Wars can be declared at any point but a justification for war(CB) must be cited. Conflicts are required to be preceded by a reasoned declaration of war or by an ultimatum with a conditional declaration of war. Each of these require the provision of demands that must be adhered to by both parties upon victory. Hostilities cannot begin for 48 hours following either of these conditions.
Each participant in a conflict will roll a number between 1 and 10 this will this decide the order of battle starting with the person with the highest number. this order loops after everyone has acted. If a player has not responded to their turn within 24 hours they will be placed at the back of the queue for the round and skipped entirely if unresponsive at the end of the queue.
In order to join a war a nation must brought in at the request of the original nation of the conflict, the “war leader”. Wars are limited to by the GDP limit in systems. Alliances are agreements of direct military aid in any form, they circumvent the request requirement.
Examples of indirect support are loans, sales, or craft leases. Craft basing rights are also considered under this. Craft Lease is the renting of units to another nation on the condition of payment or return post-war, the maintenance of said craft must be paid by the receiving nation.
Organisations are trade blocs, treaties, or organisations. They must be announced or will be considered invalid.
If every province within a nation is occupied that nation is considered as capitulated. Capitulation can occur earlier if decided by the nation. Half of a capitulated nation's GDP goes to the occupier. In cases of early capitulation unoccupied provinces go to the nearest enemy force or border. Nations who leave the game mid-war are considered as capitulated.
At the conclusion of a war a signed document outlining any changes must be signed, a minimum of 1 year’s non-aggression is assumed by all. If all nations in an alliance have capitulated it is considered an unconditional surrender for that side. Treaties are enforced by moderation as signed to a maximum of 5 years.
Battles over a province are locked to the point of time in which they start, no new craft can be sent to the same battle.
Battles can be subdivided into multiple smaller simulations, it is suggested to do so at a maximum of 500 parts a side. Battles can also be scaled down by the smallest common denominator to get results of larger battles. It is recommended to send craft into battles in multiples of 2, 4, or 8 as to facilitate scaling.
The Attacking force should be the first to set up their craft on an area of battle unless otherwise agreed. The Defending force will then place their own craft a safe distance away and from the direction of the attack. If no craft are sent as a response it is counted as a win with no losses to either side within 48 hours of starting.
Manual piloting is not permitted for combat craft in battle sims.
The results of battles will be averaged out between all the progressive layers in the below.
Defender run
Attacker run
Third Party
Screenshots or videos documenting all battles are needed to complete a turn.
A craft is officially considered dead when the main body of the ship is incapable of fulfilling two of three goals unaided.
Sustaining power
Moving
Firing weapons.
Craft disabled by EMP are not dead. Craft without ammo are not dead.
Due to the lack of spaceborne AI a different set of battle guidelines apply within space. Battles take place in turns, one ship at a time, as opposed to AI in real time.
Infinite ammo is to be left off for the duration of the battle unless agreed otherwise. Following a battle all fuel and ammo is replenished.
Movement can be planned out in a number of ways but an agreed upon method is required.
All movement must be supported in game. Provinces are separated by dim lines on a map.
Land Units are able to move a single province per turn. Units may attack any unit it shares a province with. They can be carried by air and sea if demonstrated in game.
Sea Units are able to move anywhere within a certain distance each turn. Neither are required to engage enemy units.
Airborne Units are able to engage any unit within a proven ingame return range once per round. They must operate out of friendly territory or a proven carrier. Long range missiles function as aircraft in transit but can attack any province.
Territory is occupied by moving friendly units into the province. Occupations are attributed to the owner of the nearest friendly province unless transferred. Aircraft do not qualify as occupying forces.
Turrets on aircraft must be set to not shoot other aircraft/missiles or must have movement disabled.
Spam is disallowed, as is excessive clipping. This applies to parts, weapons, and usage of craft.
BD cannot be used on targets in orbit.
Guns fired from or towards craft underwater are limited to 20% their normal range.
Armor on any part is not allowed to be altered in any way.
Planetary craft are permitted to use K drives