town
(Option 2) Nation Freedom
You can undo protectorate, battle thrall, or occupation of your nation
Punish Overextention
Requirement
Your group you lead/self has 10% more war points then enemy nation/enemy free town
Result
You can forcefully deoccupy overextended claims along a free town/nation's border
If there's belongings in those claims those are removed through the eviction rules
Take Land
Requirement
Your group you lead/self has 40% more war points then enemy nation/enemy free town
Be a nation
Cost
10k Warpoints per chunk being taken
Take Land
This will trigger evictions to the chunks being annexed
Vicor can specify if land taken should be its own town, or put into one of their nation's towns
Disclaimer
You'll have to follow eviction rulesĀ
Battle Thralls
Requirement
Your group you lead/self has 120% more war points then enemy nation/enemy free town
Be a nation
Cost
10k Warpoints per nation and free town
Results
Towns forced into being battle thralls will forever contribute all their warpoints to the victor (unless there's a rebellion)
Protectorate
Requirement
Your group you lead/self has 240% more war points then enemy nation/enemy free town
Be a nation
Cost
10k Warpoints per nation and free town
Results
Towns forced into being protectorates will forever contribute all their warpoints, follow your laws, but don't have to disband their military or follow your laws restricting their military actions
Full Occupation
Requirement
Your group you lead/self has 360% more war points then enemy nation/enemy free town
Be a nation
Cost
10k Warpoints per nation and free town
Results
Towns forced into being occupied will have to follow your laws and contribute all their warpoints (unless they rebel)
Change in Gov
Requirement
Your group you lead/self town has 120% more war points then enemy nation/enemy free town
Be a nation
Cost
10k Warpoints per nation/free town
Results
Nations/free towns forced into changing government will have to change their government to what the victor decides
Forced Separation
Requirement
Your group you lead/self has 120% more war points then enemy nation
Be a nation
Cost
10k Warpoints per town
Results
Towns forced into independence are contractually not allowed to merge with their former nation
Towns forced into independence will no longer be part of their nations