(1498,802,119,57,0,'62.114.100.63',1532558768,0,1,1,1,1,'','Rules of Engagement','
[center][IMG]http://i65.tinypic.com/6z5to2.png[/IMG][/center]
[center][size=85]Any questions, concerns, comments, or clarification in regards to this can be directed to the faction management.[/size][/center]
[center][b][size=150][color=#614203]Rules of Engagement and War[/color][/size][/b][/center]

[hr][/hr][legend=SECTION I -Normal War,#746540,white]
[center][b]Conditions[/b][/center]
[list]
  • [*] Agreement required from both factions for this type of war. Both factions leaders must discuss the terms on PM. Three terms must be placed; The attackers win, white peace and defenders win.
  • [*] The war may become Long Term War or Player Kill War.
  • [*] Officially starting the war after one of the factions attacks the other faction more than once or another faction chooses to escalate a dispute.
  • [/list]

    [hr][/hr]
    [center][b]Explanation of Attacks[/b][/center]

    Attacks are defined as if you as faction member commit hostile act against member of other faction with the approval or direction of the faction leader. Any attacks are to be fully roleplayed events and should not fall under deathmatching behavior.
    [hr][/hr]
    [center][b]Participation[/b][/center]

    Killed members may not participate under any circumstances, this includes kills made by the guards. All kills must be written on a list and sent to faction management. If a member was killed and they did not inform faction management or leader then they serve a ban.

    Member jailed for more than 2 hours can\'t participate in the war.
    [hr][/hr]
    [center][b]Allies[/b][/center]
    [list]
  • [*] You\'re allowed to request help from ally. You need to say that you have ally before the war.
  • [*] In order for a faction to request an ally the ratio of alliances in the war must be 2:1. So wars would go 2v1, 4v2 and etc.. However, the joining factions must have a valid reason for entering.
  • [*] Factions may support their allies in war only using weapons or money, using manpower as support isnít allowed.
  • [/list]

    [hr][/hr]
    [center][b]End Conditions[/b][/center]
    [list]
  • [*] Opposing faction is killed entirely.
  • [*] The war escalate into Long Term War or Player Kill (Agreement by both factions)
  • [*] Faction management intervention to end the war.
  • [*] The opposing factionís main location has been captured (city, fort and etc..), but battle or a siege of the location must be scheduled first between the two sides.
  • [/list]
    [/legend]

    [hr][/hr][legend=SECTION II - Long Term War,#746540,white]
    [center][b]Conditions[/b][/center]
    [list]
  • [*] Agreement of both factions, or Faction
  • [*]Management\'s decision to force the war.
  • [*]Mutual agreement for the cooldowns between attacks can be made between involved factions. Leaders can increase or decrease the cooldown time.
  • [/list]
    If there are mutual agreement for higher or less cooldown time, this should be discussed with Head of Factions via forums. [Involving SS\'s of agreement between the factions].
    Intended for a long-lasting conflict.
    [hr][/hr]
    [center][b]Explanation of Attacks[/b][/center]

    Attacks are defined as if you as faction member commit hostile act against member of other faction by the order of the faction leader. Any attacks are to be fully roleplayed events and should not fall under deathmatching behavior.
    Participation

    Cooldown for attacks is 5 hours and this can\'t be changed. [Only with permission from Faction Management and agreement from both factions]

    Killed members may return to the war after 24 hours.

    [hr][/hr]
    [center][b]Allies[/b][/center]
    [list]
  • [*] You\'re allowed to request help from ally. You need to say that you have ally before the war.
  • [*] In order for a faction to request an ally the ration of alliances in the war must be 2:1. So wars would go 2v1, 4v2 and etc.. However, the joining factions must have a valid reason for entering.
  • [*] Factions may support their allies in war only using weapons or money, using manpower as support isnít allowed.
  • [/list]

    [hr][/hr]
    [center][b]End Conditions[/b][/center]
    [list]
  • [*] The opposing faction surrenders and agrees to sue for peace.
  • [*] The war escalate into Tension War or Player Kill War (Agreement by both factions)
  • [*] Faction management intervention to end the war.
  • [*] The opposing factions main location has been captured (city, fort and etc..), but battle or a siege of the location must be scheduled first between the two sides.
  • [/list]
    [/legend]

    [hr][/hr][legend=SECTION III - Tension War,#746540,white]
    [center][b]Conditions[/b][/center]
    [list]
  • [*] Agreement required from both factions for this type of war following a long term war
  • [*] The war may become Player Kill War if it escalates and it may be escalates if one of the factions was attacked and decided to go into war
  • [*] This type of war can only be achieved following a long term war. This war doesnít involve much fighting but rather espionage and proxy warfare.
  • [/list]

    [hr][/hr]
    [center][b]Terms of War[/b][/center]

    This war fully focuses on factions non-fighting ability. If a long term war lasts more than two weeks then both factions may choose to turn it into a tension war. During this, both factions are put in the situation where they are allowed to attack, but if they do they may turn it into another war.

    Both factions are placed in an un-easy peace where anything can happen. Both factions may focus on infiltration and gaining allies to fight their enemy with.
    [hr][/hr]
    [center][b]Allies[/b][/center]
    [list]
  • [*] You\'re not allowed to request help from ally unless the ally was fighting a different war against your enemy or a member of your pre-war coalition.
  • [*] Only major allies are allowed to escalate a situation. Majors and non-majors are decided before the war depending on the long term war\'s efforts or member count.
  • [*] Allies can only help by sharing their spy networks or sending weapons to their allies.
  • [/list]

    [hr][/hr]
    [center][b]End Conditions[/b][/center]
    [list]
  • [*] Conflicts escalate into a full on war with the agreement of both factions.
  • [*] Both factions get on good terms and are no longer enemies
  • [*] Faction management intervention to end the war.
  • [*] The opposing faction collapses into a civil war and thus declaring one of the factions the victor.
  • [/list]
    [/legend]

    [hr][/hr][legend=SECTION IV - Border Clashes,#746540,white]
    [center][b]Conditions[/b][/center]
    [list]
  • [*] Tension occurring between both sides and one of the sides has a valid cause belli against the both
  • [*] A long-term or short-term war had just ended and there is still tensions.
  • [*] Both sides leaders agree to one or more conflicts for roleplay purposes.
  • [/list]

    [hr][/hr]
    [center][b]Terms of War[/b][/center]

    This type of war is a short clash in a location. There are two types of border clashes, direct and indirect. The direct type is a scheduled siege/clash in a location where garrison would realistically be there. Both sides place three conditions on the table of who wins what: Attackers win, defenders win or white peace. This may include a change in a border, transfer of a location, removing manpower for the next war and etc..

    Indirect clashes are a form of attrition/sabotaging. Indirect clashes are a form of a sudden attack and burning down, siege or destruction of an enemy location. This can only occur with at-least 3 members of the opposing faction online and not AFK. Indirect clashes don\'t include victory/defeat conditions. Mostly are for RP purposes.

    Before any direct border clash, the faction management must review the reason for the border clash. Indirect border clashes require a cause belli, but not a direct request faction management.

    [hr][/hr]
    [center][b]Allies[/b][/center]
    [list]
  • [*] You\'re allowed to request help from an ally, but as a small scale of manpower, weapons or ducats.
  • [*] There can be no more than one border clash at the same time on the same enemy. There must be a cooldown between each border clash.
  • [/list]

    [hr][/hr]
    [center][b]End Conditions[/b][/center]
    [list]
  • [*] The Conflict end with the victory of the attackers and the conditions placed are activated.
  • [*] The Conflict end with the victory of the defenders and the conditions placed are activated.
  • [*] Both sides accumulate large amount of causalities (75% of the attacking army dead/injuried) then the battle ends as a white peace.
  • [*] Faction management intervention to end or cancel the border clash.
  • [*] The defender faction agree to the demands of the attacking faction and the victory conditions are activated.
  • [/list]
    [/legend]

    [hr]
    [hr][legend=SECTION V - Faction Leadership Overthrow,#746540,white]
    [center][b]Information[/b][/center]
    Faction overthrows may occur when a member of the faction gains popularity and attempts to overthrow the faction leader. This can only happen if the overthrower is a medium or high ranked member of the faction and not a low ranked one. A faction leader is not allowed to kick out the overthrower. However when the overthrow happens a few rules must be followed.
    [list]
  • [*] Faction overthrowers must have at-least ľ of the faction fully sided with him.
  • [*] Faction overthrowers must have a valid cause belli and be approved by faction mangement.
  • [*] If an overthrow is unsuccessful then the member may be CKed however he may not be kicked from the faction, but instead allowed to have a new character and allowed to progress from point 0.
  • [*] If an overthrow is successful the leader may be CKed however, he may not be kicked from the faction, but instead given the opportunity to rise from point 0 and progress just like normal players.
  • [*] If an overthrow is occurring the leader may not attempt to close the faction or delete the factionís discord. Any ways of rage quiting will not be tolerated.
  • [*] Once an overthrow starts the members must agree on their HQís location. The HQ must be in the turf of the original faction only.
  • [/list]
    [/legend]
    '