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	<entry>
		<id>https://cindercivs.net/w/index.php?title=Draft:War_Rules_bca&amp;diff=2605</id>
		<title>Draft:War Rules bca</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Draft:War_Rules_bca&amp;diff=2605"/>
		<updated>2025-06-08T18:02:29Z</updated>

		<summary type="html">&lt;p&gt;BCA: BCA moved page Draft:War Rules bca to War Rules: Officialization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[War Rules]]&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2604</id>
		<title>War Rules</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2604"/>
		<updated>2025-06-08T18:02:29Z</updated>

		<summary type="html">&lt;p&gt;BCA: BCA moved page Draft:War Rules bca to War Rules: Officialization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:CinderCivs war rules}}&lt;br /&gt;
{{&lt;br /&gt;
Navbox|title=Infopages|content=[[Main_Page|Main]] • [[CinderCivs:FAQ|FAQ]] • [[War Rules]] ([[War Rules Draft|Draft]])&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;display:inline-block; float:center;&amp;quot;&amp;gt; __TOC__ &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;War&#039;&#039;&#039; on CinderCivs utilizes a special set of rules as to allow for a dynamic progression that corresponds to roleplay and fair combat. The war system is designed to emulate a strategy game layout with arranged battles happening over tiles of various levels of development. &lt;br /&gt;
&lt;br /&gt;
== § Declaring War ==&lt;br /&gt;
&lt;br /&gt;
Wars can occur between nations with at least &#039;&#039;&#039;one urban tile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In order to declare a war, the &#039;&#039;&#039;attacking nation&#039;&#039;&#039; must provide the following:&lt;br /&gt;
* The &#039;&#039;&#039;general area&#039;&#039;&#039; they intend to attack (e.g. a region or town).&lt;br /&gt;
* A &#039;&#039;&#039;tilemap&#039;&#039;&#039; clearly showing their current territories relevant for the war.&lt;br /&gt;
&lt;br /&gt;
The area declared to be under attack go from &#039;&#039;&#039;Controlled&#039;&#039;&#039; to &#039;&#039;&#039;Contested&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once war is declared, the &#039;&#039;&#039;defending nation&#039;&#039;&#039; must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; within one week. If neither side submits the required information within this timeframe, the war is &#039;&#039;&#039;cancelled&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;only one side complies&#039;&#039;&#039;, the staff team may intervene and &#039;&#039;&#039;force a battle&#039;&#039;&#039; to occur to the &#039;&#039;&#039;compliant party’s advantage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Third parties (including allies) must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; with at least one urban tile before being allowed to join the war.&lt;br /&gt;
&lt;br /&gt;
== § Tiles and Tilemaps ==&lt;br /&gt;
&lt;br /&gt;
The entire field of war is divided into distinct &#039;&#039;&#039;tiles&#039;&#039;&#039;. Tiles vary based on their &#039;&#039;&#039;status&#039;&#039;&#039; and their level of &#039;&#039;&#039;development&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Tile Status ===&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039; – The default state of a tile where no war actions have taken place; all is fair, anything may be built.&lt;br /&gt;
* &#039;&#039;&#039;Contested&#039;&#039;&#039; – A battle is declared over such tile. Only minor alterations (such as decorations) and specific defenses (e.g. trench lines, campsites as acknowledged by the war monitor) are allowed.&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039; – A contested tile that has switched ownership. After 7 days in this state, the tile automatically reverts to Controlled.&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039; – Urban tiles that, while &amp;quot;controlled&amp;quot; by one side, are disconnected from areas of player activity and cannot be used as spawnpoints for attacks.&lt;br /&gt;
&lt;br /&gt;
=== Tile Development ===&lt;br /&gt;
Tiles are also classified by their development level:&lt;br /&gt;
* &#039;&#039;&#039;Fort&#039;&#039;&#039; – An urban tile fortified with walls and piston doors (minimum 3x3) as defined entrances.&lt;br /&gt;
* &#039;&#039;&#039;Urban&#039;&#039;&#039; – Major cities, large towns, or city districts.&lt;br /&gt;
* &#039;&#039;&#039;Suburban&#039;&#039;&#039; – Outskirts of cities, villages, or areas with moderate development.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; – Areas between tiles, with minimal development.&lt;br /&gt;
&lt;br /&gt;
=== Fort Rules ===&lt;br /&gt;
&#039;&#039;&#039;Forts&#039;&#039;&#039; can be either &#039;&#039;&#039;open&#039;&#039;&#039; or &#039;&#039;&#039;closed&#039;&#039;&#039;. &#039;&#039;&#039;Closed&#039;&#039;&#039; forts cannot be captured in a single battle. Instead, forts can be &#039;&#039;&#039;forcibly opened&#039;&#039;&#039; by winning a separate battle over an entrance. Note that such a battle does not result in any territorial gain.&lt;br /&gt;
&lt;br /&gt;
* All forts start &#039;&#039;&#039;closed&#039;&#039;&#039;.&lt;br /&gt;
* You cannot use &#039;&#039;&#039;closed&#039;&#039;&#039; forts as a spawn point unless the fort itself is under attack.&lt;br /&gt;
* Forts can be &#039;&#039;&#039;opened&#039;&#039;&#039; at any time, but this must be announced publicly.&lt;br /&gt;
* To &#039;&#039;&#039;close&#039;&#039;&#039; a fort, you must first announce your intention to do so. After two battles, it will become &#039;&#039;&#039;closed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Additional Rules ===&lt;br /&gt;
* Every participant must be a member of a party &#039;&#039;&#039;at war&#039;&#039;&#039; and must start each battle in an urban tile of their party. &lt;br /&gt;
* If a party has no remaining urban tiles, they are disqualified from the war until one is recaptured. If a side loses all urban tiles, the war ends.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; tiles cannot be attacked if they border a fort.&lt;br /&gt;
* Tiles can be &#039;&#039;&#039;upgraded&#039;&#039;&#039; by one development level every 30 days, which takes 10 days to go into effect.&lt;br /&gt;
* Tiles with redstone entrances cannot be &#039;&#039;&#039;closed&#039;&#039;&#039; during battle, with exceptions dictated by the war monitor.&lt;br /&gt;
* No new tiles can be created after the nation&#039;s tilemap is verified.&lt;br /&gt;
* Tiles cannot feature excessively punishing defenses that waste player time or force impractical movement (e.g. requiring players to crouch or crawl to enter).&lt;br /&gt;
&lt;br /&gt;
== § Organizing the War ==&lt;br /&gt;
&lt;br /&gt;
Every battle on the server must occur at a time either:&lt;br /&gt;
* Agreed upon by both sides of the war, or&lt;br /&gt;
* Appointed by staff if no agreement can be reached.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;first battle of the war&#039;&#039;&#039; must take place within &#039;&#039;&#039;10 days&#039;&#039;&#039; of the war declaration, and subsequent battles must take place no later than &#039;&#039;&#039;10 days&#039;&#039;&#039; after. Purposefully delaying battles or neglecting to respond to scheduling attempts may result in &#039;&#039;&#039;disqualification from the war&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== War Monitors ===&lt;br /&gt;
Each war must have at least &#039;&#039;&#039;one war monitor&#039;&#039;&#039;. This individual may be:&lt;br /&gt;
* Appointed by mutual agreement between all warring sides, or&lt;br /&gt;
* Assigned by staff if no consensus is reached.&lt;br /&gt;
&lt;br /&gt;
The war monitor&#039;s responsibilities include:&lt;br /&gt;
* Ruling on disputes and edge cases during the war.&lt;br /&gt;
* Spectating battles to ensure fair play.&lt;br /&gt;
* Disqualifying players who violate war rules.&lt;br /&gt;
* Officially starting and ending each battle.&lt;br /&gt;
&lt;br /&gt;
=== Fighter lists ===&lt;br /&gt;
All participating nations must privately send a list of their fighters to the war monitor &#039;&#039;&#039;before the battle begins&#039;&#039;&#039;. This list must remain consistent unless a player is permanently removed or replaced with permission from the monitor.&lt;br /&gt;
&lt;br /&gt;
== § Initiative ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; represents the momentum of a war. Initiative is used to decide the location of the next battle.&lt;br /&gt;
&lt;br /&gt;
At the start of the war, the attacker receives the &#039;&#039;&#039;odd initiative&#039;&#039;&#039; and the defender receives the &#039;&#039;&#039;even initiative&#039;&#039;&#039;. The &#039;&#039;&#039;odd initiative&#039;&#039;&#039; is used to declare the locations of battles 1, 3, 5, etc., while the &#039;&#039;&#039;even initiative&#039;&#039;&#039; is used to declare the locations of battles 2, 4, 6, etc.&lt;br /&gt;
&lt;br /&gt;
=== Using Initiative ===&lt;br /&gt;
&lt;br /&gt;
Initiative is spent when a side declares a battle. To declare a battle on a tile it must be either:&lt;br /&gt;
* Adjacent to your tile&lt;br /&gt;
* Adjacent to a rural tile adjacent to your tile&lt;br /&gt;
* Directly adjacent to a large waterway (ocean, lake) that a tile you hold also borders&lt;br /&gt;
The war monitor may allow additional tiles to be declared on if no tile meets the above criteria.&lt;br /&gt;
&lt;br /&gt;
If the attacker &#039;&#039;&#039;wins&#039;&#039;&#039; the battle, they &#039;&#039;&#039;occupy&#039;&#039;&#039; the tile and retain the initiative. If the attacker &#039;&#039;&#039;loses&#039;&#039;&#039;, the tile becomes &#039;&#039;&#039;controlled&#039;&#039;&#039; by the defender and the defender gains one initiative. If the battle is a &#039;&#039;&#039;draw&#039;&#039;&#039;, the tile becomes &#039;&#039;&#039;controlled&#039;&#039;&#039; by the defender, but the attacker retains the initiative.&lt;br /&gt;
&lt;br /&gt;
After a battle concludes, the holder of the other initiative must declare the next battle location &#039;&#039;&#039;within 48 hours&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If a side holds both initiatives, they have two additional options:&lt;br /&gt;
* Declare on two tiles at once, forcing both battles to occur within the 10-day window&lt;br /&gt;
* Unilaterally end the war such that all &#039;&#039;&#039;occupied&#039;&#039;&#039; tiles become &#039;&#039;&#039;controlled&#039;&#039;&#039;. The war cannot be restarted for 10 days&lt;br /&gt;
&lt;br /&gt;
== § How Battles are Decided ==&lt;br /&gt;
&lt;br /&gt;
Prior to the start of each battle, players will be assigned to the attacking or defending team according to the fighter list. Also, a 32x32 area inside the tile will be selected as the capture zone. At the start of the battle, this zone will begin to glow and a bossbar will appear that is 50% filled. The defenders win if the bossbar fully fills, and the attackers win if the bossbar fully empties. If neither side wins within one hour, the battle is a draw.&lt;br /&gt;
&lt;br /&gt;
When only one side is present in the capture area, the bossbar shifts one point in their direction each second. If both or neither are present, it will stay still. Killing an enemy fighter will shift it 30 points in your direction.&lt;br /&gt;
&lt;br /&gt;
The total size of the bossbar varies by tile type:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tile Type !! Bossbar Size !! Starting Value&lt;br /&gt;
|-&lt;br /&gt;
| Fort || 720 || 360&lt;br /&gt;
|-&lt;br /&gt;
| Urban || 720 || 360&lt;br /&gt;
|-&lt;br /&gt;
| Suburban || 600 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Rural || 360 || 180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This system is implemented using a datapack designed by _Chras.&lt;br /&gt;
&lt;br /&gt;
== § Battle Conduct &amp;amp; War Restrictions ==&lt;br /&gt;
&lt;br /&gt;
All battles have specific mechanical limitations and restrictions. All participants are expected to follow these rules to ensure fairness, clarity, and competitive integrity.&lt;br /&gt;
&lt;br /&gt;
=== Prohibited Items ===&lt;br /&gt;
The following items are strictly forbidden in all battles:&lt;br /&gt;
* Maces&lt;br /&gt;
* Ender Pearls&lt;br /&gt;
* Chorus Fruits&lt;br /&gt;
* Wind Charges&lt;br /&gt;
* End Crystals&lt;br /&gt;
* Respawn Anchors&lt;br /&gt;
* Riptide Tridents&lt;br /&gt;
* Slow-falling Arrows&lt;br /&gt;
&lt;br /&gt;
Using these items during war battles will result in immediate disqualification from the current battle and may incur further penalties from staff or the war monitor.&lt;br /&gt;
&lt;br /&gt;
=== Block Modification ===&lt;br /&gt;
Players may &#039;&#039;&#039;not place or break blocks&#039;&#039;&#039; during battle. However, there are some special cases that can be altered in the contested tile and tiles adjacent to it:&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;beds&#039;&#039;&#039; (for setting spawn)&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;shulker boxes&#039;&#039;&#039;&lt;br /&gt;
* Breaking &#039;&#039;&#039;door blocks&#039;&#039;&#039; (wooden or iron doors only — not redstone contraptions)&lt;br /&gt;
&lt;br /&gt;
The following actions are specifically forbidden:&lt;br /&gt;
* Using placed blocks to create barriers or parkour routes.&lt;br /&gt;
* Using or setting up &#039;&#039;&#039;stasis chambers&#039;&#039;&#039; or other teleportation mechanisms.&lt;br /&gt;
&lt;br /&gt;
=== Raiding Rules ===&lt;br /&gt;
Players listed on a side’s official &#039;&#039;&#039;fighter list&#039;&#039;&#039; are permitted to &#039;&#039;&#039;raid contested and occupied tiles&#039;&#039;&#039; during active battles. This includes:&lt;br /&gt;
* Looting any containers (chests, barrels, etc.)&lt;br /&gt;
* Interacting with redstone mechanisms&lt;br /&gt;
* Killing any mobs within the tile, including:&lt;br /&gt;
** Pets&lt;br /&gt;
** Villagers&lt;br /&gt;
** Livestock and other passive mobs&lt;br /&gt;
&lt;br /&gt;
These actions are only permitted within &#039;&#039;&#039;tiles that are currently being fought over and tiles deemed occupied&#039;&#039;&#039;. Raiding unrelated tiles or exploiting war permissions outside of battle zones is considered griefing and is subject to punishment.&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Rules ===&lt;br /&gt;
Due to skirmishes (fights done outside of battles) being an overall negative impact on the server and the enjoyment of the war for the playerbase, rules were made in favor of regulating these skirmishes. All skirmishes must happen in accordance with the battle conduct rules, and no war-related skirmishes may occur inside the land of non-participating nations.&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=User:BCA&amp;diff=2603</id>
		<title>User:BCA</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=User:BCA&amp;diff=2603"/>
		<updated>2025-06-08T17:59:14Z</updated>

		<summary type="html">&lt;p&gt;BCA: Created page with &amp;quot;here you go&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;here you go&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2588</id>
		<title>War Rules</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2588"/>
		<updated>2025-05-22T14:04:52Z</updated>

		<summary type="html">&lt;p&gt;BCA: /* Using Initiative */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{&lt;br /&gt;
Navbox|title=Infopages|content=[[Main_Page|Main]] • [[CinderCivs:FAQ|FAQ]] • [[War Rules]] ([[War Rules Draft|Draft]])&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;display:inline-block; float:center;&amp;quot;&amp;gt; __TOC__ &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;War&#039;&#039;&#039; on CinderCivs utilizes a special set of rules as to allow for a dynamic progression that corresponds to roleplay and fair combat. The war system is designed to emulate a strategy game layout with arranged battles happening over tiles of various levels of development. &lt;br /&gt;
&lt;br /&gt;
== § Declaring War ==&lt;br /&gt;
&lt;br /&gt;
Wars can occur between nations with at least &#039;&#039;&#039;one urban tile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In order to declare a war, the &#039;&#039;&#039;attacking nation&#039;&#039;&#039; must provide the following:&lt;br /&gt;
* The &#039;&#039;&#039;general area&#039;&#039;&#039; they intend to attack (e.g. a region or town).&lt;br /&gt;
* A &#039;&#039;&#039;tilemap&#039;&#039;&#039; clearly showing their current territories relevant for the war.&lt;br /&gt;
&lt;br /&gt;
The area declared to be under attack go from &#039;&#039;&#039;Controlled&#039;&#039;&#039; to &#039;&#039;&#039;Contested&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once war is declared, the &#039;&#039;&#039;defending nation&#039;&#039;&#039; must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; within one week. If neither side submits the required information within this timeframe, the war is &#039;&#039;&#039;cancelled&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;only one side complies&#039;&#039;&#039;, the staff team may intervene and &#039;&#039;&#039;force a battle&#039;&#039;&#039; to occur to the &#039;&#039;&#039;compliant party’s advantage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Third parties (including allies) must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; with at least one urban tile before being allowed to join the war.&lt;br /&gt;
&lt;br /&gt;
== § Tiles and Tilemaps ==&lt;br /&gt;
&lt;br /&gt;
The entire field of war is divided into distinct &#039;&#039;&#039;tiles&#039;&#039;&#039;. Tiles vary based on their &#039;&#039;&#039;status&#039;&#039;&#039; and their level of &#039;&#039;&#039;development&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Tile Status ===&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039; – The default state of a tile where no war actions have taken place; all is fair, anything may be built.&lt;br /&gt;
* &#039;&#039;&#039;Contested&#039;&#039;&#039; – A battle is declared over such tile. Only minor alterations (such as decorations) and specific defenses (e.g. trench lines, campsites as acknowledged by the war monitor) are allowed.&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039; – A contested tile that has switched ownership. After 7 days in this state, the tile automatically reverts to Controlled.&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039; – Urban tiles that, while &amp;quot;controlled&amp;quot; by one side, are disconnected from areas of player activity and cannot be used as spawnpoints for attacks.&lt;br /&gt;
&lt;br /&gt;
=== Tile Development ===&lt;br /&gt;
Tiles are also classified by their development level:&lt;br /&gt;
* &#039;&#039;&#039;Fort&#039;&#039;&#039; – An urban tile fortified with walls and piston doors (minimum 3x3) as defined entrances.&lt;br /&gt;
* &#039;&#039;&#039;Urban&#039;&#039;&#039; – Major cities, large towns, or city districts.&lt;br /&gt;
* &#039;&#039;&#039;Suburban&#039;&#039;&#039; – Outskirts of cities, villages, or areas with moderate development.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; – Areas between tiles, with minimal development.&lt;br /&gt;
&lt;br /&gt;
=== Fort Rules ===&lt;br /&gt;
&#039;&#039;&#039;Forts&#039;&#039;&#039; can be either &#039;&#039;&#039;open&#039;&#039;&#039; or &#039;&#039;&#039;closed&#039;&#039;&#039;. &#039;&#039;&#039;Closed&#039;&#039;&#039; forts cannot be captured in a single battle. Instead, forts can be &#039;&#039;&#039;forcibly opened&#039;&#039;&#039; by winning a separate battle over an entrance. Note that such a battle does not result in any territorial gain.&lt;br /&gt;
&lt;br /&gt;
* All forts start &#039;&#039;&#039;closed&#039;&#039;&#039;.&lt;br /&gt;
* You cannot use &#039;&#039;&#039;closed&#039;&#039;&#039; forts as a spawn point unless the fort itself is under attack.&lt;br /&gt;
* Forts can be &#039;&#039;&#039;opened&#039;&#039;&#039; at any time, but this must be announced publicly.&lt;br /&gt;
* To &#039;&#039;&#039;close&#039;&#039;&#039; a fort, you must first announce your intention to do so. After two battles, it will become &#039;&#039;&#039;closed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Additional Rules ===&lt;br /&gt;
* Every participant must be a member of a party &#039;&#039;&#039;at war&#039;&#039;&#039; and must start each battle in an urban tile of their party. &lt;br /&gt;
* If a party has no remaining urban tiles, they are disqualified from the war until one is recaptured. If a side loses all urban tiles, the war ends.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; tiles cannot be attacked if they border a fort.&lt;br /&gt;
* Tiles can be &#039;&#039;&#039;upgraded&#039;&#039;&#039; by one development level every 30 days, which takes 10 days to go into effect.&lt;br /&gt;
* Tiles with redstone entrances cannot be &#039;&#039;&#039;closed&#039;&#039;&#039; during battle, with exceptions dictated by the war monitor.&lt;br /&gt;
* No new tiles can be created after the nation&#039;s tilemap is verified.&lt;br /&gt;
* Tiles cannot feature excessively punishing defenses that waste player time or force impractical movement (e.g. requiring players to crouch or crawl to enter).&lt;br /&gt;
&lt;br /&gt;
== § Organizing the War ==&lt;br /&gt;
&lt;br /&gt;
Every battle on the server must occur at a time either:&lt;br /&gt;
* Agreed upon by both sides of the war, or&lt;br /&gt;
* Appointed by staff if no agreement can be reached.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;first battle of the war&#039;&#039;&#039; must take place within &#039;&#039;&#039;10 days&#039;&#039;&#039; of the war declaration, and subsequent battles must take place no later than &#039;&#039;&#039;10 days&#039;&#039;&#039; after. Purposefully delaying battles or neglecting to respond to scheduling attempts may result in &#039;&#039;&#039;disqualification from the war&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== War Monitors ===&lt;br /&gt;
Each war must have at least &#039;&#039;&#039;one war monitor&#039;&#039;&#039;. This individual may be:&lt;br /&gt;
* Appointed by mutual agreement between all warring sides, or&lt;br /&gt;
* Assigned by staff if no consensus is reached.&lt;br /&gt;
&lt;br /&gt;
The war monitor&#039;s responsibilities include:&lt;br /&gt;
* Ruling on disputes and edge cases during the war.&lt;br /&gt;
* Spectating battles to ensure fair play.&lt;br /&gt;
* Disqualifying players who violate war rules.&lt;br /&gt;
* Officially starting and ending each battle.&lt;br /&gt;
&lt;br /&gt;
=== Fighter lists ===&lt;br /&gt;
All participating nations must privately send a list of their fighters to the war monitor &#039;&#039;&#039;before the battle begins&#039;&#039;&#039;. This list must remain consistent unless a player is permanently removed or replaced with permission from the monitor.&lt;br /&gt;
&lt;br /&gt;
== § Initiative ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; represents the momentum of a war. Initiative is used to decide the location of the next battle.&lt;br /&gt;
&lt;br /&gt;
At the start of the war, the attacker receives the &#039;&#039;&#039;odd initiative&#039;&#039;&#039; and the defender receives the &#039;&#039;&#039;even initiative&#039;&#039;&#039;. The &#039;&#039;&#039;odd initiative&#039;&#039;&#039; is used to declare the locations of battles 1, 3, 5, etc., while the &#039;&#039;&#039;even initiative&#039;&#039;&#039; is used to declare the locations of battles 2, 4, 6, etc.&lt;br /&gt;
&lt;br /&gt;
=== Using Initiative ===&lt;br /&gt;
&lt;br /&gt;
Initiative is spent when a side declares a battle. To declare a battle on a tile it must be either:&lt;br /&gt;
* Adjacent to your tile&lt;br /&gt;
* Adjacent to a rural tile adjacent to your tile&lt;br /&gt;
* Directly adjacent to a large waterway (ocean, lake) that a tile you hold also borders&lt;br /&gt;
The war monitor may allow additional tiles to be declared on if no tile meets the above criteria.&lt;br /&gt;
&lt;br /&gt;
If the attacker &#039;&#039;&#039;wins&#039;&#039;&#039; the battle, they &#039;&#039;&#039;occupy&#039;&#039;&#039; the tile and retain the initiative. If the attacker &#039;&#039;&#039;loses&#039;&#039;&#039;, the tile becomes &#039;&#039;&#039;controlled&#039;&#039;&#039; by the defender and the defender gains one initiative. If the battle is a &#039;&#039;&#039;draw&#039;&#039;&#039;, the tile becomes &#039;&#039;&#039;controlled&#039;&#039;&#039; by the defender, but the attacker retains the initiative.&lt;br /&gt;
&lt;br /&gt;
After a battle concludes, the holder of the other initiative must declare the next battle location &#039;&#039;&#039;within 48 hours&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If a side holds both initiatives, they have two additional options:&lt;br /&gt;
* Declare on two tiles at once, forcing both battles to occur within the 10-day window&lt;br /&gt;
* Unilaterally end the war such that all &#039;&#039;&#039;occupied&#039;&#039;&#039; tiles become &#039;&#039;&#039;controlled&#039;&#039;&#039;. The war cannot be restarted for 10 days&lt;br /&gt;
&lt;br /&gt;
== § How Battles are Decided ==&lt;br /&gt;
&lt;br /&gt;
Prior to the start of each battle, players will be assigned to the attacking or defending team according to the fighter list. Also, a 32x32 area inside the tile will be selected as the capture zone. At the start of the battle, this zone will begin to glow and a bossbar will appear that is 50% filled. The defenders win if the bossbar fully fills, and the attackers win if the bossbar fully empties. If neither side wins within one hour, the battle is a draw.&lt;br /&gt;
&lt;br /&gt;
When only one side is present in the capture area, the bossbar shifts one point in their direction each second. If both or neither are present, it will stay still. Killing an enemy fighter will shift it 30 points in your direction.&lt;br /&gt;
&lt;br /&gt;
The total size of the bossbar varies by tile type:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tile Type !! Bossbar Size !! Starting Value&lt;br /&gt;
|-&lt;br /&gt;
| Fort || 720 || 360&lt;br /&gt;
|-&lt;br /&gt;
| Urban || 720 || 360&lt;br /&gt;
|-&lt;br /&gt;
| Suburban || 600 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Rural || 360 || 180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This system is implemented using a datapack designed by _Chras.&lt;br /&gt;
&lt;br /&gt;
== § Battle Conduct &amp;amp; War Restrictions ==&lt;br /&gt;
&lt;br /&gt;
All battles have specific mechanical limitations and restrictions. All participants are expected to follow these rules to ensure fairness, clarity, and competitive integrity.&lt;br /&gt;
&lt;br /&gt;
=== Prohibited Items ===&lt;br /&gt;
The following items are strictly forbidden in all battles:&lt;br /&gt;
* Maces&lt;br /&gt;
* Ender Pearls&lt;br /&gt;
* Chorus Fruits&lt;br /&gt;
* Wind Charges&lt;br /&gt;
* End Crystals&lt;br /&gt;
* Respawn Anchors&lt;br /&gt;
* Riptide Tridents&lt;br /&gt;
* Slow-falling Arrows&lt;br /&gt;
&lt;br /&gt;
Using these items during war battles will result in immediate disqualification from the current battle and may incur further penalties from staff or the war monitor.&lt;br /&gt;
&lt;br /&gt;
=== Block Modification ===&lt;br /&gt;
Players may &#039;&#039;&#039;not place or break blocks&#039;&#039;&#039; during battle. However, there are some special cases that can be altered in the contested tile and tiles adjacent to it:&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;beds&#039;&#039;&#039; (for setting spawn)&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;shulker boxes&#039;&#039;&#039;&lt;br /&gt;
* Breaking &#039;&#039;&#039;door blocks&#039;&#039;&#039; (wooden or iron doors only — not redstone contraptions)&lt;br /&gt;
&lt;br /&gt;
The following actions are specifically forbidden:&lt;br /&gt;
* Using placed blocks to create barriers or parkour routes.&lt;br /&gt;
* Using or setting up &#039;&#039;&#039;stasis chambers&#039;&#039;&#039; or other teleportation mechanisms.&lt;br /&gt;
&lt;br /&gt;
=== Raiding Rules ===&lt;br /&gt;
Players listed on a side’s official &#039;&#039;&#039;fighter list&#039;&#039;&#039; are permitted to &#039;&#039;&#039;raid contested and occupied tiles&#039;&#039;&#039; during active battles. This includes:&lt;br /&gt;
* Looting any containers (chests, barrels, etc.)&lt;br /&gt;
* Interacting with redstone mechanisms&lt;br /&gt;
* Killing any mobs within the tile, including:&lt;br /&gt;
** Pets&lt;br /&gt;
** Villagers&lt;br /&gt;
** Livestock and other passive mobs&lt;br /&gt;
&lt;br /&gt;
These actions are only permitted within &#039;&#039;&#039;tiles that are currently being fought over and tiles deemed occupied&#039;&#039;&#039;. Raiding unrelated tiles or exploiting war permissions outside of battle zones is considered griefing and is subject to punishment.&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Rules ===&lt;br /&gt;
Due to skirmishes (fights done outside of battles) being an overall negative impact on the server and the enjoyment of the war for the playerbase, rules were made in favor of regulating these skirmishes. All skirmishes must happen in accordance with the battle conduct rules, and no war-related skirmishes may occur inside the land of non-participating nations.&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2587</id>
		<title>War Rules</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2587"/>
		<updated>2025-05-22T14:04:24Z</updated>

		<summary type="html">&lt;p&gt;BCA: /* § Initiative */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{&lt;br /&gt;
Navbox|title=Infopages|content=[[Main_Page|Main]] • [[CinderCivs:FAQ|FAQ]] • [[War Rules]] ([[War Rules Draft|Draft]])&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;display:inline-block; float:center;&amp;quot;&amp;gt; __TOC__ &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;War&#039;&#039;&#039; on CinderCivs utilizes a special set of rules as to allow for a dynamic progression that corresponds to roleplay and fair combat. The war system is designed to emulate a strategy game layout with arranged battles happening over tiles of various levels of development. &lt;br /&gt;
&lt;br /&gt;
== § Declaring War ==&lt;br /&gt;
&lt;br /&gt;
Wars can occur between nations with at least &#039;&#039;&#039;one urban tile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In order to declare a war, the &#039;&#039;&#039;attacking nation&#039;&#039;&#039; must provide the following:&lt;br /&gt;
* The &#039;&#039;&#039;general area&#039;&#039;&#039; they intend to attack (e.g. a region or town).&lt;br /&gt;
* A &#039;&#039;&#039;tilemap&#039;&#039;&#039; clearly showing their current territories relevant for the war.&lt;br /&gt;
&lt;br /&gt;
The area declared to be under attack go from &#039;&#039;&#039;Controlled&#039;&#039;&#039; to &#039;&#039;&#039;Contested&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once war is declared, the &#039;&#039;&#039;defending nation&#039;&#039;&#039; must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; within one week. If neither side submits the required information within this timeframe, the war is &#039;&#039;&#039;cancelled&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;only one side complies&#039;&#039;&#039;, the staff team may intervene and &#039;&#039;&#039;force a battle&#039;&#039;&#039; to occur to the &#039;&#039;&#039;compliant party’s advantage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Third parties (including allies) must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; with at least one urban tile before being allowed to join the war.&lt;br /&gt;
&lt;br /&gt;
== § Tiles and Tilemaps ==&lt;br /&gt;
&lt;br /&gt;
The entire field of war is divided into distinct &#039;&#039;&#039;tiles&#039;&#039;&#039;. Tiles vary based on their &#039;&#039;&#039;status&#039;&#039;&#039; and their level of &#039;&#039;&#039;development&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Tile Status ===&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039; – The default state of a tile where no war actions have taken place; all is fair, anything may be built.&lt;br /&gt;
* &#039;&#039;&#039;Contested&#039;&#039;&#039; – A battle is declared over such tile. Only minor alterations (such as decorations) and specific defenses (e.g. trench lines, campsites as acknowledged by the war monitor) are allowed.&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039; – A contested tile that has switched ownership. After 7 days in this state, the tile automatically reverts to Controlled.&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039; – Urban tiles that, while &amp;quot;controlled&amp;quot; by one side, are disconnected from areas of player activity and cannot be used as spawnpoints for attacks.&lt;br /&gt;
&lt;br /&gt;
=== Tile Development ===&lt;br /&gt;
Tiles are also classified by their development level:&lt;br /&gt;
* &#039;&#039;&#039;Fort&#039;&#039;&#039; – An urban tile fortified with walls and piston doors (minimum 3x3) as defined entrances.&lt;br /&gt;
* &#039;&#039;&#039;Urban&#039;&#039;&#039; – Major cities, large towns, or city districts.&lt;br /&gt;
* &#039;&#039;&#039;Suburban&#039;&#039;&#039; – Outskirts of cities, villages, or areas with moderate development.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; – Areas between tiles, with minimal development.&lt;br /&gt;
&lt;br /&gt;
=== Fort Rules ===&lt;br /&gt;
&#039;&#039;&#039;Forts&#039;&#039;&#039; can be either &#039;&#039;&#039;open&#039;&#039;&#039; or &#039;&#039;&#039;closed&#039;&#039;&#039;. &#039;&#039;&#039;Closed&#039;&#039;&#039; forts cannot be captured in a single battle. Instead, forts can be &#039;&#039;&#039;forcibly opened&#039;&#039;&#039; by winning a separate battle over an entrance. Note that such a battle does not result in any territorial gain.&lt;br /&gt;
&lt;br /&gt;
* All forts start &#039;&#039;&#039;closed&#039;&#039;&#039;.&lt;br /&gt;
* You cannot use &#039;&#039;&#039;closed&#039;&#039;&#039; forts as a spawn point unless the fort itself is under attack.&lt;br /&gt;
* Forts can be &#039;&#039;&#039;opened&#039;&#039;&#039; at any time, but this must be announced publicly.&lt;br /&gt;
* To &#039;&#039;&#039;close&#039;&#039;&#039; a fort, you must first announce your intention to do so. After two battles, it will become &#039;&#039;&#039;closed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Additional Rules ===&lt;br /&gt;
* Every participant must be a member of a party &#039;&#039;&#039;at war&#039;&#039;&#039; and must start each battle in an urban tile of their party. &lt;br /&gt;
* If a party has no remaining urban tiles, they are disqualified from the war until one is recaptured. If a side loses all urban tiles, the war ends.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; tiles cannot be attacked if they border a fort.&lt;br /&gt;
* Tiles can be &#039;&#039;&#039;upgraded&#039;&#039;&#039; by one development level every 30 days, which takes 10 days to go into effect.&lt;br /&gt;
* Tiles with redstone entrances cannot be &#039;&#039;&#039;closed&#039;&#039;&#039; during battle, with exceptions dictated by the war monitor.&lt;br /&gt;
* No new tiles can be created after the nation&#039;s tilemap is verified.&lt;br /&gt;
* Tiles cannot feature excessively punishing defenses that waste player time or force impractical movement (e.g. requiring players to crouch or crawl to enter).&lt;br /&gt;
&lt;br /&gt;
== § Organizing the War ==&lt;br /&gt;
&lt;br /&gt;
Every battle on the server must occur at a time either:&lt;br /&gt;
* Agreed upon by both sides of the war, or&lt;br /&gt;
* Appointed by staff if no agreement can be reached.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;first battle of the war&#039;&#039;&#039; must take place within &#039;&#039;&#039;10 days&#039;&#039;&#039; of the war declaration, and subsequent battles must take place no later than &#039;&#039;&#039;10 days&#039;&#039;&#039; after. Purposefully delaying battles or neglecting to respond to scheduling attempts may result in &#039;&#039;&#039;disqualification from the war&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== War Monitors ===&lt;br /&gt;
Each war must have at least &#039;&#039;&#039;one war monitor&#039;&#039;&#039;. This individual may be:&lt;br /&gt;
* Appointed by mutual agreement between all warring sides, or&lt;br /&gt;
* Assigned by staff if no consensus is reached.&lt;br /&gt;
&lt;br /&gt;
The war monitor&#039;s responsibilities include:&lt;br /&gt;
* Ruling on disputes and edge cases during the war.&lt;br /&gt;
* Spectating battles to ensure fair play.&lt;br /&gt;
* Disqualifying players who violate war rules.&lt;br /&gt;
* Officially starting and ending each battle.&lt;br /&gt;
&lt;br /&gt;
=== Fighter lists ===&lt;br /&gt;
All participating nations must privately send a list of their fighters to the war monitor &#039;&#039;&#039;before the battle begins&#039;&#039;&#039;. This list must remain consistent unless a player is permanently removed or replaced with permission from the monitor.&lt;br /&gt;
&lt;br /&gt;
== § Initiative ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; represents the momentum of a war. Initiative is used to decide the location of the next battle.&lt;br /&gt;
&lt;br /&gt;
At the start of the war, the attacker receives the &#039;&#039;&#039;odd initiative&#039;&#039;&#039; and the defender receives the &#039;&#039;&#039;even initiative&#039;&#039;&#039;. The &#039;&#039;&#039;odd initiative&#039;&#039;&#039; is used to declare the locations of battles 1, 3, 5, etc., while the &#039;&#039;&#039;even initiative&#039;&#039;&#039; is used to declare the locations of battles 2, 4, 6, etc.&lt;br /&gt;
&lt;br /&gt;
=== Using Initiative ===&lt;br /&gt;
&lt;br /&gt;
Initiative is spent when a side declares a battle. To declare a battle on a tile it must be either:&lt;br /&gt;
* Adjacent to your tile&lt;br /&gt;
* Adjacent to a rural tile adjacent to your tile&lt;br /&gt;
* Directly adjacent to a large waterway (ocean, lake) that a tile you hold also borders&lt;br /&gt;
The war monitor may allow additional tiles to be declared on if no tile meets the above criteria.&lt;br /&gt;
&lt;br /&gt;
If the attacker &#039;&#039;&#039;wins&#039;&#039;&#039; the battle, they &#039;&#039;&#039;occupy&#039;&#039;&#039; the tile and retain the initiative. If the attacker &#039;&#039;&#039;loses&#039;&#039;&#039;, the tile becomes &#039;&#039;&#039;controlled&#039;&#039;&#039; by the defender and the defender gains one initiative. If the battle is a &#039;&#039;&#039;draw&#039;&#039;&#039;, the tile becomes &#039;&#039;&#039;controlled&#039;&#039;&#039; by the defender, but the attacker retains the initiative.&lt;br /&gt;
&lt;br /&gt;
After a battle concludes, the holder of the other initiative must declare the next battle location &#039;&#039;&#039;within 48 hours&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If a side holds both initiatives, they have two additional options:&lt;br /&gt;
* Declare on two tiles at once, forcing both battles to occur within the 10-day window&lt;br /&gt;
* Unilaterally end the war such that all &#039;&#039;&#039;occupied&#039;&#039;&#039; tiles become &#039;&#039;&#039;controlled&#039;&#039;&#039;. The war cannot be restarted for 10 days.&lt;br /&gt;
&lt;br /&gt;
== § How Battles are Decided ==&lt;br /&gt;
&lt;br /&gt;
Prior to the start of each battle, players will be assigned to the attacking or defending team according to the fighter list. Also, a 32x32 area inside the tile will be selected as the capture zone. At the start of the battle, this zone will begin to glow and a bossbar will appear that is 50% filled. The defenders win if the bossbar fully fills, and the attackers win if the bossbar fully empties. If neither side wins within one hour, the battle is a draw.&lt;br /&gt;
&lt;br /&gt;
When only one side is present in the capture area, the bossbar shifts one point in their direction each second. If both or neither are present, it will stay still. Killing an enemy fighter will shift it 30 points in your direction.&lt;br /&gt;
&lt;br /&gt;
The total size of the bossbar varies by tile type:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tile Type !! Bossbar Size !! Starting Value&lt;br /&gt;
|-&lt;br /&gt;
| Fort || 720 || 360&lt;br /&gt;
|-&lt;br /&gt;
| Urban || 720 || 360&lt;br /&gt;
|-&lt;br /&gt;
| Suburban || 600 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Rural || 360 || 180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This system is implemented using a datapack designed by _Chras.&lt;br /&gt;
&lt;br /&gt;
== § Battle Conduct &amp;amp; War Restrictions ==&lt;br /&gt;
&lt;br /&gt;
All battles have specific mechanical limitations and restrictions. All participants are expected to follow these rules to ensure fairness, clarity, and competitive integrity.&lt;br /&gt;
&lt;br /&gt;
=== Prohibited Items ===&lt;br /&gt;
The following items are strictly forbidden in all battles:&lt;br /&gt;
* Maces&lt;br /&gt;
* Ender Pearls&lt;br /&gt;
* Chorus Fruits&lt;br /&gt;
* Wind Charges&lt;br /&gt;
* End Crystals&lt;br /&gt;
* Respawn Anchors&lt;br /&gt;
* Riptide Tridents&lt;br /&gt;
* Slow-falling Arrows&lt;br /&gt;
&lt;br /&gt;
Using these items during war battles will result in immediate disqualification from the current battle and may incur further penalties from staff or the war monitor.&lt;br /&gt;
&lt;br /&gt;
=== Block Modification ===&lt;br /&gt;
Players may &#039;&#039;&#039;not place or break blocks&#039;&#039;&#039; during battle. However, there are some special cases that can be altered in the contested tile and tiles adjacent to it:&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;beds&#039;&#039;&#039; (for setting spawn)&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;shulker boxes&#039;&#039;&#039;&lt;br /&gt;
* Breaking &#039;&#039;&#039;door blocks&#039;&#039;&#039; (wooden or iron doors only — not redstone contraptions)&lt;br /&gt;
&lt;br /&gt;
The following actions are specifically forbidden:&lt;br /&gt;
* Using placed blocks to create barriers or parkour routes.&lt;br /&gt;
* Using or setting up &#039;&#039;&#039;stasis chambers&#039;&#039;&#039; or other teleportation mechanisms.&lt;br /&gt;
&lt;br /&gt;
=== Raiding Rules ===&lt;br /&gt;
Players listed on a side’s official &#039;&#039;&#039;fighter list&#039;&#039;&#039; are permitted to &#039;&#039;&#039;raid contested and occupied tiles&#039;&#039;&#039; during active battles. This includes:&lt;br /&gt;
* Looting any containers (chests, barrels, etc.)&lt;br /&gt;
* Interacting with redstone mechanisms&lt;br /&gt;
* Killing any mobs within the tile, including:&lt;br /&gt;
** Pets&lt;br /&gt;
** Villagers&lt;br /&gt;
** Livestock and other passive mobs&lt;br /&gt;
&lt;br /&gt;
These actions are only permitted within &#039;&#039;&#039;tiles that are currently being fought over and tiles deemed occupied&#039;&#039;&#039;. Raiding unrelated tiles or exploiting war permissions outside of battle zones is considered griefing and is subject to punishment.&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Rules ===&lt;br /&gt;
Due to skirmishes (fights done outside of battles) being an overall negative impact on the server and the enjoyment of the war for the playerbase, rules were made in favor of regulating these skirmishes. All skirmishes must happen in accordance with the battle conduct rules, and no war-related skirmishes may occur inside the land of non-participating nations.&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2586</id>
		<title>War Rules</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2586"/>
		<updated>2025-05-22T02:37:57Z</updated>

		<summary type="html">&lt;p&gt;BCA: /* Additional Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{&lt;br /&gt;
Navbox|title=Infopages|content=[[Main_Page|Main]] • [[CinderCivs:FAQ|FAQ]] • [[War Rules]] ([[War Rules Draft|Draft]])&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;display:inline-block; float:center;&amp;quot;&amp;gt; __TOC__ &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;War&#039;&#039;&#039; on CinderCivs utilizes a special set of rules as to allow for a dynamic progression that corresponds to roleplay and fair combat. The war system is designed to emulate a strategy game layout with arranged battles happening over tiles of various levels of development. &lt;br /&gt;
&lt;br /&gt;
== § Declaring War ==&lt;br /&gt;
&lt;br /&gt;
Wars can occur between nations with at least &#039;&#039;&#039;one urban tile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In order to declare a war, the &#039;&#039;&#039;attacking nation&#039;&#039;&#039; must provide the following:&lt;br /&gt;
* The &#039;&#039;&#039;general area&#039;&#039;&#039; they intend to attack (e.g. a region or town).&lt;br /&gt;
* A &#039;&#039;&#039;tilemap&#039;&#039;&#039; clearly showing their current territories relevant for the war.&lt;br /&gt;
&lt;br /&gt;
The area declared to be under attack go from &#039;&#039;&#039;Controlled&#039;&#039;&#039; to &#039;&#039;&#039;Contested&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once war is declared, the &#039;&#039;&#039;defending nation&#039;&#039;&#039; must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; within one week. If neither side submits the required information within this timeframe, the war is &#039;&#039;&#039;cancelled&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;only one side complies&#039;&#039;&#039;, the staff team may intervene and &#039;&#039;&#039;force a battle&#039;&#039;&#039; to occur to the &#039;&#039;&#039;compliant party’s advantage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Third parties (including allies) must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; with at least one urban tile before being allowed to join the war.&lt;br /&gt;
&lt;br /&gt;
== § Tiles and Tilemaps ==&lt;br /&gt;
&lt;br /&gt;
The entire field of war is divided into distinct &#039;&#039;&#039;tiles&#039;&#039;&#039;. Tiles vary based on their &#039;&#039;&#039;status&#039;&#039;&#039; and their level of &#039;&#039;&#039;development&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Tile Status ===&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039; – The default state of a tile where no war actions have taken place; all is fair, anything may be built.&lt;br /&gt;
* &#039;&#039;&#039;Contested&#039;&#039;&#039; – A battle is declared over such tile. Only minor alterations (such as decorations) and specific defenses (e.g. trench lines, campsites as acknowledged by the war monitor) are allowed.&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039; – A contested tile that has switched ownership. After 7 days in this state, the tile automatically reverts to Controlled.&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039; – Urban tiles that, while &amp;quot;controlled&amp;quot; by one side, are disconnected from areas of player activity and cannot be used as spawnpoints for attacks.&lt;br /&gt;
&lt;br /&gt;
=== Tile Development ===&lt;br /&gt;
Tiles are also classified by their development level:&lt;br /&gt;
* &#039;&#039;&#039;Fort&#039;&#039;&#039; – An urban tile fortified with walls and piston doors (minimum 3x3) as defined entrances.&lt;br /&gt;
* &#039;&#039;&#039;Urban&#039;&#039;&#039; – Major cities, large towns, or city districts.&lt;br /&gt;
* &#039;&#039;&#039;Suburban&#039;&#039;&#039; – Outskirts of cities, villages, or areas with moderate development.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; – Areas between tiles, with minimal development.&lt;br /&gt;
&lt;br /&gt;
=== Fort Rules ===&lt;br /&gt;
&#039;&#039;&#039;Forts&#039;&#039;&#039; can be either &#039;&#039;&#039;open&#039;&#039;&#039; or &#039;&#039;&#039;closed&#039;&#039;&#039;. &#039;&#039;&#039;Closed&#039;&#039;&#039; forts cannot be captured in a single battle. Instead, forts can be &#039;&#039;&#039;forcibly opened&#039;&#039;&#039; by winning a separate battle over an entrance. Note that such a battle does not result in any territorial gain.&lt;br /&gt;
&lt;br /&gt;
* All forts start &#039;&#039;&#039;closed&#039;&#039;&#039;.&lt;br /&gt;
* You cannot use &#039;&#039;&#039;closed&#039;&#039;&#039; forts as a spawn point unless the fort itself is under attack.&lt;br /&gt;
* Forts can be &#039;&#039;&#039;opened&#039;&#039;&#039; at any time, but this must be announced publicly.&lt;br /&gt;
* To &#039;&#039;&#039;close&#039;&#039;&#039; a fort, you must first announce your intention to do so. After two battles, it will become &#039;&#039;&#039;closed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Additional Rules ===&lt;br /&gt;
* Every participant must be a member of a party &#039;&#039;&#039;at war&#039;&#039;&#039; and must start each battle in an urban tile of their party. &lt;br /&gt;
* If a party has no remaining urban tiles, they are disqualified from the war until one is recaptured. If a side loses all urban tiles, the war ends.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; tiles cannot be attacked if they border a fort.&lt;br /&gt;
* Tiles can be &#039;&#039;&#039;upgraded&#039;&#039;&#039; by one development level every 30 days, which takes 10 days to go into effect.&lt;br /&gt;
* Tiles with redstone entrances cannot be &#039;&#039;&#039;closed&#039;&#039;&#039; during battle, with exceptions dictated by the war monitor.&lt;br /&gt;
* No new tiles can be created after the nation&#039;s tilemap is verified.&lt;br /&gt;
* Tiles cannot feature excessively punishing defenses that waste player time or force impractical movement (e.g. requiring players to crouch or crawl to enter).&lt;br /&gt;
&lt;br /&gt;
== § Organizing the War ==&lt;br /&gt;
&lt;br /&gt;
Every battle on the server must occur at a time either:&lt;br /&gt;
* Agreed upon by both sides of the war, or&lt;br /&gt;
* Appointed by staff if no agreement can be reached.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;first battle of the war&#039;&#039;&#039; must take place within &#039;&#039;&#039;10 days&#039;&#039;&#039; of the war declaration, and subsequent battles must take place no later than &#039;&#039;&#039;10 days&#039;&#039;&#039; after. Purposefully delaying battles or neglecting to respond to scheduling attempts may result in &#039;&#039;&#039;disqualification from the war&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== War Monitors ===&lt;br /&gt;
Each war must have at least &#039;&#039;&#039;one war monitor&#039;&#039;&#039;. This individual may be:&lt;br /&gt;
* Appointed by mutual agreement between all warring sides, or&lt;br /&gt;
* Assigned by staff if no consensus is reached.&lt;br /&gt;
&lt;br /&gt;
The war monitor&#039;s responsibilities include:&lt;br /&gt;
* Ruling on disputes and edge cases during the war.&lt;br /&gt;
* Spectating battles to ensure fair play.&lt;br /&gt;
* Disqualifying players who violate war rules.&lt;br /&gt;
* Officially starting and ending each battle.&lt;br /&gt;
&lt;br /&gt;
=== Fighter lists ===&lt;br /&gt;
All participating nations must privately send a list of their fighters to the war monitor &#039;&#039;&#039;before the battle begins&#039;&#039;&#039;. This list must remain consistent unless a player is permanently removed or replaced with permission from the monitor.&lt;br /&gt;
&lt;br /&gt;
== § Initiative ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; represents the momentum of a war. Initiative is used to decide the location of the next battle.&lt;br /&gt;
&lt;br /&gt;
At the start of the war, the attacker receives the &#039;&#039;&#039;odd initiative&#039;&#039;&#039; and the defender receives the &#039;&#039;&#039;even initiative&#039;&#039;&#039;. The &#039;&#039;&#039;odd initiative&#039;&#039;&#039; is used to declare the locations of battles 1, 3, 5, etc., while the &#039;&#039;&#039;even initiative&#039;&#039;&#039; is used to declare the locations of battles 2, 4, 6, etc.&lt;br /&gt;
&lt;br /&gt;
=== Using Initiative ===&lt;br /&gt;
&lt;br /&gt;
Initiative is spent when a side declares a battle. To declare a battle on a tile it must be either:&lt;br /&gt;
* Adjacent to your tile&lt;br /&gt;
* Adjacent to a rural tile adjacent to your tile&lt;br /&gt;
* Directly adjacent to a large waterway (ocean, lake) that a tile you hold also borders&lt;br /&gt;
The war monitor may allow additional tiles to be declared on if no tile meets the above criteria.&lt;br /&gt;
&lt;br /&gt;
If the attacker &#039;&#039;&#039;wins&#039;&#039;&#039; the battle, they &#039;&#039;&#039;occupy&#039;&#039;&#039; the tile and retain the initiative. If the attacker &#039;&#039;&#039;loses&#039;&#039;&#039;, the tile becomes &#039;&#039;&#039;controlled&#039;&#039;&#039; by the defender and the defender gains one initiative. If the battle is a &#039;&#039;&#039;draw&#039;&#039;&#039;, the tile becomes &#039;&#039;&#039;controlled&#039;&#039;&#039; by the defender, but the attacker retains the initiative.&lt;br /&gt;
&lt;br /&gt;
After a battle concludes, the holder of the other initiative must declare the next battle location &#039;&#039;&#039;within 48 hours&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If a side holds both initiatives, they have two additional options:&lt;br /&gt;
1. Declare on two tiles at once, forcing both battles to occur within the 10-day window&lt;br /&gt;
2. Unilaterally end the war. All &#039;&#039;&#039;occupied&#039;&#039;&#039; tiles become &#039;&#039;&#039;controlled&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== § How Battles are Decided ==&lt;br /&gt;
&lt;br /&gt;
Prior to the start of each battle, players will be assigned to the attacking or defending team according to the fighter list. Also, a 32x32 area inside the tile will be selected as the capture zone. At the start of the battle, this zone will begin to glow and a bossbar will appear that is 50% filled. The defenders win if the bossbar fully fills, and the attackers win if the bossbar fully empties. If neither side wins within one hour, the battle is a draw.&lt;br /&gt;
&lt;br /&gt;
When only one side is present in the capture area, the bossbar shifts one point in their direction each second. If both or neither are present, it will stay still. Killing an enemy fighter will shift it 30 points in your direction.&lt;br /&gt;
&lt;br /&gt;
The total size of the bossbar varies by tile type:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tile Type !! Bossbar Size !! Starting Value&lt;br /&gt;
|-&lt;br /&gt;
| Fort || 720 || 360&lt;br /&gt;
|-&lt;br /&gt;
| Urban || 720 || 360&lt;br /&gt;
|-&lt;br /&gt;
| Suburban || 600 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Rural || 360 || 180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This system is implemented using a datapack designed by _Chras.&lt;br /&gt;
&lt;br /&gt;
== § Battle Conduct &amp;amp; War Restrictions ==&lt;br /&gt;
&lt;br /&gt;
All battles have specific mechanical limitations and restrictions. All participants are expected to follow these rules to ensure fairness, clarity, and competitive integrity.&lt;br /&gt;
&lt;br /&gt;
=== Prohibited Items ===&lt;br /&gt;
The following items are strictly forbidden in all battles:&lt;br /&gt;
* Maces&lt;br /&gt;
* Ender Pearls&lt;br /&gt;
* Chorus Fruits&lt;br /&gt;
* Wind Charges&lt;br /&gt;
* End Crystals&lt;br /&gt;
* Respawn Anchors&lt;br /&gt;
* Riptide Tridents&lt;br /&gt;
* Slow-falling Arrows&lt;br /&gt;
&lt;br /&gt;
Using these items during war battles will result in immediate disqualification from the current battle and may incur further penalties from staff or the war monitor.&lt;br /&gt;
&lt;br /&gt;
=== Block Modification ===&lt;br /&gt;
Players may &#039;&#039;&#039;not place or break blocks&#039;&#039;&#039; during battle. However, there are some special cases that can be altered in the contested tile and tiles adjacent to it:&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;beds&#039;&#039;&#039; (for setting spawn)&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;shulker boxes&#039;&#039;&#039;&lt;br /&gt;
* Breaking &#039;&#039;&#039;door blocks&#039;&#039;&#039; (wooden or iron doors only — not redstone contraptions)&lt;br /&gt;
&lt;br /&gt;
The following actions are specifically forbidden:&lt;br /&gt;
* Using placed blocks to create barriers or parkour routes.&lt;br /&gt;
* Using or setting up &#039;&#039;&#039;stasis chambers&#039;&#039;&#039; or other teleportation mechanisms.&lt;br /&gt;
&lt;br /&gt;
=== Raiding Rules ===&lt;br /&gt;
Players listed on a side’s official &#039;&#039;&#039;fighter list&#039;&#039;&#039; are permitted to &#039;&#039;&#039;raid contested and occupied tiles&#039;&#039;&#039; during active battles. This includes:&lt;br /&gt;
* Looting any containers (chests, barrels, etc.)&lt;br /&gt;
* Interacting with redstone mechanisms&lt;br /&gt;
* Killing any mobs within the tile, including:&lt;br /&gt;
** Pets&lt;br /&gt;
** Villagers&lt;br /&gt;
** Livestock and other passive mobs&lt;br /&gt;
&lt;br /&gt;
These actions are only permitted within &#039;&#039;&#039;tiles that are currently being fought over and tiles deemed occupied&#039;&#039;&#039;. Raiding unrelated tiles or exploiting war permissions outside of battle zones is considered griefing and is subject to punishment.&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Rules ===&lt;br /&gt;
Due to skirmishes (fights done outside of battles) being an overall negative impact on the server and the enjoyment of the war for the playerbase, rules were made in favor of regulating these skirmishes. All skirmishes must happen in accordance with the battle conduct rules, and no war-related skirmishes may occur inside the land of non-participating nations.&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2585</id>
		<title>War Rules</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2585"/>
		<updated>2025-05-22T02:37:05Z</updated>

		<summary type="html">&lt;p&gt;BCA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{&lt;br /&gt;
Navbox|title=Infopages|content=[[Main_Page|Main]] • [[CinderCivs:FAQ|FAQ]] • [[War Rules]] ([[War Rules Draft|Draft]])&lt;br /&gt;
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}}&lt;br /&gt;
&#039;&#039;&#039;War&#039;&#039;&#039; on CinderCivs utilizes a special set of rules as to allow for a dynamic progression that corresponds to roleplay and fair combat. The war system is designed to emulate a strategy game layout with arranged battles happening over tiles of various levels of development. &lt;br /&gt;
&lt;br /&gt;
== § Declaring War ==&lt;br /&gt;
&lt;br /&gt;
Wars can occur between nations with at least &#039;&#039;&#039;one urban tile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In order to declare a war, the &#039;&#039;&#039;attacking nation&#039;&#039;&#039; must provide the following:&lt;br /&gt;
* The &#039;&#039;&#039;general area&#039;&#039;&#039; they intend to attack (e.g. a region or town).&lt;br /&gt;
* A &#039;&#039;&#039;tilemap&#039;&#039;&#039; clearly showing their current territories relevant for the war.&lt;br /&gt;
&lt;br /&gt;
The area declared to be under attack go from &#039;&#039;&#039;Controlled&#039;&#039;&#039; to &#039;&#039;&#039;Contested&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once war is declared, the &#039;&#039;&#039;defending nation&#039;&#039;&#039; must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; within one week. If neither side submits the required information within this timeframe, the war is &#039;&#039;&#039;cancelled&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;only one side complies&#039;&#039;&#039;, the staff team may intervene and &#039;&#039;&#039;force a battle&#039;&#039;&#039; to occur to the &#039;&#039;&#039;compliant party’s advantage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Third parties (including allies) must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; with at least one urban tile before being allowed to join the war.&lt;br /&gt;
&lt;br /&gt;
== § Tiles and Tilemaps ==&lt;br /&gt;
&lt;br /&gt;
The entire field of war is divided into distinct &#039;&#039;&#039;tiles&#039;&#039;&#039;. Tiles vary based on their &#039;&#039;&#039;status&#039;&#039;&#039; and their level of &#039;&#039;&#039;development&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Tile Status ===&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039; – The default state of a tile where no war actions have taken place; all is fair, anything may be built.&lt;br /&gt;
* &#039;&#039;&#039;Contested&#039;&#039;&#039; – A battle is declared over such tile. Only minor alterations (such as decorations) and specific defenses (e.g. trench lines, campsites as acknowledged by the war monitor) are allowed.&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039; – A contested tile that has switched ownership. After 7 days in this state, the tile automatically reverts to Controlled.&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039; – Urban tiles that, while &amp;quot;controlled&amp;quot; by one side, are disconnected from areas of player activity and cannot be used as spawnpoints for attacks.&lt;br /&gt;
&lt;br /&gt;
=== Tile Development ===&lt;br /&gt;
Tiles are also classified by their development level:&lt;br /&gt;
* &#039;&#039;&#039;Fort&#039;&#039;&#039; – An urban tile fortified with walls and piston doors (minimum 3x3) as defined entrances.&lt;br /&gt;
* &#039;&#039;&#039;Urban&#039;&#039;&#039; – Major cities, large towns, or city districts.&lt;br /&gt;
* &#039;&#039;&#039;Suburban&#039;&#039;&#039; – Outskirts of cities, villages, or areas with moderate development.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; – Areas between tiles, with minimal development.&lt;br /&gt;
&lt;br /&gt;
=== Fort Rules ===&lt;br /&gt;
&#039;&#039;&#039;Forts&#039;&#039;&#039; can be either &#039;&#039;&#039;open&#039;&#039;&#039; or &#039;&#039;&#039;closed&#039;&#039;&#039;. &#039;&#039;&#039;Closed&#039;&#039;&#039; forts cannot be captured in a single battle. Instead, forts can be &#039;&#039;&#039;forcibly opened&#039;&#039;&#039; by winning a separate battle over an entrance. Note that such a battle does not result in any territorial gain.&lt;br /&gt;
&lt;br /&gt;
* All forts start &#039;&#039;&#039;closed&#039;&#039;&#039;.&lt;br /&gt;
* You cannot use &#039;&#039;&#039;closed&#039;&#039;&#039; forts as a spawn point unless the fort itself is under attack.&lt;br /&gt;
* Forts can be &#039;&#039;&#039;opened&#039;&#039;&#039; at any time, but this must be announced publicly.&lt;br /&gt;
* To &#039;&#039;&#039;close&#039;&#039;&#039; a fort, you must first announce your intention to do so. After two battles, it will become &#039;&#039;&#039;closed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Additional Rules ===&lt;br /&gt;
* Every participant must be a member of a party &#039;&#039;&#039;at war&#039;&#039;&#039; and must start each battle in an urban tile of their party. &lt;br /&gt;
* If a party ever loses all their urban tiles, they are disqualified from the war until an ally reclaims them. If one side loses all urban tiles, the war ends.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; tiles cannot be attacked if they border a fort.&lt;br /&gt;
* Tiles can be &#039;&#039;&#039;upgraded&#039;&#039;&#039; by one development level every 30 days, which takes 10 days to go into effect.&lt;br /&gt;
* Tiles with redstone entrances cannot be &#039;&#039;&#039;closed&#039;&#039;&#039; during battle, with exceptions dictated by the war monitor.&lt;br /&gt;
* No new tiles can be created after the nation&#039;s tilemap is verified.&lt;br /&gt;
* Tiles cannot feature excessively punishing defenses that waste player time or force impractical movement (e.g. requiring players to crouch or crawl to enter).&lt;br /&gt;
&lt;br /&gt;
== § Organizing the War ==&lt;br /&gt;
&lt;br /&gt;
Every battle on the server must occur at a time either:&lt;br /&gt;
* Agreed upon by both sides of the war, or&lt;br /&gt;
* Appointed by staff if no agreement can be reached.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;first battle of the war&#039;&#039;&#039; must take place within &#039;&#039;&#039;10 days&#039;&#039;&#039; of the war declaration, and subsequent battles must take place no later than &#039;&#039;&#039;10 days&#039;&#039;&#039; after. Purposefully delaying battles or neglecting to respond to scheduling attempts may result in &#039;&#039;&#039;disqualification from the war&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== War Monitors ===&lt;br /&gt;
Each war must have at least &#039;&#039;&#039;one war monitor&#039;&#039;&#039;. This individual may be:&lt;br /&gt;
* Appointed by mutual agreement between all warring sides, or&lt;br /&gt;
* Assigned by staff if no consensus is reached.&lt;br /&gt;
&lt;br /&gt;
The war monitor&#039;s responsibilities include:&lt;br /&gt;
* Ruling on disputes and edge cases during the war.&lt;br /&gt;
* Spectating battles to ensure fair play.&lt;br /&gt;
* Disqualifying players who violate war rules.&lt;br /&gt;
* Officially starting and ending each battle.&lt;br /&gt;
&lt;br /&gt;
=== Fighter lists ===&lt;br /&gt;
All participating nations must privately send a list of their fighters to the war monitor &#039;&#039;&#039;before the battle begins&#039;&#039;&#039;. This list must remain consistent unless a player is permanently removed or replaced with permission from the monitor.&lt;br /&gt;
&lt;br /&gt;
== § Initiative ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; represents the momentum of a war. Initiative is used to decide the location of the next battle.&lt;br /&gt;
&lt;br /&gt;
At the start of the war, the attacker receives the &#039;&#039;&#039;odd initiative&#039;&#039;&#039; and the defender receives the &#039;&#039;&#039;even initiative&#039;&#039;&#039;. The &#039;&#039;&#039;odd initiative&#039;&#039;&#039; is used to declare the locations of battles 1, 3, 5, etc., while the &#039;&#039;&#039;even initiative&#039;&#039;&#039; is used to declare the locations of battles 2, 4, 6, etc.&lt;br /&gt;
&lt;br /&gt;
=== Using Initiative ===&lt;br /&gt;
&lt;br /&gt;
Initiative is spent when a side declares a battle. To declare a battle on a tile it must be either:&lt;br /&gt;
* Adjacent to your tile&lt;br /&gt;
* Adjacent to a rural tile adjacent to your tile&lt;br /&gt;
* Directly adjacent to a large waterway (ocean, lake) that a tile you hold also borders&lt;br /&gt;
The war monitor may allow additional tiles to be declared on if no tile meets the above criteria.&lt;br /&gt;
&lt;br /&gt;
If the attacker &#039;&#039;&#039;wins&#039;&#039;&#039; the battle, they &#039;&#039;&#039;occupy&#039;&#039;&#039; the tile and retain the initiative. If the attacker &#039;&#039;&#039;loses&#039;&#039;&#039;, the tile becomes &#039;&#039;&#039;controlled&#039;&#039;&#039; by the defender and the defender gains one initiative. If the battle is a &#039;&#039;&#039;draw&#039;&#039;&#039;, the tile becomes &#039;&#039;&#039;controlled&#039;&#039;&#039; by the defender, but the attacker retains the initiative.&lt;br /&gt;
&lt;br /&gt;
After a battle concludes, the holder of the other initiative must declare the next battle location &#039;&#039;&#039;within 48 hours&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If a side holds both initiatives, they have two additional options:&lt;br /&gt;
1. Declare on two tiles at once, forcing both battles to occur within the 10-day window&lt;br /&gt;
2. Unilaterally end the war. All &#039;&#039;&#039;occupied&#039;&#039;&#039; tiles become &#039;&#039;&#039;controlled&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== § How Battles are Decided ==&lt;br /&gt;
&lt;br /&gt;
Prior to the start of each battle, players will be assigned to the attacking or defending team according to the fighter list. Also, a 32x32 area inside the tile will be selected as the capture zone. At the start of the battle, this zone will begin to glow and a bossbar will appear that is 50% filled. The defenders win if the bossbar fully fills, and the attackers win if the bossbar fully empties. If neither side wins within one hour, the battle is a draw.&lt;br /&gt;
&lt;br /&gt;
When only one side is present in the capture area, the bossbar shifts one point in their direction each second. If both or neither are present, it will stay still. Killing an enemy fighter will shift it 30 points in your direction.&lt;br /&gt;
&lt;br /&gt;
The total size of the bossbar varies by tile type:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tile Type !! Bossbar Size !! Starting Value&lt;br /&gt;
|-&lt;br /&gt;
| Fort || 720 || 360&lt;br /&gt;
|-&lt;br /&gt;
| Urban || 720 || 360&lt;br /&gt;
|-&lt;br /&gt;
| Suburban || 600 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Rural || 360 || 180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This system is implemented using a datapack designed by _Chras.&lt;br /&gt;
&lt;br /&gt;
== § Battle Conduct &amp;amp; War Restrictions ==&lt;br /&gt;
&lt;br /&gt;
All battles have specific mechanical limitations and restrictions. All participants are expected to follow these rules to ensure fairness, clarity, and competitive integrity.&lt;br /&gt;
&lt;br /&gt;
=== Prohibited Items ===&lt;br /&gt;
The following items are strictly forbidden in all battles:&lt;br /&gt;
* Maces&lt;br /&gt;
* Ender Pearls&lt;br /&gt;
* Chorus Fruits&lt;br /&gt;
* Wind Charges&lt;br /&gt;
* End Crystals&lt;br /&gt;
* Respawn Anchors&lt;br /&gt;
* Riptide Tridents&lt;br /&gt;
* Slow-falling Arrows&lt;br /&gt;
&lt;br /&gt;
Using these items during war battles will result in immediate disqualification from the current battle and may incur further penalties from staff or the war monitor.&lt;br /&gt;
&lt;br /&gt;
=== Block Modification ===&lt;br /&gt;
Players may &#039;&#039;&#039;not place or break blocks&#039;&#039;&#039; during battle. However, there are some special cases that can be altered in the contested tile and tiles adjacent to it:&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;beds&#039;&#039;&#039; (for setting spawn)&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;shulker boxes&#039;&#039;&#039;&lt;br /&gt;
* Breaking &#039;&#039;&#039;door blocks&#039;&#039;&#039; (wooden or iron doors only — not redstone contraptions)&lt;br /&gt;
&lt;br /&gt;
The following actions are specifically forbidden:&lt;br /&gt;
* Using placed blocks to create barriers or parkour routes.&lt;br /&gt;
* Using or setting up &#039;&#039;&#039;stasis chambers&#039;&#039;&#039; or other teleportation mechanisms.&lt;br /&gt;
&lt;br /&gt;
=== Raiding Rules ===&lt;br /&gt;
Players listed on a side’s official &#039;&#039;&#039;fighter list&#039;&#039;&#039; are permitted to &#039;&#039;&#039;raid contested and occupied tiles&#039;&#039;&#039; during active battles. This includes:&lt;br /&gt;
* Looting any containers (chests, barrels, etc.)&lt;br /&gt;
* Interacting with redstone mechanisms&lt;br /&gt;
* Killing any mobs within the tile, including:&lt;br /&gt;
** Pets&lt;br /&gt;
** Villagers&lt;br /&gt;
** Livestock and other passive mobs&lt;br /&gt;
&lt;br /&gt;
These actions are only permitted within &#039;&#039;&#039;tiles that are currently being fought over and tiles deemed occupied&#039;&#039;&#039;. Raiding unrelated tiles or exploiting war permissions outside of battle zones is considered griefing and is subject to punishment.&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Rules ===&lt;br /&gt;
Due to skirmishes (fights done outside of battles) being an overall negative impact on the server and the enjoyment of the war for the playerbase, rules were made in favor of regulating these skirmishes. All skirmishes must happen in accordance with the battle conduct rules, and no war-related skirmishes may occur inside the land of non-participating nations.&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2584</id>
		<title>War Rules</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2584"/>
		<updated>2025-05-22T02:34:41Z</updated>

		<summary type="html">&lt;p&gt;BCA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{&lt;br /&gt;
Navbox|title=Infopages|content=[[Main_Page|Main]] • [[CinderCivs:FAQ|FAQ]] • [[War Rules]] ([[War Rules Draft|Draft]])&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;display:inline-block; float:center;&amp;quot;&amp;gt; __TOC__ &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;War&#039;&#039;&#039; on CinderCivs utilizes a special set of rules as to allow for a dynamic progression that corresponds to roleplay and fair combat. The war system is designed to emulate a strategy game layout with arranged battles happening over tiles of various levels of development. &lt;br /&gt;
&lt;br /&gt;
== § Declaring War ==&lt;br /&gt;
&lt;br /&gt;
Wars can occur between nations with at least &#039;&#039;&#039;one urban tile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In order to declare a war, the &#039;&#039;&#039;attacking nation&#039;&#039;&#039; must provide the following:&lt;br /&gt;
* The &#039;&#039;&#039;general area&#039;&#039;&#039; they intend to attack (e.g. a region or town).&lt;br /&gt;
* A &#039;&#039;&#039;tilemap&#039;&#039;&#039; clearly showing their current territories relevant for the war.&lt;br /&gt;
&lt;br /&gt;
The area declared to be under attack go from &#039;&#039;&#039;Controlled&#039;&#039;&#039; to &#039;&#039;&#039;Contested&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once war is declared, the &#039;&#039;&#039;defending nation&#039;&#039;&#039; must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; within one week. If neither side submits the required information within this timeframe, the war is &#039;&#039;&#039;cancelled&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;only one side complies&#039;&#039;&#039;, the staff team may intervene and &#039;&#039;&#039;force a battle&#039;&#039;&#039; to occur to the &#039;&#039;&#039;compliant party’s advantage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Third parties (including allies) must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; with at least one urban tile before being allowed to join the war.&lt;br /&gt;
&lt;br /&gt;
== § Tiles and Tilemaps ==&lt;br /&gt;
&lt;br /&gt;
The entire field of war is divided into distinct &#039;&#039;&#039;tiles&#039;&#039;&#039;. Tiles vary based on their &#039;&#039;&#039;status&#039;&#039;&#039; and their level of &#039;&#039;&#039;development&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Tile Status ===&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039; – The default state of a tile where no war actions have taken place; all is fair, anything may be built.&lt;br /&gt;
* &#039;&#039;&#039;Contested&#039;&#039;&#039; – A battle is declared over such tile. Only minor alterations (such as decorations) and specific defenses (e.g. trench lines, campsites as acknowledged by the war monitor) are allowed.&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039; – A contested tile that has switched ownership. After 7 days in this state, the tile automatically reverts to Controlled.&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039; – Urban tiles that, while &amp;quot;controlled&amp;quot; by one side, are disconnected from areas of player activity and cannot be used as spawnpoints for attacks.&lt;br /&gt;
&lt;br /&gt;
=== Tile Development ===&lt;br /&gt;
Tiles are also classified by their development level:&lt;br /&gt;
* &#039;&#039;&#039;Fort&#039;&#039;&#039; – An urban tile fortified with walls and piston doors (minimum 3x3) as defined entrances.&lt;br /&gt;
* &#039;&#039;&#039;Urban&#039;&#039;&#039; – Major cities, large towns, or city districts.&lt;br /&gt;
* &#039;&#039;&#039;Suburban&#039;&#039;&#039; – Outskirts of cities, villages, or areas with moderate development.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; – Areas between tiles, with minimal development.&lt;br /&gt;
&lt;br /&gt;
=== Fort Rules ===&lt;br /&gt;
&#039;&#039;&#039;Forts&#039;&#039;&#039; can be either &#039;&#039;&#039;open&#039;&#039;&#039; or &#039;&#039;&#039;closed&#039;&#039;&#039;. &#039;&#039;&#039;Closed&#039;&#039;&#039; forts cannot be captured in a single battle. Instead, forts can be &#039;&#039;&#039;forcibly opened&#039;&#039;&#039; by winning a separate battle over an entrance. Note that such a battle does not result in any territorial gain.&lt;br /&gt;
&lt;br /&gt;
* All forts start &#039;&#039;&#039;closed&#039;&#039;&#039;.&lt;br /&gt;
* You cannot use &#039;&#039;&#039;closed&#039;&#039;&#039; forts as a spawn point unless the fort itself is under attack.&lt;br /&gt;
* Forts can be &#039;&#039;&#039;opened&#039;&#039;&#039; at any time, but this must be announced publicly.&lt;br /&gt;
* To &#039;&#039;&#039;close&#039;&#039;&#039; a fort, you must first announce your intention to do so. After two battles, it will become &#039;&#039;&#039;closed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Additional Rules ===&lt;br /&gt;
* Every participant must be a member of a party &#039;&#039;&#039;at war&#039;&#039;&#039; and must start each battle in an urban tile of their party.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; tiles cannot be attacked if they border a fort.&lt;br /&gt;
* Tiles can be &#039;&#039;&#039;upgraded&#039;&#039;&#039; by one development level every 30 days, which takes 10 days to go into effect.&lt;br /&gt;
* Tiles with redstone entrances cannot be &#039;&#039;&#039;closed&#039;&#039;&#039; during battle, with exceptions dictated by the war monitor.&lt;br /&gt;
* No new tiles can be created after the nation&#039;s tilemap is verified.&lt;br /&gt;
* Tiles cannot feature excessively punishing defenses that waste player time or force impractical movement (e.g. requiring players to crouch or crawl to enter).&lt;br /&gt;
&lt;br /&gt;
== § Organizing the War ==&lt;br /&gt;
&lt;br /&gt;
Every battle on the server must occur at a time either:&lt;br /&gt;
* Agreed upon by both sides of the war, or&lt;br /&gt;
* Appointed by staff if no agreement can be reached.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;first battle of the war&#039;&#039;&#039; must take place within &#039;&#039;&#039;10 days&#039;&#039;&#039; of the war declaration, and subsequent battles must take place no later than &#039;&#039;&#039;10 days&#039;&#039;&#039; after. Purposefully delaying battles or neglecting to respond to scheduling attempts may result in &#039;&#039;&#039;disqualification from the war&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== War Monitors ===&lt;br /&gt;
Each war must have at least &#039;&#039;&#039;one war monitor&#039;&#039;&#039;. This individual may be:&lt;br /&gt;
* Appointed by mutual agreement between all warring sides, or&lt;br /&gt;
* Assigned by staff if no consensus is reached.&lt;br /&gt;
&lt;br /&gt;
The war monitor&#039;s responsibilities include:&lt;br /&gt;
* Ruling on disputes and edge cases during the war.&lt;br /&gt;
* Spectating battles to ensure fair play.&lt;br /&gt;
* Disqualifying players who violate war rules.&lt;br /&gt;
* Officially starting and ending each battle.&lt;br /&gt;
&lt;br /&gt;
=== Fighter lists ===&lt;br /&gt;
All participating nations must privately send a list of their fighters to the war monitor &#039;&#039;&#039;before the battle begins&#039;&#039;&#039;. This list must remain consistent unless a player is permanently removed or replaced with permission from the monitor.&lt;br /&gt;
&lt;br /&gt;
== § Initiative ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; represents the momentum of a war. Initiative is used to decide the location of the next battle.&lt;br /&gt;
&lt;br /&gt;
At the start of the war, the attacker receives the &#039;&#039;&#039;odd initiative&#039;&#039;&#039; and the defender receives the &#039;&#039;&#039;even initiative&#039;&#039;&#039;. The &#039;&#039;&#039;odd initiative&#039;&#039;&#039; is used to declare the locations of battles 1, 3, 5, etc., while the &#039;&#039;&#039;even initiative&#039;&#039;&#039; is used to declare the locations of battles 2, 4, 6, etc.&lt;br /&gt;
&lt;br /&gt;
=== Using Initiative ===&lt;br /&gt;
&lt;br /&gt;
Initiative is spent when a side declares a battle. To declare a battle on a tile it must be either:&lt;br /&gt;
* Adjacent to your tile&lt;br /&gt;
* Adjacent to a rural tile adjacent to your tile&lt;br /&gt;
* Directly adjacent to a large waterway (ocean, lake) that a tile you hold also borders&lt;br /&gt;
The war monitor may allow additional tiles to be declared on if no tile meets the above criteria.&lt;br /&gt;
&lt;br /&gt;
If the attacker &#039;&#039;&#039;wins&#039;&#039;&#039; the battle, they &#039;&#039;&#039;occupy&#039;&#039;&#039; the tile and retain the initiative. If the attacker &#039;&#039;&#039;loses&#039;&#039;&#039;, the tile becomes &#039;&#039;&#039;controlled&#039;&#039;&#039; by the defender and the defender gains one initiative. If the battle is a &#039;&#039;&#039;draw&#039;&#039;&#039;, the tile becomes &#039;&#039;&#039;controlled&#039;&#039;&#039; by the defender, but the attacker retains the initiative.&lt;br /&gt;
&lt;br /&gt;
After a battle concludes, the holder of the other initiative must declare the next battle location &#039;&#039;&#039;within 48 hours&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If a side holds both initiatives, they have two additional options:&lt;br /&gt;
1. Declare on two tiles at once, forcing both battles to occur within the 10-day window&lt;br /&gt;
2. Unilaterally end the war. All &#039;&#039;&#039;occupied&#039;&#039;&#039; tiles become &#039;&#039;&#039;controlled&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== § How Battles are Decided ==&lt;br /&gt;
&lt;br /&gt;
Prior to the start of each battle, players will be assigned to the attacking or defending team according to the fighter list. Also, a 32x32 area inside the tile will be selected as the capture zone. At the start of the battle, this zone will begin to glow and a bossbar will appear that is 50% filled. The defenders win if the bossbar fully fills, and the attackers win if the bossbar fully empties. If neither side wins within one hour, the battle is a draw.&lt;br /&gt;
&lt;br /&gt;
When only one side is present in the capture area, the bossbar shifts one point in their direction each second. If both or neither are present, it will stay still. Killing an enemy fighter will shift it 30 points in your direction.&lt;br /&gt;
&lt;br /&gt;
The total size of the bossbar varies by tile type:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tile Type !! Bossbar Size !! Starting Value&lt;br /&gt;
|-&lt;br /&gt;
| Fort || 720 || 360&lt;br /&gt;
|-&lt;br /&gt;
| Urban || 720 || 360&lt;br /&gt;
|-&lt;br /&gt;
| Suburban || 600 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Rural || 360 || 180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This system is implemented using a datapack designed by _Chras.&lt;br /&gt;
&lt;br /&gt;
== § Battle Conduct &amp;amp; War Restrictions ==&lt;br /&gt;
&lt;br /&gt;
All battles have specific mechanical limitations and restrictions. All participants are expected to follow these rules to ensure fairness, clarity, and competitive integrity.&lt;br /&gt;
&lt;br /&gt;
=== Prohibited Items ===&lt;br /&gt;
The following items are strictly forbidden in all battles:&lt;br /&gt;
* Maces&lt;br /&gt;
* Ender Pearls&lt;br /&gt;
* Chorus Fruits&lt;br /&gt;
* Wind Charges&lt;br /&gt;
* End Crystals&lt;br /&gt;
* Respawn Anchors&lt;br /&gt;
* Riptide Tridents&lt;br /&gt;
* Slow-falling Arrows&lt;br /&gt;
&lt;br /&gt;
Using these items during war battles will result in immediate disqualification from the current battle and may incur further penalties from staff or the war monitor.&lt;br /&gt;
&lt;br /&gt;
=== Block Modification ===&lt;br /&gt;
Players may &#039;&#039;&#039;not place or break blocks&#039;&#039;&#039; during battle. However, there are some special cases that can be altered in the contested tile and tiles adjacent to it:&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;beds&#039;&#039;&#039; (for setting spawn)&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;shulker boxes&#039;&#039;&#039;&lt;br /&gt;
* Breaking &#039;&#039;&#039;door blocks&#039;&#039;&#039; (wooden or iron doors only — not redstone contraptions)&lt;br /&gt;
&lt;br /&gt;
The following actions are specifically forbidden:&lt;br /&gt;
* Using placed blocks to create barriers or parkour routes.&lt;br /&gt;
* Using or setting up &#039;&#039;&#039;stasis chambers&#039;&#039;&#039; or other teleportation mechanisms.&lt;br /&gt;
&lt;br /&gt;
=== Raiding Rules ===&lt;br /&gt;
Players listed on a side’s official &#039;&#039;&#039;fighter list&#039;&#039;&#039; are permitted to &#039;&#039;&#039;raid contested and occupied tiles&#039;&#039;&#039; during active battles. This includes:&lt;br /&gt;
* Looting any containers (chests, barrels, etc.)&lt;br /&gt;
* Interacting with redstone mechanisms&lt;br /&gt;
* Killing any mobs within the tile, including:&lt;br /&gt;
** Pets&lt;br /&gt;
** Villagers&lt;br /&gt;
** Livestock and other passive mobs&lt;br /&gt;
&lt;br /&gt;
These actions are only permitted within &#039;&#039;&#039;tiles that are currently being fought over and tiles deemed occupied&#039;&#039;&#039;. Raiding unrelated tiles or exploiting war permissions outside of battle zones is considered griefing and is subject to punishment.&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Rules ===&lt;br /&gt;
Due to skirmishes (fights done outside of battles) being an overall negative impact on the server and the enjoyment of the war for the playerbase, rules were made in favor of regulating these skirmishes. All skirmishes must happen in accordance with the battle conduct rules, and no war-related skirmishes may occur inside the land of non-participating nations.&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2583</id>
		<title>War Rules</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2583"/>
		<updated>2025-05-22T02:25:25Z</updated>

		<summary type="html">&lt;p&gt;BCA: /* § How Battles are Decided */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{&lt;br /&gt;
Navbox|title=Infopages|content=[[Main_Page|Main]] • [[CinderCivs:FAQ|FAQ]] • [[War Rules]] ([[War Rules Draft|Draft]])&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;display:inline-block; float:center;&amp;quot;&amp;gt; __TOC__ &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;War&#039;&#039;&#039; on CinderCivs utilizes a special set of rules as to allow for a dynamic progression that corresponds to roleplay and fair combat. The war system is designed to emulate a strategy game layout with arranged battles happening over tiles of various levels of development. &lt;br /&gt;
&lt;br /&gt;
== § Declaring War ==&lt;br /&gt;
&lt;br /&gt;
Wars can occur between nations with at least &#039;&#039;&#039;one urban tile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In order to declare a war, the &#039;&#039;&#039;attacking nation&#039;&#039;&#039; must provide the following:&lt;br /&gt;
* The &#039;&#039;&#039;general area&#039;&#039;&#039; they intend to attack (e.g. a region or town).&lt;br /&gt;
* A &#039;&#039;&#039;tilemap&#039;&#039;&#039; clearly showing their current territories relevant for the war.&lt;br /&gt;
&lt;br /&gt;
The area declared to be under attack go from &#039;&#039;&#039;Controlled&#039;&#039;&#039; to &#039;&#039;&#039;Contested&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once war is declared, the &#039;&#039;&#039;defending nation&#039;&#039;&#039; must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; within one week. If neither side submits the required information within this timeframe, the war is &#039;&#039;&#039;cancelled&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;only one side complies&#039;&#039;&#039;, the staff team may intervene and &#039;&#039;&#039;force a battle&#039;&#039;&#039; to occur to the &#039;&#039;&#039;compliant party’s advantage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Third parties (including allies) must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; with at least one urban tile before being allowed to join the war.&lt;br /&gt;
&lt;br /&gt;
== § Tiles and Tilemaps ==&lt;br /&gt;
&lt;br /&gt;
The entire field of war is divided into distinct &#039;&#039;&#039;tiles&#039;&#039;&#039;. Tiles vary based on their &#039;&#039;&#039;status&#039;&#039;&#039; and their level of &#039;&#039;&#039;development&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Tile Status ===&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039; – The default state of a tile where no war actions have taken place; all is fair, anything may be built.&lt;br /&gt;
* &#039;&#039;&#039;Contested&#039;&#039;&#039; – A battle is declared over such tile. Only minor alterations (such as decorations) and specific defenses (e.g. trench lines, campsites as acknowledged by the war monitor) are allowed.&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039; – A contested tile that has switched ownership. After 7 days in this state, the tile automatically reverts to Controlled.&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039; – Urban tiles that, while &amp;quot;controlled&amp;quot; by one side, are disconnected from areas of player activity and cannot be used as spawnpoints for attacks.&lt;br /&gt;
&lt;br /&gt;
=== Tile Development ===&lt;br /&gt;
Tiles are also classified by their development level:&lt;br /&gt;
* &#039;&#039;&#039;Fort&#039;&#039;&#039; – An urban tile fortified with walls and piston doors (minimum 3x3) as defined entrances.&lt;br /&gt;
* &#039;&#039;&#039;Urban&#039;&#039;&#039; – Major cities, large towns, or city districts.&lt;br /&gt;
* &#039;&#039;&#039;Suburban&#039;&#039;&#039; – Outskirts of cities, villages, or areas with moderate development.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; – Areas between tiles, with minimal development.&lt;br /&gt;
&lt;br /&gt;
=== Fort Rules ===&lt;br /&gt;
&#039;&#039;&#039;Forts&#039;&#039;&#039; can be either &#039;&#039;&#039;open&#039;&#039;&#039; or &#039;&#039;&#039;closed&#039;&#039;&#039;. &#039;&#039;&#039;Closed&#039;&#039;&#039; forts cannot be captured in a single battle. Instead, forts can be &#039;&#039;&#039;forcibly opened&#039;&#039;&#039; by winning a separate battle over an entrance. Note that such a battle does not result in any territorial gain.&lt;br /&gt;
&lt;br /&gt;
* All forts start &#039;&#039;&#039;closed&#039;&#039;&#039;.&lt;br /&gt;
* You cannot use &#039;&#039;&#039;closed&#039;&#039;&#039; forts as a spawn point unless the fort itself is under attack.&lt;br /&gt;
* Forts can be &#039;&#039;&#039;opened&#039;&#039;&#039; at any time, but this must be announced publicly.&lt;br /&gt;
* To &#039;&#039;&#039;close&#039;&#039;&#039; a fort, you must first announce your intention to do so. After two battles, it will become &#039;&#039;&#039;closed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Additional Rules ===&lt;br /&gt;
* Every participant must be a member of a party &#039;&#039;&#039;at war&#039;&#039;&#039; and must start each battle in an urban tile of their party.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; tiles cannot be attacked if they border a fort.&lt;br /&gt;
* Tiles can be &#039;&#039;&#039;upgraded&#039;&#039;&#039; by one development level every 30 days, which takes 10 days to go into effect.&lt;br /&gt;
* Tiles with redstone entrances cannot be &#039;&#039;&#039;closed&#039;&#039;&#039; during battle, with exceptions dictated by the war monitor.&lt;br /&gt;
* No new tiles can be created after the nation&#039;s tilemap is verified.&lt;br /&gt;
* Tiles cannot feature excessively punishing defenses that waste player time or force impractical movement (e.g. requiring players to crouch or crawl to enter).&lt;br /&gt;
&lt;br /&gt;
== § Organizing the War ==&lt;br /&gt;
&lt;br /&gt;
Every battle on the server must occur at a time either:&lt;br /&gt;
* Agreed upon by both sides of the war, or&lt;br /&gt;
* Appointed by staff if no agreement can be reached.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;first battle of the war&#039;&#039;&#039; must take place within &#039;&#039;&#039;10 days&#039;&#039;&#039; of the war declaration, and subsequent battles must take place no later than &#039;&#039;&#039;10 days&#039;&#039;&#039; after. Purposefully delaying battles or neglecting to respond to scheduling attempts may result in &#039;&#039;&#039;disqualification from the war&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== War Monitors ===&lt;br /&gt;
Each war must have at least &#039;&#039;&#039;one war monitor&#039;&#039;&#039;. This individual may be:&lt;br /&gt;
* Appointed by mutual agreement between all warring sides, or&lt;br /&gt;
* Assigned by staff if no consensus is reached.&lt;br /&gt;
&lt;br /&gt;
The war monitor&#039;s responsibilities include:&lt;br /&gt;
* Ruling on disputes and edge cases during the war.&lt;br /&gt;
* Spectating battles to ensure fair play.&lt;br /&gt;
* Disqualifying players who violate war rules.&lt;br /&gt;
* Officially starting and ending each battle.&lt;br /&gt;
&lt;br /&gt;
=== Fighter lists ===&lt;br /&gt;
All participating nations must privately send a list of their fighters to the war monitor &#039;&#039;&#039;before the battle begins&#039;&#039;&#039;. This list must remain consistent unless a player is permanently removed or replaced with permission from the monitor.&lt;br /&gt;
&lt;br /&gt;
== § Initiative ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; represents the momentum of a war. Initiative is used to decide the location of the next battle.&lt;br /&gt;
&lt;br /&gt;
At the start of the war, the attacker receives the &#039;&#039;&#039;odd initiative&#039;&#039;&#039; and the defender receives the &#039;&#039;&#039;even initiative&#039;&#039;&#039;. The &#039;&#039;&#039;odd initiative&#039;&#039;&#039; is used to declare the locations of battles 1, 3, 5, etc., while the &#039;&#039;&#039;even initiative&#039;&#039;&#039; is used to declare the locations of battles 2, 4, 6, etc.&lt;br /&gt;
&lt;br /&gt;
=== Using Initiative ===&lt;br /&gt;
&lt;br /&gt;
Initiative is spent when a side declares a battle. To declare a battle on a tile it must be either:&lt;br /&gt;
* Adjacent to your tile&lt;br /&gt;
* Adjacent to a rural tile adjacent to your tile&lt;br /&gt;
* Directly adjacent to a large waterway (ocean, lake) that a tile you hold also borders&lt;br /&gt;
The war monitor may allow additional tiles to be declared on if no tile meets the above criteria.&lt;br /&gt;
&lt;br /&gt;
If the attacker &#039;&#039;&#039;wins&#039;&#039;&#039; the battle, they &#039;&#039;&#039;occupy&#039;&#039;&#039; the tile and retain the initiative. If the attacker &#039;&#039;&#039;loses&#039;&#039;&#039;, the tile becomes &#039;&#039;&#039;controlled&#039;&#039;&#039; by the defender and the defender gains one initiative. If the battle is a &#039;&#039;&#039;draw&#039;&#039;&#039;, the tile becomes &#039;&#039;&#039;controlled&#039;&#039;&#039; by the defender, but the attacker retains the initiative.&lt;br /&gt;
&lt;br /&gt;
After a battle concludes, the holder of the other initiative must declare the next battle location &#039;&#039;&#039;within 48 hours&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If a side holds both initiatives, they have two additional options:&lt;br /&gt;
1. Declare on two tiles at once, forcing both battles to occur within the 10-day window&lt;br /&gt;
2. Unilaterally end the war. All &#039;&#039;&#039;occupied&#039;&#039;&#039; tiles become &#039;&#039;&#039;controlled&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== § How Battles are Decided ==&lt;br /&gt;
&lt;br /&gt;
Prior to the start of each battle, players will be assigned to the attacking or defending team according to the fighter list. Also, a 32x32 area inside the tile will be selected as the capture zone. At the start of the battle, this zone will begin to glow and a bossbar will appear that is 50% filled. The defenders win if the bossbar fully fills, and the attackers win if the bossbar fully empties.&lt;br /&gt;
&lt;br /&gt;
When only one side is present in the capture area, the bossbar shifts one point in their direction each second. If both or neither are present, it will stay still. Killing an enemy fighter will shift it 30 points in your direction.&lt;br /&gt;
&lt;br /&gt;
The total size of the bossbar varies by tile type:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tile Type !! Bossbar Size !! Starting Value&lt;br /&gt;
|-&lt;br /&gt;
| Fort || 720 || 360&lt;br /&gt;
|-&lt;br /&gt;
| Urban || 720 || 360&lt;br /&gt;
|-&lt;br /&gt;
| Suburban || 600 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Rural || 360 || 180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This system is implemented using a datapack designed by _Chras.&lt;br /&gt;
&lt;br /&gt;
== § Battle Conduct &amp;amp; War Restrictions ==&lt;br /&gt;
&lt;br /&gt;
All battles have specific mechanical limitations and restrictions. All participants are expected to follow these rules to ensure fairness, clarity, and competitive integrity.&lt;br /&gt;
&lt;br /&gt;
=== Prohibited Items ===&lt;br /&gt;
The following items are strictly forbidden in all battles:&lt;br /&gt;
* Maces&lt;br /&gt;
* Ender Pearls&lt;br /&gt;
* Chorus Fruits&lt;br /&gt;
* Wind Charges&lt;br /&gt;
* End Crystals&lt;br /&gt;
* Respawn Anchors&lt;br /&gt;
* Riptide Tridents&lt;br /&gt;
* Slow-falling Arrows&lt;br /&gt;
&lt;br /&gt;
Using these items during war battles will result in immediate disqualification from the current battle and may incur further penalties from staff or the war monitor.&lt;br /&gt;
&lt;br /&gt;
=== Block Modification ===&lt;br /&gt;
Players may &#039;&#039;&#039;not place or break blocks&#039;&#039;&#039; during battle. However, there are some special cases that can be altered in the contested tile and tiles adjacent to it:&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;beds&#039;&#039;&#039; (for setting spawn)&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;shulker boxes&#039;&#039;&#039;&lt;br /&gt;
* Breaking &#039;&#039;&#039;door blocks&#039;&#039;&#039; (wooden or iron doors only — not redstone contraptions)&lt;br /&gt;
&lt;br /&gt;
The following actions are specifically forbidden:&lt;br /&gt;
* Using placed blocks to create barriers or parkour routes.&lt;br /&gt;
* Using or setting up &#039;&#039;&#039;stasis chambers&#039;&#039;&#039; or other teleportation mechanisms.&lt;br /&gt;
&lt;br /&gt;
=== Raiding Rules ===&lt;br /&gt;
Players listed on a side’s official &#039;&#039;&#039;fighter list&#039;&#039;&#039; are permitted to &#039;&#039;&#039;raid contested and occupied tiles&#039;&#039;&#039; during active battles. This includes:&lt;br /&gt;
* Looting any containers (chests, barrels, etc.)&lt;br /&gt;
* Interacting with redstone mechanisms&lt;br /&gt;
* Killing any mobs within the tile, including:&lt;br /&gt;
** Pets&lt;br /&gt;
** Villagers&lt;br /&gt;
** Livestock and other passive mobs&lt;br /&gt;
&lt;br /&gt;
These actions are only permitted within &#039;&#039;&#039;tiles that are currently being fought over and tiles deemed occupied&#039;&#039;&#039;. Raiding unrelated tiles or exploiting war permissions outside of battle zones is considered griefing and is subject to punishment.&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Rules ===&lt;br /&gt;
Due to skirmishes (fights done outside of battles) being an overall negative impact on the server and the enjoyment of the war for the playerbase, rules were made in favor of regulating these skirmishes. All skirmishes must happen in accordance with the battle conduct rules, and no war-related skirmishes may occur inside the land of non-participating nations.&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2582</id>
		<title>War Rules</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2582"/>
		<updated>2025-05-22T02:24:15Z</updated>

		<summary type="html">&lt;p&gt;BCA: /* Skirmish Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{&lt;br /&gt;
Navbox|title=Infopages|content=[[Main_Page|Main]] • [[CinderCivs:FAQ|FAQ]] • [[War Rules]] ([[War Rules Draft|Draft]])&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;display:inline-block; float:center;&amp;quot;&amp;gt; __TOC__ &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;War&#039;&#039;&#039; on CinderCivs utilizes a special set of rules as to allow for a dynamic progression that corresponds to roleplay and fair combat. The war system is designed to emulate a strategy game layout with arranged battles happening over tiles of various levels of development. &lt;br /&gt;
&lt;br /&gt;
== § Declaring War ==&lt;br /&gt;
&lt;br /&gt;
Wars can occur between nations with at least &#039;&#039;&#039;one urban tile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In order to declare a war, the &#039;&#039;&#039;attacking nation&#039;&#039;&#039; must provide the following:&lt;br /&gt;
* The &#039;&#039;&#039;general area&#039;&#039;&#039; they intend to attack (e.g. a region or town).&lt;br /&gt;
* A &#039;&#039;&#039;tilemap&#039;&#039;&#039; clearly showing their current territories relevant for the war.&lt;br /&gt;
&lt;br /&gt;
The area declared to be under attack go from &#039;&#039;&#039;Controlled&#039;&#039;&#039; to &#039;&#039;&#039;Contested&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once war is declared, the &#039;&#039;&#039;defending nation&#039;&#039;&#039; must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; within one week. If neither side submits the required information within this timeframe, the war is &#039;&#039;&#039;cancelled&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;only one side complies&#039;&#039;&#039;, the staff team may intervene and &#039;&#039;&#039;force a battle&#039;&#039;&#039; to occur to the &#039;&#039;&#039;compliant party’s advantage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Third parties (including allies) must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; with at least one urban tile before being allowed to join the war.&lt;br /&gt;
&lt;br /&gt;
== § Tiles and Tilemaps ==&lt;br /&gt;
&lt;br /&gt;
The entire field of war is divided into distinct &#039;&#039;&#039;tiles&#039;&#039;&#039;. Tiles vary based on their &#039;&#039;&#039;status&#039;&#039;&#039; and their level of &#039;&#039;&#039;development&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Tile Status ===&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039; – The default state of a tile where no war actions have taken place; all is fair, anything may be built.&lt;br /&gt;
* &#039;&#039;&#039;Contested&#039;&#039;&#039; – A battle is declared over such tile. Only minor alterations (such as decorations) and specific defenses (e.g. trench lines, campsites as acknowledged by the war monitor) are allowed.&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039; – A contested tile that has switched ownership. After 7 days in this state, the tile automatically reverts to Controlled.&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039; – Urban tiles that, while &amp;quot;controlled&amp;quot; by one side, are disconnected from areas of player activity and cannot be used as spawnpoints for attacks.&lt;br /&gt;
&lt;br /&gt;
=== Tile Development ===&lt;br /&gt;
Tiles are also classified by their development level:&lt;br /&gt;
* &#039;&#039;&#039;Fort&#039;&#039;&#039; – An urban tile fortified with walls and piston doors (minimum 3x3) as defined entrances.&lt;br /&gt;
* &#039;&#039;&#039;Urban&#039;&#039;&#039; – Major cities, large towns, or city districts.&lt;br /&gt;
* &#039;&#039;&#039;Suburban&#039;&#039;&#039; – Outskirts of cities, villages, or areas with moderate development.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; – Areas between tiles, with minimal development.&lt;br /&gt;
&lt;br /&gt;
=== Fort Rules ===&lt;br /&gt;
&#039;&#039;&#039;Forts&#039;&#039;&#039; can be either &#039;&#039;&#039;open&#039;&#039;&#039; or &#039;&#039;&#039;closed&#039;&#039;&#039;. &#039;&#039;&#039;Closed&#039;&#039;&#039; forts cannot be captured in a single battle. Instead, forts can be &#039;&#039;&#039;forcibly opened&#039;&#039;&#039; by winning a separate battle over an entrance. Note that such a battle does not result in any territorial gain.&lt;br /&gt;
&lt;br /&gt;
* All forts start &#039;&#039;&#039;closed&#039;&#039;&#039;.&lt;br /&gt;
* You cannot use &#039;&#039;&#039;closed&#039;&#039;&#039; forts as a spawn point unless the fort itself is under attack.&lt;br /&gt;
* Forts can be &#039;&#039;&#039;opened&#039;&#039;&#039; at any time, but this must be announced publicly.&lt;br /&gt;
* To &#039;&#039;&#039;close&#039;&#039;&#039; a fort, you must first announce your intention to do so. After two battles, it will become &#039;&#039;&#039;closed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Additional Rules ===&lt;br /&gt;
* Every participant must be a member of a party &#039;&#039;&#039;at war&#039;&#039;&#039; and must start each battle in an urban tile of their party.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; tiles cannot be attacked if they border a fort.&lt;br /&gt;
* Tiles can be &#039;&#039;&#039;upgraded&#039;&#039;&#039; by one development level every 30 days, which takes 10 days to go into effect.&lt;br /&gt;
* Tiles with redstone entrances cannot be &#039;&#039;&#039;closed&#039;&#039;&#039; during battle, with exceptions dictated by the war monitor.&lt;br /&gt;
* No new tiles can be created after the nation&#039;s tilemap is verified.&lt;br /&gt;
* Tiles cannot feature excessively punishing defenses that waste player time or force impractical movement (e.g. requiring players to crouch or crawl to enter).&lt;br /&gt;
&lt;br /&gt;
== § Organizing the War ==&lt;br /&gt;
&lt;br /&gt;
Every battle on the server must occur at a time either:&lt;br /&gt;
* Agreed upon by both sides of the war, or&lt;br /&gt;
* Appointed by staff if no agreement can be reached.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;first battle of the war&#039;&#039;&#039; must take place within &#039;&#039;&#039;10 days&#039;&#039;&#039; of the war declaration, and subsequent battles must take place no later than &#039;&#039;&#039;10 days&#039;&#039;&#039; after. Purposefully delaying battles or neglecting to respond to scheduling attempts may result in &#039;&#039;&#039;disqualification from the war&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== War Monitors ===&lt;br /&gt;
Each war must have at least &#039;&#039;&#039;one war monitor&#039;&#039;&#039;. This individual may be:&lt;br /&gt;
* Appointed by mutual agreement between all warring sides, or&lt;br /&gt;
* Assigned by staff if no consensus is reached.&lt;br /&gt;
&lt;br /&gt;
The war monitor&#039;s responsibilities include:&lt;br /&gt;
* Ruling on disputes and edge cases during the war.&lt;br /&gt;
* Spectating battles to ensure fair play.&lt;br /&gt;
* Disqualifying players who violate war rules.&lt;br /&gt;
* Officially starting and ending each battle.&lt;br /&gt;
&lt;br /&gt;
=== Fighter lists ===&lt;br /&gt;
All participating nations must privately send a list of their fighters to the war monitor &#039;&#039;&#039;before the battle begins&#039;&#039;&#039;. This list must remain consistent unless a player is permanently removed or replaced with permission from the monitor.&lt;br /&gt;
&lt;br /&gt;
== § Initiative ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; represents the momentum of a war. Initiative is used to decide the location of the next battle.&lt;br /&gt;
&lt;br /&gt;
At the start of the war, the attacker receives the &#039;&#039;&#039;odd initiative&#039;&#039;&#039; and the defender receives the &#039;&#039;&#039;even initiative&#039;&#039;&#039;. The &#039;&#039;&#039;odd initiative&#039;&#039;&#039; is used to declare the locations of battles 1, 3, 5, etc., while the &#039;&#039;&#039;even initiative&#039;&#039;&#039; is used to declare the locations of battles 2, 4, 6, etc.&lt;br /&gt;
&lt;br /&gt;
=== Using Initiative ===&lt;br /&gt;
&lt;br /&gt;
Initiative is spent when a side declares a battle. To declare a battle on a tile it must be either:&lt;br /&gt;
* Adjacent to your tile&lt;br /&gt;
* Adjacent to a rural tile adjacent to your tile&lt;br /&gt;
* Directly adjacent to a large waterway (ocean, lake) that a tile you hold also borders&lt;br /&gt;
The war monitor may allow additional tiles to be declared on if no tile meets the above criteria.&lt;br /&gt;
&lt;br /&gt;
If the attacker &#039;&#039;&#039;wins&#039;&#039;&#039; the battle, they &#039;&#039;&#039;occupy&#039;&#039;&#039; the tile and retain the initiative. If the attacker &#039;&#039;&#039;loses&#039;&#039;&#039;, the tile becomes &#039;&#039;&#039;controlled&#039;&#039;&#039; by the defender and the defender gains one initiative. If the battle is a &#039;&#039;&#039;draw&#039;&#039;&#039;, the tile becomes &#039;&#039;&#039;controlled&#039;&#039;&#039; by the defender, but the attacker retains the initiative.&lt;br /&gt;
&lt;br /&gt;
After a battle concludes, the holder of the other initiative must declare the next battle location &#039;&#039;&#039;within 48 hours&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If a side holds both initiatives, they have two additional options:&lt;br /&gt;
1. Declare on two tiles at once, forcing both battles to occur within the 10-day window&lt;br /&gt;
2. Unilaterally end the war. All &#039;&#039;&#039;occupied&#039;&#039;&#039; tiles become &#039;&#039;&#039;controlled&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== § How Battles are Decided ==&lt;br /&gt;
&lt;br /&gt;
Prior to the start of each battle, players will be assigned to the attacking team or defending team according to the fighter list. Also, a 32x32 area inside the tile will be selected as the capture zone. At the start of the battle, this zone will begin to glow and a bossbar will appear that is 50% filled. The defenders win if the bossbar fully fills, and the attackers win if the bossbar fully empties.&lt;br /&gt;
&lt;br /&gt;
When only one side is present in the capture area, the bossbar shifts one point in their direction each second. If both or neither are present, it will stay still. Killing an enemy fighter will shift it 30 points in your direction.&lt;br /&gt;
&lt;br /&gt;
The total size of the bossbar varies by tile type:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tile Type !! Bossbar Size !! Starting Value&lt;br /&gt;
|-&lt;br /&gt;
| Fort || 720 || 360&lt;br /&gt;
|-&lt;br /&gt;
| Urban || 720 || 360&lt;br /&gt;
|-&lt;br /&gt;
| Suburban || 600 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Rural || 360 || 180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This system is implemented using a datapack designed by _Chras.&lt;br /&gt;
&lt;br /&gt;
== § Battle Conduct &amp;amp; War Restrictions ==&lt;br /&gt;
&lt;br /&gt;
All battles have specific mechanical limitations and restrictions. All participants are expected to follow these rules to ensure fairness, clarity, and competitive integrity.&lt;br /&gt;
&lt;br /&gt;
=== Prohibited Items ===&lt;br /&gt;
The following items are strictly forbidden in all battles:&lt;br /&gt;
* Maces&lt;br /&gt;
* Ender Pearls&lt;br /&gt;
* Chorus Fruits&lt;br /&gt;
* Wind Charges&lt;br /&gt;
* End Crystals&lt;br /&gt;
* Respawn Anchors&lt;br /&gt;
* Riptide Tridents&lt;br /&gt;
* Slow-falling Arrows&lt;br /&gt;
&lt;br /&gt;
Using these items during war battles will result in immediate disqualification from the current battle and may incur further penalties from staff or the war monitor.&lt;br /&gt;
&lt;br /&gt;
=== Block Modification ===&lt;br /&gt;
Players may &#039;&#039;&#039;not place or break blocks&#039;&#039;&#039; during battle. However, there are some special cases that can be altered in the contested tile and tiles adjacent to it:&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;beds&#039;&#039;&#039; (for setting spawn)&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;shulker boxes&#039;&#039;&#039;&lt;br /&gt;
* Breaking &#039;&#039;&#039;door blocks&#039;&#039;&#039; (wooden or iron doors only — not redstone contraptions)&lt;br /&gt;
&lt;br /&gt;
The following actions are specifically forbidden:&lt;br /&gt;
* Using placed blocks to create barriers or parkour routes.&lt;br /&gt;
* Using or setting up &#039;&#039;&#039;stasis chambers&#039;&#039;&#039; or other teleportation mechanisms.&lt;br /&gt;
&lt;br /&gt;
=== Raiding Rules ===&lt;br /&gt;
Players listed on a side’s official &#039;&#039;&#039;fighter list&#039;&#039;&#039; are permitted to &#039;&#039;&#039;raid contested and occupied tiles&#039;&#039;&#039; during active battles. This includes:&lt;br /&gt;
* Looting any containers (chests, barrels, etc.)&lt;br /&gt;
* Interacting with redstone mechanisms&lt;br /&gt;
* Killing any mobs within the tile, including:&lt;br /&gt;
** Pets&lt;br /&gt;
** Villagers&lt;br /&gt;
** Livestock and other passive mobs&lt;br /&gt;
&lt;br /&gt;
These actions are only permitted within &#039;&#039;&#039;tiles that are currently being fought over and tiles deemed occupied&#039;&#039;&#039;. Raiding unrelated tiles or exploiting war permissions outside of battle zones is considered griefing and is subject to punishment.&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Rules ===&lt;br /&gt;
Due to skirmishes (fights done outside of battles) being an overall negative impact on the server and the enjoyment of the war for the playerbase, rules were made in favor of regulating these skirmishes. All skirmishes must happen in accordance with the battle conduct rules, and no war-related skirmishes may occur inside the land of non-participating nations.&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2581</id>
		<title>War Rules</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2581"/>
		<updated>2025-05-22T02:21:55Z</updated>

		<summary type="html">&lt;p&gt;BCA: /* Block Interaction Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{&lt;br /&gt;
Navbox|title=Infopages|content=[[Main_Page|Main]] • [[CinderCivs:FAQ|FAQ]] • [[War Rules]] ([[War Rules Draft|Draft]])&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;display:inline-block; float:center;&amp;quot;&amp;gt; __TOC__ &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;War&#039;&#039;&#039; on CinderCivs utilizes a special set of rules as to allow for a dynamic progression that corresponds to roleplay and fair combat. The war system is designed to emulate a strategy game layout with arranged battles happening over tiles of various levels of development. &lt;br /&gt;
&lt;br /&gt;
== § Declaring War ==&lt;br /&gt;
&lt;br /&gt;
Wars can occur between nations with at least &#039;&#039;&#039;one urban tile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In order to declare a war, the &#039;&#039;&#039;attacking nation&#039;&#039;&#039; must provide the following:&lt;br /&gt;
* The &#039;&#039;&#039;general area&#039;&#039;&#039; they intend to attack (e.g. a region or town).&lt;br /&gt;
* A &#039;&#039;&#039;tilemap&#039;&#039;&#039; clearly showing their current territories relevant for the war.&lt;br /&gt;
&lt;br /&gt;
The area declared to be under attack go from &#039;&#039;&#039;Controlled&#039;&#039;&#039; to &#039;&#039;&#039;Contested&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once war is declared, the &#039;&#039;&#039;defending nation&#039;&#039;&#039; must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; within one week. If neither side submits the required information within this timeframe, the war is &#039;&#039;&#039;cancelled&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;only one side complies&#039;&#039;&#039;, the staff team may intervene and &#039;&#039;&#039;force a battle&#039;&#039;&#039; to occur to the &#039;&#039;&#039;compliant party’s advantage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Third parties (including allies) must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; with at least one urban tile before being allowed to join the war.&lt;br /&gt;
&lt;br /&gt;
== § Tiles and Tilemaps ==&lt;br /&gt;
&lt;br /&gt;
The entire field of war is divided into distinct &#039;&#039;&#039;tiles&#039;&#039;&#039;. Tiles vary based on their &#039;&#039;&#039;status&#039;&#039;&#039; and their level of &#039;&#039;&#039;development&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Tile Status ===&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039; – The default state of a tile where no war actions have taken place; all is fair, anything may be built.&lt;br /&gt;
* &#039;&#039;&#039;Contested&#039;&#039;&#039; – A battle is declared over such tile. Only minor alterations (such as decorations) and specific defenses (e.g. trench lines, campsites as acknowledged by the war monitor) are allowed.&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039; – A contested tile that has switched ownership. After 7 days in this state, the tile automatically reverts to Controlled.&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039; – Urban tiles that, while &amp;quot;controlled&amp;quot; by one side, are disconnected from areas of player activity and cannot be used as spawnpoints for attacks.&lt;br /&gt;
&lt;br /&gt;
=== Tile Development ===&lt;br /&gt;
Tiles are also classified by their development level:&lt;br /&gt;
* &#039;&#039;&#039;Fort&#039;&#039;&#039; – An urban tile fortified with walls and piston doors (minimum 3x3) as defined entrances.&lt;br /&gt;
* &#039;&#039;&#039;Urban&#039;&#039;&#039; – Major cities, large towns, or city districts.&lt;br /&gt;
* &#039;&#039;&#039;Suburban&#039;&#039;&#039; – Outskirts of cities, villages, or areas with moderate development.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; – Areas between tiles, with minimal development.&lt;br /&gt;
&lt;br /&gt;
=== Fort Rules ===&lt;br /&gt;
&#039;&#039;&#039;Forts&#039;&#039;&#039; can be either &#039;&#039;&#039;open&#039;&#039;&#039; or &#039;&#039;&#039;closed&#039;&#039;&#039;. &#039;&#039;&#039;Closed&#039;&#039;&#039; forts cannot be captured in a single battle. Instead, forts can be &#039;&#039;&#039;forcibly opened&#039;&#039;&#039; by winning a separate battle over an entrance. Note that such a battle does not result in any territorial gain.&lt;br /&gt;
&lt;br /&gt;
* All forts start &#039;&#039;&#039;closed&#039;&#039;&#039;.&lt;br /&gt;
* You cannot use &#039;&#039;&#039;closed&#039;&#039;&#039; forts as a spawn point unless the fort itself is under attack.&lt;br /&gt;
* Forts can be &#039;&#039;&#039;opened&#039;&#039;&#039; at any time, but this must be announced publicly.&lt;br /&gt;
* To &#039;&#039;&#039;close&#039;&#039;&#039; a fort, you must first announce your intention to do so. After two battles, it will become &#039;&#039;&#039;closed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Additional Rules ===&lt;br /&gt;
* Every participant must be a member of a party &#039;&#039;&#039;at war&#039;&#039;&#039; and must start each battle in an urban tile of their party.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; tiles cannot be attacked if they border a fort.&lt;br /&gt;
* Tiles can be &#039;&#039;&#039;upgraded&#039;&#039;&#039; by one development level every 30 days, which takes 10 days to go into effect.&lt;br /&gt;
* Tiles with redstone entrances cannot be &#039;&#039;&#039;closed&#039;&#039;&#039; during battle, with exceptions dictated by the war monitor.&lt;br /&gt;
* No new tiles can be created after the nation&#039;s tilemap is verified.&lt;br /&gt;
* Tiles cannot feature excessively punishing defenses that waste player time or force impractical movement (e.g. requiring players to crouch or crawl to enter).&lt;br /&gt;
&lt;br /&gt;
== § Organizing the War ==&lt;br /&gt;
&lt;br /&gt;
Every battle on the server must occur at a time either:&lt;br /&gt;
* Agreed upon by both sides of the war, or&lt;br /&gt;
* Appointed by staff if no agreement can be reached.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;first battle of the war&#039;&#039;&#039; must take place within &#039;&#039;&#039;10 days&#039;&#039;&#039; of the war declaration, and subsequent battles must take place no later than &#039;&#039;&#039;10 days&#039;&#039;&#039; after. Purposefully delaying battles or neglecting to respond to scheduling attempts may result in &#039;&#039;&#039;disqualification from the war&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== War Monitors ===&lt;br /&gt;
Each war must have at least &#039;&#039;&#039;one war monitor&#039;&#039;&#039;. This individual may be:&lt;br /&gt;
* Appointed by mutual agreement between all warring sides, or&lt;br /&gt;
* Assigned by staff if no consensus is reached.&lt;br /&gt;
&lt;br /&gt;
The war monitor&#039;s responsibilities include:&lt;br /&gt;
* Ruling on disputes and edge cases during the war.&lt;br /&gt;
* Spectating battles to ensure fair play.&lt;br /&gt;
* Disqualifying players who violate war rules.&lt;br /&gt;
* Officially starting and ending each battle.&lt;br /&gt;
&lt;br /&gt;
=== Fighter lists ===&lt;br /&gt;
All participating nations must privately send a list of their fighters to the war monitor &#039;&#039;&#039;before the battle begins&#039;&#039;&#039;. This list must remain consistent unless a player is permanently removed or replaced with permission from the monitor.&lt;br /&gt;
&lt;br /&gt;
== § Initiative ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; represents the momentum of a war. Initiative is used to decide the location of the next battle.&lt;br /&gt;
&lt;br /&gt;
At the start of the war, the attacker receives the &#039;&#039;&#039;odd initiative&#039;&#039;&#039; and the defender receives the &#039;&#039;&#039;even initiative&#039;&#039;&#039;. The &#039;&#039;&#039;odd initiative&#039;&#039;&#039; is used to declare the locations of battles 1, 3, 5, etc., while the &#039;&#039;&#039;even initiative&#039;&#039;&#039; is used to declare the locations of battles 2, 4, 6, etc.&lt;br /&gt;
&lt;br /&gt;
=== Using Initiative ===&lt;br /&gt;
&lt;br /&gt;
Initiative is spent when a side declares a battle. To declare a battle on a tile it must be either:&lt;br /&gt;
* Adjacent to your tile&lt;br /&gt;
* Adjacent to a rural tile adjacent to your tile&lt;br /&gt;
* Directly adjacent to a large waterway (ocean, lake) that a tile you hold also borders&lt;br /&gt;
The war monitor may allow additional tiles to be declared on if no tile meets the above criteria.&lt;br /&gt;
&lt;br /&gt;
If the attacker &#039;&#039;&#039;wins&#039;&#039;&#039; the battle, they &#039;&#039;&#039;occupy&#039;&#039;&#039; the tile and retain the initiative. If the attacker &#039;&#039;&#039;loses&#039;&#039;&#039;, the tile becomes &#039;&#039;&#039;controlled&#039;&#039;&#039; by the defender and the defender gains one initiative. If the battle is a &#039;&#039;&#039;draw&#039;&#039;&#039;, the tile becomes &#039;&#039;&#039;controlled&#039;&#039;&#039; by the defender, but the attacker retains the initiative.&lt;br /&gt;
&lt;br /&gt;
After a battle concludes, the holder of the other initiative must declare the next battle location &#039;&#039;&#039;within 48 hours&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If a side holds both initiatives, they have two additional options:&lt;br /&gt;
1. Declare on two tiles at once, forcing both battles to occur within the 10-day window&lt;br /&gt;
2. Unilaterally end the war. All &#039;&#039;&#039;occupied&#039;&#039;&#039; tiles become &#039;&#039;&#039;controlled&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== § How Battles are Decided ==&lt;br /&gt;
&lt;br /&gt;
Prior to the start of each battle, players will be assigned to the attacking team or defending team according to the fighter list. Also, a 32x32 area inside the tile will be selected as the capture zone. At the start of the battle, this zone will begin to glow and a bossbar will appear that is 50% filled. The defenders win if the bossbar fully fills, and the attackers win if the bossbar fully empties.&lt;br /&gt;
&lt;br /&gt;
When only one side is present in the capture area, the bossbar shifts one point in their direction each second. If both or neither are present, it will stay still. Killing an enemy fighter will shift it 30 points in your direction.&lt;br /&gt;
&lt;br /&gt;
The total size of the bossbar varies by tile type:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tile Type !! Bossbar Size !! Starting Value&lt;br /&gt;
|-&lt;br /&gt;
| Fort || 720 || 360&lt;br /&gt;
|-&lt;br /&gt;
| Urban || 720 || 360&lt;br /&gt;
|-&lt;br /&gt;
| Suburban || 600 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Rural || 360 || 180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This system is implemented using a datapack designed by _Chras.&lt;br /&gt;
&lt;br /&gt;
== § Battle Conduct &amp;amp; War Restrictions ==&lt;br /&gt;
&lt;br /&gt;
All battles have specific mechanical limitations and restrictions. All participants are expected to follow these rules to ensure fairness, clarity, and competitive integrity.&lt;br /&gt;
&lt;br /&gt;
=== Prohibited Items ===&lt;br /&gt;
The following items are strictly forbidden in all battles:&lt;br /&gt;
* Maces&lt;br /&gt;
* Ender Pearls&lt;br /&gt;
* Chorus Fruits&lt;br /&gt;
* Wind Charges&lt;br /&gt;
* End Crystals&lt;br /&gt;
* Respawn Anchors&lt;br /&gt;
* Riptide Tridents&lt;br /&gt;
* Slow-falling Arrows&lt;br /&gt;
&lt;br /&gt;
Using these items during war battles will result in immediate disqualification from the current battle and may incur further penalties from staff or the war monitor.&lt;br /&gt;
&lt;br /&gt;
=== Block Modification ===&lt;br /&gt;
Players may &#039;&#039;&#039;not place or break blocks&#039;&#039;&#039; during battle. However, there are some special cases that can be altered in the contested tile and tiles adjacent to it:&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;beds&#039;&#039;&#039; (for setting spawn)&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;shulker boxes&#039;&#039;&#039;&lt;br /&gt;
* Breaking &#039;&#039;&#039;door blocks&#039;&#039;&#039; (wooden or iron doors only — not redstone contraptions)&lt;br /&gt;
&lt;br /&gt;
The following actions are specifically forbidden:&lt;br /&gt;
* Using placed blocks to create barriers or parkour routes.&lt;br /&gt;
* Using or setting up &#039;&#039;&#039;stasis chambers&#039;&#039;&#039; or other teleportation mechanisms.&lt;br /&gt;
&lt;br /&gt;
=== Raiding Rules ===&lt;br /&gt;
Players listed on a side’s official &#039;&#039;&#039;fighter list&#039;&#039;&#039; are permitted to &#039;&#039;&#039;raid contested and occupied tiles&#039;&#039;&#039; during active battles. This includes:&lt;br /&gt;
* Looting any containers (chests, barrels, etc.)&lt;br /&gt;
* Interacting with redstone mechanisms&lt;br /&gt;
* Killing any mobs within the tile, including:&lt;br /&gt;
** Pets&lt;br /&gt;
** Villagers&lt;br /&gt;
** Livestock and other passive mobs&lt;br /&gt;
&lt;br /&gt;
These actions are only permitted within &#039;&#039;&#039;tiles that are currently being fought over and tiles deemed occupied&#039;&#039;&#039;. Raiding unrelated tiles or exploiting war permissions outside of battle zones is considered griefing and is subject to punishment.&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Rules ===&lt;br /&gt;
Due to skirmishes (fights done outside of battles) being an overall negative impact on the server and the enjoyment of the war for the playerbase, rules were made in favor of regulating these skirmishes. Any skirmish must happen in accordance with the battle conduct rules, and no skirmishes may occur inside the land of non-participating nations.&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2580</id>
		<title>War Rules</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2580"/>
		<updated>2025-05-22T02:21:34Z</updated>

		<summary type="html">&lt;p&gt;BCA: /* Block Interaction Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{&lt;br /&gt;
Navbox|title=Infopages|content=[[Main_Page|Main]] • [[CinderCivs:FAQ|FAQ]] • [[War Rules]] ([[War Rules Draft|Draft]])&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;display:inline-block; float:center;&amp;quot;&amp;gt; __TOC__ &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;War&#039;&#039;&#039; on CinderCivs utilizes a special set of rules as to allow for a dynamic progression that corresponds to roleplay and fair combat. The war system is designed to emulate a strategy game layout with arranged battles happening over tiles of various levels of development. &lt;br /&gt;
&lt;br /&gt;
== § Declaring War ==&lt;br /&gt;
&lt;br /&gt;
Wars can occur between nations with at least &#039;&#039;&#039;one urban tile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In order to declare a war, the &#039;&#039;&#039;attacking nation&#039;&#039;&#039; must provide the following:&lt;br /&gt;
* The &#039;&#039;&#039;general area&#039;&#039;&#039; they intend to attack (e.g. a region or town).&lt;br /&gt;
* A &#039;&#039;&#039;tilemap&#039;&#039;&#039; clearly showing their current territories relevant for the war.&lt;br /&gt;
&lt;br /&gt;
The area declared to be under attack go from &#039;&#039;&#039;Controlled&#039;&#039;&#039; to &#039;&#039;&#039;Contested&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once war is declared, the &#039;&#039;&#039;defending nation&#039;&#039;&#039; must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; within one week. If neither side submits the required information within this timeframe, the war is &#039;&#039;&#039;cancelled&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;only one side complies&#039;&#039;&#039;, the staff team may intervene and &#039;&#039;&#039;force a battle&#039;&#039;&#039; to occur to the &#039;&#039;&#039;compliant party’s advantage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Third parties (including allies) must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; with at least one urban tile before being allowed to join the war.&lt;br /&gt;
&lt;br /&gt;
== § Tiles and Tilemaps ==&lt;br /&gt;
&lt;br /&gt;
The entire field of war is divided into distinct &#039;&#039;&#039;tiles&#039;&#039;&#039;. Tiles vary based on their &#039;&#039;&#039;status&#039;&#039;&#039; and their level of &#039;&#039;&#039;development&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Tile Status ===&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039; – The default state of a tile where no war actions have taken place; all is fair, anything may be built.&lt;br /&gt;
* &#039;&#039;&#039;Contested&#039;&#039;&#039; – A battle is declared over such tile. Only minor alterations (such as decorations) and specific defenses (e.g. trench lines, campsites as acknowledged by the war monitor) are allowed.&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039; – A contested tile that has switched ownership. After 7 days in this state, the tile automatically reverts to Controlled.&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039; – Urban tiles that, while &amp;quot;controlled&amp;quot; by one side, are disconnected from areas of player activity and cannot be used as spawnpoints for attacks.&lt;br /&gt;
&lt;br /&gt;
=== Tile Development ===&lt;br /&gt;
Tiles are also classified by their development level:&lt;br /&gt;
* &#039;&#039;&#039;Fort&#039;&#039;&#039; – An urban tile fortified with walls and piston doors (minimum 3x3) as defined entrances.&lt;br /&gt;
* &#039;&#039;&#039;Urban&#039;&#039;&#039; – Major cities, large towns, or city districts.&lt;br /&gt;
* &#039;&#039;&#039;Suburban&#039;&#039;&#039; – Outskirts of cities, villages, or areas with moderate development.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; – Areas between tiles, with minimal development.&lt;br /&gt;
&lt;br /&gt;
=== Fort Rules ===&lt;br /&gt;
&#039;&#039;&#039;Forts&#039;&#039;&#039; can be either &#039;&#039;&#039;open&#039;&#039;&#039; or &#039;&#039;&#039;closed&#039;&#039;&#039;. &#039;&#039;&#039;Closed&#039;&#039;&#039; forts cannot be captured in a single battle. Instead, forts can be &#039;&#039;&#039;forcibly opened&#039;&#039;&#039; by winning a separate battle over an entrance. Note that such a battle does not result in any territorial gain.&lt;br /&gt;
&lt;br /&gt;
* All forts start &#039;&#039;&#039;closed&#039;&#039;&#039;.&lt;br /&gt;
* You cannot use &#039;&#039;&#039;closed&#039;&#039;&#039; forts as a spawn point unless the fort itself is under attack.&lt;br /&gt;
* Forts can be &#039;&#039;&#039;opened&#039;&#039;&#039; at any time, but this must be announced publicly.&lt;br /&gt;
* To &#039;&#039;&#039;close&#039;&#039;&#039; a fort, you must first announce your intention to do so. After two battles, it will become &#039;&#039;&#039;closed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Additional Rules ===&lt;br /&gt;
* Every participant must be a member of a party &#039;&#039;&#039;at war&#039;&#039;&#039; and must start each battle in an urban tile of their party.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; tiles cannot be attacked if they border a fort.&lt;br /&gt;
* Tiles can be &#039;&#039;&#039;upgraded&#039;&#039;&#039; by one development level every 30 days, which takes 10 days to go into effect.&lt;br /&gt;
* Tiles with redstone entrances cannot be &#039;&#039;&#039;closed&#039;&#039;&#039; during battle, with exceptions dictated by the war monitor.&lt;br /&gt;
* No new tiles can be created after the nation&#039;s tilemap is verified.&lt;br /&gt;
* Tiles cannot feature excessively punishing defenses that waste player time or force impractical movement (e.g. requiring players to crouch or crawl to enter).&lt;br /&gt;
&lt;br /&gt;
== § Organizing the War ==&lt;br /&gt;
&lt;br /&gt;
Every battle on the server must occur at a time either:&lt;br /&gt;
* Agreed upon by both sides of the war, or&lt;br /&gt;
* Appointed by staff if no agreement can be reached.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;first battle of the war&#039;&#039;&#039; must take place within &#039;&#039;&#039;10 days&#039;&#039;&#039; of the war declaration, and subsequent battles must take place no later than &#039;&#039;&#039;10 days&#039;&#039;&#039; after. Purposefully delaying battles or neglecting to respond to scheduling attempts may result in &#039;&#039;&#039;disqualification from the war&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== War Monitors ===&lt;br /&gt;
Each war must have at least &#039;&#039;&#039;one war monitor&#039;&#039;&#039;. This individual may be:&lt;br /&gt;
* Appointed by mutual agreement between all warring sides, or&lt;br /&gt;
* Assigned by staff if no consensus is reached.&lt;br /&gt;
&lt;br /&gt;
The war monitor&#039;s responsibilities include:&lt;br /&gt;
* Ruling on disputes and edge cases during the war.&lt;br /&gt;
* Spectating battles to ensure fair play.&lt;br /&gt;
* Disqualifying players who violate war rules.&lt;br /&gt;
* Officially starting and ending each battle.&lt;br /&gt;
&lt;br /&gt;
=== Fighter lists ===&lt;br /&gt;
All participating nations must privately send a list of their fighters to the war monitor &#039;&#039;&#039;before the battle begins&#039;&#039;&#039;. This list must remain consistent unless a player is permanently removed or replaced with permission from the monitor.&lt;br /&gt;
&lt;br /&gt;
== § Initiative ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; represents the momentum of a war. Initiative is used to decide the location of the next battle.&lt;br /&gt;
&lt;br /&gt;
At the start of the war, the attacker receives the &#039;&#039;&#039;odd initiative&#039;&#039;&#039; and the defender receives the &#039;&#039;&#039;even initiative&#039;&#039;&#039;. The &#039;&#039;&#039;odd initiative&#039;&#039;&#039; is used to declare the locations of battles 1, 3, 5, etc., while the &#039;&#039;&#039;even initiative&#039;&#039;&#039; is used to declare the locations of battles 2, 4, 6, etc.&lt;br /&gt;
&lt;br /&gt;
=== Using Initiative ===&lt;br /&gt;
&lt;br /&gt;
Initiative is spent when a side declares a battle. To declare a battle on a tile it must be either:&lt;br /&gt;
* Adjacent to your tile&lt;br /&gt;
* Adjacent to a rural tile adjacent to your tile&lt;br /&gt;
* Directly adjacent to a large waterway (ocean, lake) that a tile you hold also borders&lt;br /&gt;
The war monitor may allow additional tiles to be declared on if no tile meets the above criteria.&lt;br /&gt;
&lt;br /&gt;
If the attacker &#039;&#039;&#039;wins&#039;&#039;&#039; the battle, they &#039;&#039;&#039;occupy&#039;&#039;&#039; the tile and retain the initiative. If the attacker &#039;&#039;&#039;loses&#039;&#039;&#039;, the tile becomes &#039;&#039;&#039;controlled&#039;&#039;&#039; by the defender and the defender gains one initiative. If the battle is a &#039;&#039;&#039;draw&#039;&#039;&#039;, the tile becomes &#039;&#039;&#039;controlled&#039;&#039;&#039; by the defender, but the attacker retains the initiative.&lt;br /&gt;
&lt;br /&gt;
After a battle concludes, the holder of the other initiative must declare the next battle location &#039;&#039;&#039;within 48 hours&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If a side holds both initiatives, they have two additional options:&lt;br /&gt;
1. Declare on two tiles at once, forcing both battles to occur within the 10-day window&lt;br /&gt;
2. Unilaterally end the war. All &#039;&#039;&#039;occupied&#039;&#039;&#039; tiles become &#039;&#039;&#039;controlled&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== § How Battles are Decided ==&lt;br /&gt;
&lt;br /&gt;
Prior to the start of each battle, players will be assigned to the attacking team or defending team according to the fighter list. Also, a 32x32 area inside the tile will be selected as the capture zone. At the start of the battle, this zone will begin to glow and a bossbar will appear that is 50% filled. The defenders win if the bossbar fully fills, and the attackers win if the bossbar fully empties.&lt;br /&gt;
&lt;br /&gt;
When only one side is present in the capture area, the bossbar shifts one point in their direction each second. If both or neither are present, it will stay still. Killing an enemy fighter will shift it 30 points in your direction.&lt;br /&gt;
&lt;br /&gt;
The total size of the bossbar varies by tile type:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tile Type !! Bossbar Size !! Starting Value&lt;br /&gt;
|-&lt;br /&gt;
| Fort || 720 || 360&lt;br /&gt;
|-&lt;br /&gt;
| Urban || 720 || 360&lt;br /&gt;
|-&lt;br /&gt;
| Suburban || 600 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Rural || 360 || 180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This system is implemented using a datapack designed by _Chras.&lt;br /&gt;
&lt;br /&gt;
== § Battle Conduct &amp;amp; War Restrictions ==&lt;br /&gt;
&lt;br /&gt;
All battles have specific mechanical limitations and restrictions. All participants are expected to follow these rules to ensure fairness, clarity, and competitive integrity.&lt;br /&gt;
&lt;br /&gt;
=== Prohibited Items ===&lt;br /&gt;
The following items are strictly forbidden in all battles:&lt;br /&gt;
* Maces&lt;br /&gt;
* Ender Pearls&lt;br /&gt;
* Chorus Fruits&lt;br /&gt;
* Wind Charges&lt;br /&gt;
* End Crystals&lt;br /&gt;
* Respawn Anchors&lt;br /&gt;
* Riptide Tridents&lt;br /&gt;
* Slow-falling Arrows&lt;br /&gt;
&lt;br /&gt;
Using these items during war battles will result in immediate disqualification from the current battle and may incur further penalties from staff or the war monitor.&lt;br /&gt;
&lt;br /&gt;
=== Block Interaction Rules ===&lt;br /&gt;
Players may &#039;&#039;&#039;not place or break blocks&#039;&#039;&#039; during battle. However, there are some special cases that can be altered in the contested tile and tiles adjacent to it:&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;beds&#039;&#039;&#039; (for setting spawn)&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;shulker boxes&#039;&#039;&#039;&lt;br /&gt;
* Breaking &#039;&#039;&#039;door blocks&#039;&#039;&#039; (wooden or iron doors only — not redstone contraptions)&lt;br /&gt;
&lt;br /&gt;
The following actions are specifically forbidden:&lt;br /&gt;
* Using placed blocks to create barriers or parkour routes.&lt;br /&gt;
* Using or setting up &#039;&#039;&#039;stasis chambers&#039;&#039;&#039; or other teleportation mechanisms.&lt;br /&gt;
&lt;br /&gt;
=== Raiding Rules ===&lt;br /&gt;
Players listed on a side’s official &#039;&#039;&#039;fighter list&#039;&#039;&#039; are permitted to &#039;&#039;&#039;raid contested and occupied tiles&#039;&#039;&#039; during active battles. This includes:&lt;br /&gt;
* Looting any containers (chests, barrels, etc.)&lt;br /&gt;
* Interacting with redstone mechanisms&lt;br /&gt;
* Killing any mobs within the tile, including:&lt;br /&gt;
** Pets&lt;br /&gt;
** Villagers&lt;br /&gt;
** Livestock and other passive mobs&lt;br /&gt;
&lt;br /&gt;
These actions are only permitted within &#039;&#039;&#039;tiles that are currently being fought over and tiles deemed occupied&#039;&#039;&#039;. Raiding unrelated tiles or exploiting war permissions outside of battle zones is considered griefing and is subject to punishment.&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Rules ===&lt;br /&gt;
Due to skirmishes (fights done outside of battles) being an overall negative impact on the server and the enjoyment of the war for the playerbase, rules were made in favor of regulating these skirmishes. Any skirmish must happen in accordance with the battle conduct rules, and no skirmishes may occur inside the land of non-participating nations.&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2579</id>
		<title>War Rules</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2579"/>
		<updated>2025-05-22T02:21:00Z</updated>

		<summary type="html">&lt;p&gt;BCA: /* § Initiative */&lt;/p&gt;
&lt;hr /&gt;
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&#039;&#039;&#039;War&#039;&#039;&#039; on CinderCivs utilizes a special set of rules as to allow for a dynamic progression that corresponds to roleplay and fair combat. The war system is designed to emulate a strategy game layout with arranged battles happening over tiles of various levels of development. &lt;br /&gt;
&lt;br /&gt;
== § Declaring War ==&lt;br /&gt;
&lt;br /&gt;
Wars can occur between nations with at least &#039;&#039;&#039;one urban tile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In order to declare a war, the &#039;&#039;&#039;attacking nation&#039;&#039;&#039; must provide the following:&lt;br /&gt;
* The &#039;&#039;&#039;general area&#039;&#039;&#039; they intend to attack (e.g. a region or town).&lt;br /&gt;
* A &#039;&#039;&#039;tilemap&#039;&#039;&#039; clearly showing their current territories relevant for the war.&lt;br /&gt;
&lt;br /&gt;
The area declared to be under attack go from &#039;&#039;&#039;Controlled&#039;&#039;&#039; to &#039;&#039;&#039;Contested&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once war is declared, the &#039;&#039;&#039;defending nation&#039;&#039;&#039; must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; within one week. If neither side submits the required information within this timeframe, the war is &#039;&#039;&#039;cancelled&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;only one side complies&#039;&#039;&#039;, the staff team may intervene and &#039;&#039;&#039;force a battle&#039;&#039;&#039; to occur to the &#039;&#039;&#039;compliant party’s advantage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Third parties (including allies) must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; with at least one urban tile before being allowed to join the war.&lt;br /&gt;
&lt;br /&gt;
== § Tiles and Tilemaps ==&lt;br /&gt;
&lt;br /&gt;
The entire field of war is divided into distinct &#039;&#039;&#039;tiles&#039;&#039;&#039;. Tiles vary based on their &#039;&#039;&#039;status&#039;&#039;&#039; and their level of &#039;&#039;&#039;development&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Tile Status ===&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039; – The default state of a tile where no war actions have taken place; all is fair, anything may be built.&lt;br /&gt;
* &#039;&#039;&#039;Contested&#039;&#039;&#039; – A battle is declared over such tile. Only minor alterations (such as decorations) and specific defenses (e.g. trench lines, campsites as acknowledged by the war monitor) are allowed.&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039; – A contested tile that has switched ownership. After 7 days in this state, the tile automatically reverts to Controlled.&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039; – Urban tiles that, while &amp;quot;controlled&amp;quot; by one side, are disconnected from areas of player activity and cannot be used as spawnpoints for attacks.&lt;br /&gt;
&lt;br /&gt;
=== Tile Development ===&lt;br /&gt;
Tiles are also classified by their development level:&lt;br /&gt;
* &#039;&#039;&#039;Fort&#039;&#039;&#039; – An urban tile fortified with walls and piston doors (minimum 3x3) as defined entrances.&lt;br /&gt;
* &#039;&#039;&#039;Urban&#039;&#039;&#039; – Major cities, large towns, or city districts.&lt;br /&gt;
* &#039;&#039;&#039;Suburban&#039;&#039;&#039; – Outskirts of cities, villages, or areas with moderate development.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; – Areas between tiles, with minimal development.&lt;br /&gt;
&lt;br /&gt;
=== Fort Rules ===&lt;br /&gt;
&#039;&#039;&#039;Forts&#039;&#039;&#039; can be either &#039;&#039;&#039;open&#039;&#039;&#039; or &#039;&#039;&#039;closed&#039;&#039;&#039;. &#039;&#039;&#039;Closed&#039;&#039;&#039; forts cannot be captured in a single battle. Instead, forts can be &#039;&#039;&#039;forcibly opened&#039;&#039;&#039; by winning a separate battle over an entrance. Note that such a battle does not result in any territorial gain.&lt;br /&gt;
&lt;br /&gt;
* All forts start &#039;&#039;&#039;closed&#039;&#039;&#039;.&lt;br /&gt;
* You cannot use &#039;&#039;&#039;closed&#039;&#039;&#039; forts as a spawn point unless the fort itself is under attack.&lt;br /&gt;
* Forts can be &#039;&#039;&#039;opened&#039;&#039;&#039; at any time, but this must be announced publicly.&lt;br /&gt;
* To &#039;&#039;&#039;close&#039;&#039;&#039; a fort, you must first announce your intention to do so. After two battles, it will become &#039;&#039;&#039;closed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Additional Rules ===&lt;br /&gt;
* Every participant must be a member of a party &#039;&#039;&#039;at war&#039;&#039;&#039; and must start each battle in an urban tile of their party.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; tiles cannot be attacked if they border a fort.&lt;br /&gt;
* Tiles can be &#039;&#039;&#039;upgraded&#039;&#039;&#039; by one development level every 30 days, which takes 10 days to go into effect.&lt;br /&gt;
* Tiles with redstone entrances cannot be &#039;&#039;&#039;closed&#039;&#039;&#039; during battle, with exceptions dictated by the war monitor.&lt;br /&gt;
* No new tiles can be created after the nation&#039;s tilemap is verified.&lt;br /&gt;
* Tiles cannot feature excessively punishing defenses that waste player time or force impractical movement (e.g. requiring players to crouch or crawl to enter).&lt;br /&gt;
&lt;br /&gt;
== § Organizing the War ==&lt;br /&gt;
&lt;br /&gt;
Every battle on the server must occur at a time either:&lt;br /&gt;
* Agreed upon by both sides of the war, or&lt;br /&gt;
* Appointed by staff if no agreement can be reached.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;first battle of the war&#039;&#039;&#039; must take place within &#039;&#039;&#039;10 days&#039;&#039;&#039; of the war declaration, and subsequent battles must take place no later than &#039;&#039;&#039;10 days&#039;&#039;&#039; after. Purposefully delaying battles or neglecting to respond to scheduling attempts may result in &#039;&#039;&#039;disqualification from the war&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== War Monitors ===&lt;br /&gt;
Each war must have at least &#039;&#039;&#039;one war monitor&#039;&#039;&#039;. This individual may be:&lt;br /&gt;
* Appointed by mutual agreement between all warring sides, or&lt;br /&gt;
* Assigned by staff if no consensus is reached.&lt;br /&gt;
&lt;br /&gt;
The war monitor&#039;s responsibilities include:&lt;br /&gt;
* Ruling on disputes and edge cases during the war.&lt;br /&gt;
* Spectating battles to ensure fair play.&lt;br /&gt;
* Disqualifying players who violate war rules.&lt;br /&gt;
* Officially starting and ending each battle.&lt;br /&gt;
&lt;br /&gt;
=== Fighter lists ===&lt;br /&gt;
All participating nations must privately send a list of their fighters to the war monitor &#039;&#039;&#039;before the battle begins&#039;&#039;&#039;. This list must remain consistent unless a player is permanently removed or replaced with permission from the monitor.&lt;br /&gt;
&lt;br /&gt;
== § Initiative ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; represents the momentum of a war. Initiative is used to decide the location of the next battle.&lt;br /&gt;
&lt;br /&gt;
At the start of the war, the attacker receives the &#039;&#039;&#039;odd initiative&#039;&#039;&#039; and the defender receives the &#039;&#039;&#039;even initiative&#039;&#039;&#039;. The &#039;&#039;&#039;odd initiative&#039;&#039;&#039; is used to declare the locations of battles 1, 3, 5, etc., while the &#039;&#039;&#039;even initiative&#039;&#039;&#039; is used to declare the locations of battles 2, 4, 6, etc.&lt;br /&gt;
&lt;br /&gt;
=== Using Initiative ===&lt;br /&gt;
&lt;br /&gt;
Initiative is spent when a side declares a battle. To declare a battle on a tile it must be either:&lt;br /&gt;
* Adjacent to your tile&lt;br /&gt;
* Adjacent to a rural tile adjacent to your tile&lt;br /&gt;
* Directly adjacent to a large waterway (ocean, lake) that a tile you hold also borders&lt;br /&gt;
The war monitor may allow additional tiles to be declared on if no tile meets the above criteria.&lt;br /&gt;
&lt;br /&gt;
If the attacker &#039;&#039;&#039;wins&#039;&#039;&#039; the battle, they &#039;&#039;&#039;occupy&#039;&#039;&#039; the tile and retain the initiative. If the attacker &#039;&#039;&#039;loses&#039;&#039;&#039;, the tile becomes &#039;&#039;&#039;controlled&#039;&#039;&#039; by the defender and the defender gains one initiative. If the battle is a &#039;&#039;&#039;draw&#039;&#039;&#039;, the tile becomes &#039;&#039;&#039;controlled&#039;&#039;&#039; by the defender, but the attacker retains the initiative.&lt;br /&gt;
&lt;br /&gt;
After a battle concludes, the holder of the other initiative must declare the next battle location &#039;&#039;&#039;within 48 hours&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If a side holds both initiatives, they have two additional options:&lt;br /&gt;
1. Declare on two tiles at once, forcing both battles to occur within the 10-day window&lt;br /&gt;
2. Unilaterally end the war. All &#039;&#039;&#039;occupied&#039;&#039;&#039; tiles become &#039;&#039;&#039;controlled&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== § How Battles are Decided ==&lt;br /&gt;
&lt;br /&gt;
Prior to the start of each battle, players will be assigned to the attacking team or defending team according to the fighter list. Also, a 32x32 area inside the tile will be selected as the capture zone. At the start of the battle, this zone will begin to glow and a bossbar will appear that is 50% filled. The defenders win if the bossbar fully fills, and the attackers win if the bossbar fully empties.&lt;br /&gt;
&lt;br /&gt;
When only one side is present in the capture area, the bossbar shifts one point in their direction each second. If both or neither are present, it will stay still. Killing an enemy fighter will shift it 30 points in your direction.&lt;br /&gt;
&lt;br /&gt;
The total size of the bossbar varies by tile type:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tile Type !! Bossbar Size !! Starting Value&lt;br /&gt;
|-&lt;br /&gt;
| Fort || 720 || 360&lt;br /&gt;
|-&lt;br /&gt;
| Urban || 720 || 360&lt;br /&gt;
|-&lt;br /&gt;
| Suburban || 600 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Rural || 360 || 180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This system is implemented using a datapack designed by _Chras.&lt;br /&gt;
&lt;br /&gt;
== § Battle Conduct &amp;amp; War Restrictions ==&lt;br /&gt;
&lt;br /&gt;
All battles have specific mechanical limitations and restrictions. All participants are expected to follow these rules to ensure fairness, clarity, and competitive integrity.&lt;br /&gt;
&lt;br /&gt;
=== Prohibited Items ===&lt;br /&gt;
The following items are strictly forbidden in all battles:&lt;br /&gt;
* Maces&lt;br /&gt;
* Ender Pearls&lt;br /&gt;
* Chorus Fruits&lt;br /&gt;
* Wind Charges&lt;br /&gt;
* End Crystals&lt;br /&gt;
* Respawn Anchors&lt;br /&gt;
* Riptide Tridents&lt;br /&gt;
* Slow-falling Arrows&lt;br /&gt;
&lt;br /&gt;
Using these items during war battles will result in immediate disqualification from the current battle and may incur further penalties from staff or the war monitor.&lt;br /&gt;
&lt;br /&gt;
=== Block Interaction Rules ===&lt;br /&gt;
Players may &#039;&#039;&#039;not place or break blocks&#039;&#039;&#039; during battle. However, there are some special cases that can be altered in the contested tile and tiles adjacent to it:&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;beds&#039;&#039;&#039; (for setting spawn)&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;shulker boxes&#039;&#039;&#039;&lt;br /&gt;
* Breaking door blocks (wooden or iron doors only — not redstone contraptions)&lt;br /&gt;
&lt;br /&gt;
The following actions are specifically forbidden:&lt;br /&gt;
* Using placed blocks to create barriers or parkour routes.&lt;br /&gt;
* Using or setting up &#039;&#039;&#039;stasis chambers&#039;&#039;&#039; or other teleportation mechanisms.&lt;br /&gt;
&lt;br /&gt;
=== Raiding Rules ===&lt;br /&gt;
Players listed on a side’s official &#039;&#039;&#039;fighter list&#039;&#039;&#039; are permitted to &#039;&#039;&#039;raid contested and occupied tiles&#039;&#039;&#039; during active battles. This includes:&lt;br /&gt;
* Looting any containers (chests, barrels, etc.)&lt;br /&gt;
* Interacting with redstone mechanisms&lt;br /&gt;
* Killing any mobs within the tile, including:&lt;br /&gt;
** Pets&lt;br /&gt;
** Villagers&lt;br /&gt;
** Livestock and other passive mobs&lt;br /&gt;
&lt;br /&gt;
These actions are only permitted within &#039;&#039;&#039;tiles that are currently being fought over and tiles deemed occupied&#039;&#039;&#039;. Raiding unrelated tiles or exploiting war permissions outside of battle zones is considered griefing and is subject to punishment.&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Rules ===&lt;br /&gt;
Due to skirmishes (fights done outside of battles) being an overall negative impact on the server and the enjoyment of the war for the playerbase, rules were made in favor of regulating these skirmishes. Any skirmish must happen in accordance with the battle conduct rules, and no skirmishes may occur inside the land of non-participating nations.&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2578</id>
		<title>War Rules</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2578"/>
		<updated>2025-05-22T01:36:39Z</updated>

		<summary type="html">&lt;p&gt;BCA: /* Additional Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{&lt;br /&gt;
Navbox|title=Infopages|content=[[Main_Page|Main]] • [[CinderCivs:FAQ|FAQ]] • [[War Rules]] ([[War Rules Draft|Draft]])&lt;br /&gt;
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&amp;lt;/br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;War&#039;&#039;&#039; on CinderCivs utilizes a special set of rules as to allow for a dynamic progression that corresponds to roleplay and fair combat. The war system is designed to emulate a strategy game layout with arranged battles happening over tiles of various levels of development. &lt;br /&gt;
&lt;br /&gt;
== § Declaring War ==&lt;br /&gt;
&lt;br /&gt;
Wars can occur between nations with at least &#039;&#039;&#039;one urban tile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In order to declare a war, the &#039;&#039;&#039;attacking nation&#039;&#039;&#039; must provide the following:&lt;br /&gt;
* The &#039;&#039;&#039;general area&#039;&#039;&#039; they intend to attack (e.g. a region or town).&lt;br /&gt;
* A &#039;&#039;&#039;tilemap&#039;&#039;&#039; clearly showing their current territories relevant for the war.&lt;br /&gt;
&lt;br /&gt;
The area declared to be under attack go from &#039;&#039;&#039;Controlled&#039;&#039;&#039; to &#039;&#039;&#039;Contested&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once war is declared, the &#039;&#039;&#039;defending nation&#039;&#039;&#039; must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; within one week. If neither side submits the required information within this timeframe, the war is &#039;&#039;&#039;cancelled&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;only one side complies&#039;&#039;&#039;, the staff team may intervene and &#039;&#039;&#039;force a battle&#039;&#039;&#039; to occur to the &#039;&#039;&#039;compliant party’s advantage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Third parties (including allies) must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; with at least one urban tile before being allowed to join the war.&lt;br /&gt;
&lt;br /&gt;
== § Tiles and Tilemaps ==&lt;br /&gt;
&lt;br /&gt;
The entire field of war is divided into distinct &#039;&#039;&#039;tiles&#039;&#039;&#039;. Tiles vary based on their &#039;&#039;&#039;status&#039;&#039;&#039; and their level of &#039;&#039;&#039;development&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Tile Status ===&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039; – The default state of a tile where no war actions have taken place; all is fair, anything may be built.&lt;br /&gt;
* &#039;&#039;&#039;Contested&#039;&#039;&#039; – A battle is declared over such tile. Only minor alterations (such as decorations) and specific defenses (e.g. trench lines, campsites as acknowledged by the war monitor) are allowed.&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039; – A contested tile that has switched ownership. After 7 days in this state, the tile automatically reverts to Controlled.&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039; – Urban tiles that, while &amp;quot;controlled&amp;quot; by one side, are disconnected from areas of player activity and cannot be used as spawnpoints for attacks.&lt;br /&gt;
&lt;br /&gt;
=== Tile Development ===&lt;br /&gt;
Tiles are also classified by their development level:&lt;br /&gt;
* &#039;&#039;&#039;Fort&#039;&#039;&#039; – An urban tile fortified with walls and piston doors (minimum 3x3) as defined entrances.&lt;br /&gt;
* &#039;&#039;&#039;Urban&#039;&#039;&#039; – Major cities, large towns, or city districts.&lt;br /&gt;
* &#039;&#039;&#039;Suburban&#039;&#039;&#039; – Outskirts of cities, villages, or areas with moderate development.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; – Areas between tiles, with minimal development.&lt;br /&gt;
&lt;br /&gt;
=== Fort Rules ===&lt;br /&gt;
&#039;&#039;&#039;Forts&#039;&#039;&#039; can be either &#039;&#039;&#039;open&#039;&#039;&#039; or &#039;&#039;&#039;closed&#039;&#039;&#039;. &#039;&#039;&#039;Closed&#039;&#039;&#039; forts cannot be captured in a single battle. Instead, forts can be &#039;&#039;&#039;forcibly opened&#039;&#039;&#039; by winning a separate battle over an entrance. Note that such a battle does not result in any territorial gain.&lt;br /&gt;
&lt;br /&gt;
* All forts start &#039;&#039;&#039;closed&#039;&#039;&#039;.&lt;br /&gt;
* You cannot use &#039;&#039;&#039;closed&#039;&#039;&#039; forts as a spawn point unless the fort itself is under attack.&lt;br /&gt;
* Forts can be &#039;&#039;&#039;opened&#039;&#039;&#039; at any time, but this must be announced publicly.&lt;br /&gt;
* To &#039;&#039;&#039;close&#039;&#039;&#039; a fort, you must first announce your intention to do so. After two battles, it will become &#039;&#039;&#039;closed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Additional Rules ===&lt;br /&gt;
* Every participant must be a member of a party &#039;&#039;&#039;at war&#039;&#039;&#039; and must start each battle in an urban tile of their party.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; tiles cannot be attacked if they border a fort.&lt;br /&gt;
* Tiles can be &#039;&#039;&#039;upgraded&#039;&#039;&#039; by one development level every 30 days, which takes 10 days to go into effect.&lt;br /&gt;
* Tiles with redstone entrances cannot be &#039;&#039;&#039;closed&#039;&#039;&#039; during battle, with exceptions dictated by the war monitor.&lt;br /&gt;
* No new tiles can be created after the nation&#039;s tilemap is verified.&lt;br /&gt;
* Tiles cannot feature excessively punishing defenses that waste player time or force impractical movement (e.g. requiring players to crouch or crawl to enter).&lt;br /&gt;
&lt;br /&gt;
== § Organizing the War ==&lt;br /&gt;
&lt;br /&gt;
Every battle on the server must occur at a time either:&lt;br /&gt;
* Agreed upon by both sides of the war, or&lt;br /&gt;
* Appointed by staff if no agreement can be reached.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;first battle of the war&#039;&#039;&#039; must take place within &#039;&#039;&#039;10 days&#039;&#039;&#039; of the war declaration, and subsequent battles must take place no later than &#039;&#039;&#039;10 days&#039;&#039;&#039; after. Purposefully delaying battles or neglecting to respond to scheduling attempts may result in &#039;&#039;&#039;disqualification from the war&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== War Monitors ===&lt;br /&gt;
Each war must have at least &#039;&#039;&#039;one war monitor&#039;&#039;&#039;. This individual may be:&lt;br /&gt;
* Appointed by mutual agreement between all warring sides, or&lt;br /&gt;
* Assigned by staff if no consensus is reached.&lt;br /&gt;
&lt;br /&gt;
The war monitor&#039;s responsibilities include:&lt;br /&gt;
* Ruling on disputes and edge cases during the war.&lt;br /&gt;
* Spectating battles to ensure fair play.&lt;br /&gt;
* Disqualifying players who violate war rules.&lt;br /&gt;
* Officially starting and ending each battle.&lt;br /&gt;
&lt;br /&gt;
=== Fighter lists ===&lt;br /&gt;
All participating nations must privately send a list of their fighters to the war monitor &#039;&#039;&#039;before the battle begins&#039;&#039;&#039;. This list must remain consistent unless a player is permanently removed or replaced with permission from the monitor.&lt;br /&gt;
&lt;br /&gt;
== § Initiative ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; determines which side in a war gets to choose the location of each battle.&lt;br /&gt;
&lt;br /&gt;
At the start of the war, &#039;&#039;&#039;both sides receive 1 initiative point&#039;&#039;&#039;. The &#039;&#039;&#039;attacker goes first&#039;&#039;&#039; by default, spending their initiative to declare the first battle.&lt;br /&gt;
&lt;br /&gt;
=== What is Initiative? ===&lt;br /&gt;
Initiative represents the momentum of a war. A nation uses initiative to decide the next tile to be contested.&lt;br /&gt;
&lt;br /&gt;
Initiative is spent when a side declares a battle. If the initiating side &#039;&#039;&#039;wins&#039;&#039;&#039; the battle, they retain initiative and may declare the next one. If they &#039;&#039;&#039;lose&#039;&#039;&#039;, the initiative passes to the opposing side, who then chooses the location of the next battle.&lt;br /&gt;
&lt;br /&gt;
=== Initiative Rules ===&lt;br /&gt;
* Both sides start with 1 initiative.&lt;br /&gt;
* The attacker always spends the first initiative point.&lt;br /&gt;
* Only the side with initiative may declare battle locations.&lt;br /&gt;
* Losing a battle transfers initiative to the opposing side.&lt;br /&gt;
&lt;br /&gt;
== § Battle Conduct &amp;amp; War Restrictions ==&lt;br /&gt;
&lt;br /&gt;
All battles have specific mechanical limitations and restrictions. All participants are expected to follow these rules to ensure fairness, clarity, and competitive integrity.&lt;br /&gt;
&lt;br /&gt;
=== Prohibited Items ===&lt;br /&gt;
The following items are strictly forbidden in all battles:&lt;br /&gt;
* Maces&lt;br /&gt;
* Ender Pearls&lt;br /&gt;
* Chorus Fruits&lt;br /&gt;
* Wind Charges&lt;br /&gt;
* End Crystals&lt;br /&gt;
* Respawn Anchors&lt;br /&gt;
* Riptide Tridents&lt;br /&gt;
* Slow-falling Arrows&lt;br /&gt;
&lt;br /&gt;
Using these items during war battles will result in immediate disqualification from the current battle and may incur further penalties from staff or the war monitor.&lt;br /&gt;
&lt;br /&gt;
=== Block Interaction Rules ===&lt;br /&gt;
Players may &#039;&#039;&#039;not place or break blocks&#039;&#039;&#039; during battle. However, there are some special cases that can be altered in the contested tile and tiles adjacent to it:&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;beds&#039;&#039;&#039; (for setting spawn)&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;shulker boxes&#039;&#039;&#039;&lt;br /&gt;
* Breaking door blocks (wooden or iron doors only — not redstone contraptions)&lt;br /&gt;
&lt;br /&gt;
The following actions are specifically forbidden:&lt;br /&gt;
* Using placed blocks to create barriers or parkour routes.&lt;br /&gt;
* Using or setting up &#039;&#039;&#039;stasis chambers&#039;&#039;&#039; or other teleportation mechanisms.&lt;br /&gt;
&lt;br /&gt;
=== Raiding Rules ===&lt;br /&gt;
Players listed on a side’s official &#039;&#039;&#039;fighter list&#039;&#039;&#039; are permitted to &#039;&#039;&#039;raid contested and occupied tiles&#039;&#039;&#039; during active battles. This includes:&lt;br /&gt;
* Looting any containers (chests, barrels, etc.)&lt;br /&gt;
* Interacting with redstone mechanisms&lt;br /&gt;
* Killing any mobs within the tile, including:&lt;br /&gt;
** Pets&lt;br /&gt;
** Villagers&lt;br /&gt;
** Livestock and other passive mobs&lt;br /&gt;
&lt;br /&gt;
These actions are only permitted within &#039;&#039;&#039;tiles that are currently being fought over and tiles deemed occupied&#039;&#039;&#039;. Raiding unrelated tiles or exploiting war permissions outside of battle zones is considered griefing and is subject to punishment.&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Rules ===&lt;br /&gt;
Due to skirmishes (fights done outside of battles) being an overall negative impact on the server and the enjoyment of the war for the playerbase, rules were made in favor of regulating these skirmishes. Any skirmish must happen in accordance with the battle conduct rules, and no skirmishes may occur inside the land of non-participating nations.&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2577</id>
		<title>War Rules</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2577"/>
		<updated>2025-05-22T01:36:04Z</updated>

		<summary type="html">&lt;p&gt;BCA: /* Additional Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{&lt;br /&gt;
Navbox|title=Infopages|content=[[Main_Page|Main]] • [[CinderCivs:FAQ|FAQ]] • [[War Rules]] ([[War Rules Draft|Draft]])&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;display:inline-block; float:center;&amp;quot;&amp;gt; __TOC__ &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;War&#039;&#039;&#039; on CinderCivs utilizes a special set of rules as to allow for a dynamic progression that corresponds to roleplay and fair combat. The war system is designed to emulate a strategy game layout with arranged battles happening over tiles of various levels of development. &lt;br /&gt;
&lt;br /&gt;
== § Declaring War ==&lt;br /&gt;
&lt;br /&gt;
Wars can occur between nations with at least &#039;&#039;&#039;one urban tile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In order to declare a war, the &#039;&#039;&#039;attacking nation&#039;&#039;&#039; must provide the following:&lt;br /&gt;
* The &#039;&#039;&#039;general area&#039;&#039;&#039; they intend to attack (e.g. a region or town).&lt;br /&gt;
* A &#039;&#039;&#039;tilemap&#039;&#039;&#039; clearly showing their current territories relevant for the war.&lt;br /&gt;
&lt;br /&gt;
The area declared to be under attack go from &#039;&#039;&#039;Controlled&#039;&#039;&#039; to &#039;&#039;&#039;Contested&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once war is declared, the &#039;&#039;&#039;defending nation&#039;&#039;&#039; must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; within one week. If neither side submits the required information within this timeframe, the war is &#039;&#039;&#039;cancelled&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;only one side complies&#039;&#039;&#039;, the staff team may intervene and &#039;&#039;&#039;force a battle&#039;&#039;&#039; to occur to the &#039;&#039;&#039;compliant party’s advantage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Third parties (including allies) must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; with at least one urban tile before being allowed to join the war.&lt;br /&gt;
&lt;br /&gt;
== § Tiles and Tilemaps ==&lt;br /&gt;
&lt;br /&gt;
The entire field of war is divided into distinct &#039;&#039;&#039;tiles&#039;&#039;&#039;. Tiles vary based on their &#039;&#039;&#039;status&#039;&#039;&#039; and their level of &#039;&#039;&#039;development&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Tile Status ===&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039; – The default state of a tile where no war actions have taken place; all is fair, anything may be built.&lt;br /&gt;
* &#039;&#039;&#039;Contested&#039;&#039;&#039; – A battle is declared over such tile. Only minor alterations (such as decorations) and specific defenses (e.g. trench lines, campsites as acknowledged by the war monitor) are allowed.&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039; – A contested tile that has switched ownership. After 7 days in this state, the tile automatically reverts to Controlled.&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039; – Urban tiles that, while &amp;quot;controlled&amp;quot; by one side, are disconnected from areas of player activity and cannot be used as spawnpoints for attacks.&lt;br /&gt;
&lt;br /&gt;
=== Tile Development ===&lt;br /&gt;
Tiles are also classified by their development level:&lt;br /&gt;
* &#039;&#039;&#039;Fort&#039;&#039;&#039; – An urban tile fortified with walls and piston doors (minimum 3x3) as defined entrances.&lt;br /&gt;
* &#039;&#039;&#039;Urban&#039;&#039;&#039; – Major cities, large towns, or city districts.&lt;br /&gt;
* &#039;&#039;&#039;Suburban&#039;&#039;&#039; – Outskirts of cities, villages, or areas with moderate development.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; – Areas between tiles, with minimal development.&lt;br /&gt;
&lt;br /&gt;
=== Fort Rules ===&lt;br /&gt;
&#039;&#039;&#039;Forts&#039;&#039;&#039; can be either &#039;&#039;&#039;open&#039;&#039;&#039; or &#039;&#039;&#039;closed&#039;&#039;&#039;. &#039;&#039;&#039;Closed&#039;&#039;&#039; forts cannot be captured in a single battle. Instead, forts can be &#039;&#039;&#039;forcibly opened&#039;&#039;&#039; by winning a separate battle over an entrance. Note that such a battle does not result in any territorial gain.&lt;br /&gt;
&lt;br /&gt;
* All forts start &#039;&#039;&#039;closed&#039;&#039;&#039;.&lt;br /&gt;
* You cannot use &#039;&#039;&#039;closed&#039;&#039;&#039; forts as a spawn point unless the fort itself is under attack.&lt;br /&gt;
* Forts can be &#039;&#039;&#039;opened&#039;&#039;&#039; at any time, but this must be announced publicly.&lt;br /&gt;
* To &#039;&#039;&#039;close&#039;&#039;&#039; a fort, you must first announce your intention to do so. After two battles, it will become &#039;&#039;&#039;closed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Additional Rules ===&lt;br /&gt;
* Every participant must be a member of a faction (i.e. nation, corporation, &#039;&#039;not&#039;&#039; alliance) &#039;&#039;&#039;at war&#039;&#039;&#039; and must start each battle in an urban tile of their faction.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; tiles cannot be attacked if they border a fort.&lt;br /&gt;
* Tiles can be &#039;&#039;&#039;upgraded&#039;&#039;&#039; by one development level every 30 days, which takes 10 days to go into effect.&lt;br /&gt;
* Tiles with redstone entrances cannot be &#039;&#039;&#039;closed&#039;&#039;&#039; during battle, with exceptions dictated by the war monitor.&lt;br /&gt;
* No new tiles can be created after the nation&#039;s tilemap is verified.&lt;br /&gt;
* Tiles cannot feature excessively punishing defenses that waste player time or force impractical movement (e.g. requiring players to crouch or crawl to enter).&lt;br /&gt;
&lt;br /&gt;
== § Organizing the War ==&lt;br /&gt;
&lt;br /&gt;
Every battle on the server must occur at a time either:&lt;br /&gt;
* Agreed upon by both sides of the war, or&lt;br /&gt;
* Appointed by staff if no agreement can be reached.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;first battle of the war&#039;&#039;&#039; must take place within &#039;&#039;&#039;10 days&#039;&#039;&#039; of the war declaration, and subsequent battles must take place no later than &#039;&#039;&#039;10 days&#039;&#039;&#039; after. Purposefully delaying battles or neglecting to respond to scheduling attempts may result in &#039;&#039;&#039;disqualification from the war&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== War Monitors ===&lt;br /&gt;
Each war must have at least &#039;&#039;&#039;one war monitor&#039;&#039;&#039;. This individual may be:&lt;br /&gt;
* Appointed by mutual agreement between all warring sides, or&lt;br /&gt;
* Assigned by staff if no consensus is reached.&lt;br /&gt;
&lt;br /&gt;
The war monitor&#039;s responsibilities include:&lt;br /&gt;
* Ruling on disputes and edge cases during the war.&lt;br /&gt;
* Spectating battles to ensure fair play.&lt;br /&gt;
* Disqualifying players who violate war rules.&lt;br /&gt;
* Officially starting and ending each battle.&lt;br /&gt;
&lt;br /&gt;
=== Fighter lists ===&lt;br /&gt;
All participating nations must privately send a list of their fighters to the war monitor &#039;&#039;&#039;before the battle begins&#039;&#039;&#039;. This list must remain consistent unless a player is permanently removed or replaced with permission from the monitor.&lt;br /&gt;
&lt;br /&gt;
== § Initiative ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; determines which side in a war gets to choose the location of each battle.&lt;br /&gt;
&lt;br /&gt;
At the start of the war, &#039;&#039;&#039;both sides receive 1 initiative point&#039;&#039;&#039;. The &#039;&#039;&#039;attacker goes first&#039;&#039;&#039; by default, spending their initiative to declare the first battle.&lt;br /&gt;
&lt;br /&gt;
=== What is Initiative? ===&lt;br /&gt;
Initiative represents the momentum of a war. A nation uses initiative to decide the next tile to be contested.&lt;br /&gt;
&lt;br /&gt;
Initiative is spent when a side declares a battle. If the initiating side &#039;&#039;&#039;wins&#039;&#039;&#039; the battle, they retain initiative and may declare the next one. If they &#039;&#039;&#039;lose&#039;&#039;&#039;, the initiative passes to the opposing side, who then chooses the location of the next battle.&lt;br /&gt;
&lt;br /&gt;
=== Initiative Rules ===&lt;br /&gt;
* Both sides start with 1 initiative.&lt;br /&gt;
* The attacker always spends the first initiative point.&lt;br /&gt;
* Only the side with initiative may declare battle locations.&lt;br /&gt;
* Losing a battle transfers initiative to the opposing side.&lt;br /&gt;
&lt;br /&gt;
== § Battle Conduct &amp;amp; War Restrictions ==&lt;br /&gt;
&lt;br /&gt;
All battles have specific mechanical limitations and restrictions. All participants are expected to follow these rules to ensure fairness, clarity, and competitive integrity.&lt;br /&gt;
&lt;br /&gt;
=== Prohibited Items ===&lt;br /&gt;
The following items are strictly forbidden in all battles:&lt;br /&gt;
* Maces&lt;br /&gt;
* Ender Pearls&lt;br /&gt;
* Chorus Fruits&lt;br /&gt;
* Wind Charges&lt;br /&gt;
* End Crystals&lt;br /&gt;
* Respawn Anchors&lt;br /&gt;
* Riptide Tridents&lt;br /&gt;
* Slow-falling Arrows&lt;br /&gt;
&lt;br /&gt;
Using these items during war battles will result in immediate disqualification from the current battle and may incur further penalties from staff or the war monitor.&lt;br /&gt;
&lt;br /&gt;
=== Block Interaction Rules ===&lt;br /&gt;
Players may &#039;&#039;&#039;not place or break blocks&#039;&#039;&#039; during battle. However, there are some special cases that can be altered in the contested tile and tiles adjacent to it:&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;beds&#039;&#039;&#039; (for setting spawn)&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;shulker boxes&#039;&#039;&#039;&lt;br /&gt;
* Breaking door blocks (wooden or iron doors only — not redstone contraptions)&lt;br /&gt;
&lt;br /&gt;
The following actions are specifically forbidden:&lt;br /&gt;
* Using placed blocks to create barriers or parkour routes.&lt;br /&gt;
* Using or setting up &#039;&#039;&#039;stasis chambers&#039;&#039;&#039; or other teleportation mechanisms.&lt;br /&gt;
&lt;br /&gt;
=== Raiding Rules ===&lt;br /&gt;
Players listed on a side’s official &#039;&#039;&#039;fighter list&#039;&#039;&#039; are permitted to &#039;&#039;&#039;raid contested and occupied tiles&#039;&#039;&#039; during active battles. This includes:&lt;br /&gt;
* Looting any containers (chests, barrels, etc.)&lt;br /&gt;
* Interacting with redstone mechanisms&lt;br /&gt;
* Killing any mobs within the tile, including:&lt;br /&gt;
** Pets&lt;br /&gt;
** Villagers&lt;br /&gt;
** Livestock and other passive mobs&lt;br /&gt;
&lt;br /&gt;
These actions are only permitted within &#039;&#039;&#039;tiles that are currently being fought over and tiles deemed occupied&#039;&#039;&#039;. Raiding unrelated tiles or exploiting war permissions outside of battle zones is considered griefing and is subject to punishment.&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Rules ===&lt;br /&gt;
Due to skirmishes (fights done outside of battles) being an overall negative impact on the server and the enjoyment of the war for the playerbase, rules were made in favor of regulating these skirmishes. Any skirmish must happen in accordance with the battle conduct rules, and no skirmishes may occur inside the land of non-participating nations.&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2576</id>
		<title>War Rules</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2576"/>
		<updated>2025-05-22T01:33:56Z</updated>

		<summary type="html">&lt;p&gt;BCA: /* Fort Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{&lt;br /&gt;
Navbox|title=Infopages|content=[[Main_Page|Main]] • [[CinderCivs:FAQ|FAQ]] • [[War Rules]] ([[War Rules Draft|Draft]])&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;display:inline-block; float:center;&amp;quot;&amp;gt; __TOC__ &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;War&#039;&#039;&#039; on CinderCivs utilizes a special set of rules as to allow for a dynamic progression that corresponds to roleplay and fair combat. The war system is designed to emulate a strategy game layout with arranged battles happening over tiles of various levels of development. &lt;br /&gt;
&lt;br /&gt;
== § Declaring War ==&lt;br /&gt;
&lt;br /&gt;
Wars can occur between nations with at least &#039;&#039;&#039;one urban tile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In order to declare a war, the &#039;&#039;&#039;attacking nation&#039;&#039;&#039; must provide the following:&lt;br /&gt;
* The &#039;&#039;&#039;general area&#039;&#039;&#039; they intend to attack (e.g. a region or town).&lt;br /&gt;
* A &#039;&#039;&#039;tilemap&#039;&#039;&#039; clearly showing their current territories relevant for the war.&lt;br /&gt;
&lt;br /&gt;
The area declared to be under attack go from &#039;&#039;&#039;Controlled&#039;&#039;&#039; to &#039;&#039;&#039;Contested&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once war is declared, the &#039;&#039;&#039;defending nation&#039;&#039;&#039; must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; within one week. If neither side submits the required information within this timeframe, the war is &#039;&#039;&#039;cancelled&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;only one side complies&#039;&#039;&#039;, the staff team may intervene and &#039;&#039;&#039;force a battle&#039;&#039;&#039; to occur to the &#039;&#039;&#039;compliant party’s advantage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Third parties (including allies) must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; with at least one urban tile before being allowed to join the war.&lt;br /&gt;
&lt;br /&gt;
== § Tiles and Tilemaps ==&lt;br /&gt;
&lt;br /&gt;
The entire field of war is divided into distinct &#039;&#039;&#039;tiles&#039;&#039;&#039;. Tiles vary based on their &#039;&#039;&#039;status&#039;&#039;&#039; and their level of &#039;&#039;&#039;development&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Tile Status ===&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039; – The default state of a tile where no war actions have taken place; all is fair, anything may be built.&lt;br /&gt;
* &#039;&#039;&#039;Contested&#039;&#039;&#039; – A battle is declared over such tile. Only minor alterations (such as decorations) and specific defenses (e.g. trench lines, campsites as acknowledged by the war monitor) are allowed.&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039; – A contested tile that has switched ownership. After 7 days in this state, the tile automatically reverts to Controlled.&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039; – Urban tiles that, while &amp;quot;controlled&amp;quot; by one side, are disconnected from areas of player activity and cannot be used as spawnpoints for attacks.&lt;br /&gt;
&lt;br /&gt;
=== Tile Development ===&lt;br /&gt;
Tiles are also classified by their development level:&lt;br /&gt;
* &#039;&#039;&#039;Fort&#039;&#039;&#039; – An urban tile fortified with walls and piston doors (minimum 3x3) as defined entrances.&lt;br /&gt;
* &#039;&#039;&#039;Urban&#039;&#039;&#039; – Major cities, large towns, or city districts.&lt;br /&gt;
* &#039;&#039;&#039;Suburban&#039;&#039;&#039; – Outskirts of cities, villages, or areas with moderate development.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; – Areas between tiles, with minimal development.&lt;br /&gt;
&lt;br /&gt;
=== Fort Rules ===&lt;br /&gt;
&#039;&#039;&#039;Forts&#039;&#039;&#039; can be either &#039;&#039;&#039;open&#039;&#039;&#039; or &#039;&#039;&#039;closed&#039;&#039;&#039;. &#039;&#039;&#039;Closed&#039;&#039;&#039; forts cannot be captured in a single battle. Instead, forts can be &#039;&#039;&#039;forcibly opened&#039;&#039;&#039; by winning a separate battle over an entrance. Note that such a battle does not result in any territorial gain.&lt;br /&gt;
&lt;br /&gt;
* All forts start &#039;&#039;&#039;closed&#039;&#039;&#039;.&lt;br /&gt;
* You cannot use &#039;&#039;&#039;closed&#039;&#039;&#039; forts as a spawn point unless the fort itself is under attack.&lt;br /&gt;
* Forts can be &#039;&#039;&#039;opened&#039;&#039;&#039; at any time, but this must be announced publicly.&lt;br /&gt;
* To &#039;&#039;&#039;close&#039;&#039;&#039; a fort, you must first announce your intention to do so. After two battles, it will become &#039;&#039;&#039;closed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Additional Rules ===&lt;br /&gt;
* Every participant must be a member of a nation &#039;&#039;&#039;at war&#039;&#039;&#039; and must start each battle in an urban tile of their nation.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; tiles cannot be attacked if they border a fort.&lt;br /&gt;
* Tiles can be &#039;&#039;&#039;upgraded&#039;&#039;&#039; by one development level every 30 days, which takes 10 days to go into effect.&lt;br /&gt;
* Tiles with redstone entrances cannot be &#039;&#039;&#039;closed&#039;&#039;&#039; during battle, with exceptions dictated by the war monitor.&lt;br /&gt;
* No new tiles can be created after the nation&#039;s tilemap is verified.&lt;br /&gt;
* Tiles cannot feature excessively punishing defenses that waste player time or force impractical movement (e.g. requiring players to crouch or crawl to enter).&lt;br /&gt;
&lt;br /&gt;
== § Organizing the War ==&lt;br /&gt;
&lt;br /&gt;
Every battle on the server must occur at a time either:&lt;br /&gt;
* Agreed upon by both sides of the war, or&lt;br /&gt;
* Appointed by staff if no agreement can be reached.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;first battle of the war&#039;&#039;&#039; must take place within &#039;&#039;&#039;10 days&#039;&#039;&#039; of the war declaration, and subsequent battles must take place no later than &#039;&#039;&#039;10 days&#039;&#039;&#039; after. Purposefully delaying battles or neglecting to respond to scheduling attempts may result in &#039;&#039;&#039;disqualification from the war&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== War Monitors ===&lt;br /&gt;
Each war must have at least &#039;&#039;&#039;one war monitor&#039;&#039;&#039;. This individual may be:&lt;br /&gt;
* Appointed by mutual agreement between all warring sides, or&lt;br /&gt;
* Assigned by staff if no consensus is reached.&lt;br /&gt;
&lt;br /&gt;
The war monitor&#039;s responsibilities include:&lt;br /&gt;
* Ruling on disputes and edge cases during the war.&lt;br /&gt;
* Spectating battles to ensure fair play.&lt;br /&gt;
* Disqualifying players who violate war rules.&lt;br /&gt;
* Officially starting and ending each battle.&lt;br /&gt;
&lt;br /&gt;
=== Fighter lists ===&lt;br /&gt;
All participating nations must privately send a list of their fighters to the war monitor &#039;&#039;&#039;before the battle begins&#039;&#039;&#039;. This list must remain consistent unless a player is permanently removed or replaced with permission from the monitor.&lt;br /&gt;
&lt;br /&gt;
== § Initiative ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; determines which side in a war gets to choose the location of each battle.&lt;br /&gt;
&lt;br /&gt;
At the start of the war, &#039;&#039;&#039;both sides receive 1 initiative point&#039;&#039;&#039;. The &#039;&#039;&#039;attacker goes first&#039;&#039;&#039; by default, spending their initiative to declare the first battle.&lt;br /&gt;
&lt;br /&gt;
=== What is Initiative? ===&lt;br /&gt;
Initiative represents the momentum of a war. A nation uses initiative to decide the next tile to be contested.&lt;br /&gt;
&lt;br /&gt;
Initiative is spent when a side declares a battle. If the initiating side &#039;&#039;&#039;wins&#039;&#039;&#039; the battle, they retain initiative and may declare the next one. If they &#039;&#039;&#039;lose&#039;&#039;&#039;, the initiative passes to the opposing side, who then chooses the location of the next battle.&lt;br /&gt;
&lt;br /&gt;
=== Initiative Rules ===&lt;br /&gt;
* Both sides start with 1 initiative.&lt;br /&gt;
* The attacker always spends the first initiative point.&lt;br /&gt;
* Only the side with initiative may declare battle locations.&lt;br /&gt;
* Losing a battle transfers initiative to the opposing side.&lt;br /&gt;
&lt;br /&gt;
== § Battle Conduct &amp;amp; War Restrictions ==&lt;br /&gt;
&lt;br /&gt;
All battles have specific mechanical limitations and restrictions. All participants are expected to follow these rules to ensure fairness, clarity, and competitive integrity.&lt;br /&gt;
&lt;br /&gt;
=== Prohibited Items ===&lt;br /&gt;
The following items are strictly forbidden in all battles:&lt;br /&gt;
* Maces&lt;br /&gt;
* Ender Pearls&lt;br /&gt;
* Chorus Fruits&lt;br /&gt;
* Wind Charges&lt;br /&gt;
* End Crystals&lt;br /&gt;
* Respawn Anchors&lt;br /&gt;
* Riptide Tridents&lt;br /&gt;
* Slow-falling Arrows&lt;br /&gt;
&lt;br /&gt;
Using these items during war battles will result in immediate disqualification from the current battle and may incur further penalties from staff or the war monitor.&lt;br /&gt;
&lt;br /&gt;
=== Block Interaction Rules ===&lt;br /&gt;
Players may &#039;&#039;&#039;not place or break blocks&#039;&#039;&#039; during battle. However, there are some special cases that can be altered in the contested tile and tiles adjacent to it:&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;beds&#039;&#039;&#039; (for setting spawn)&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;shulker boxes&#039;&#039;&#039;&lt;br /&gt;
* Breaking door blocks (wooden or iron doors only — not redstone contraptions)&lt;br /&gt;
&lt;br /&gt;
The following actions are specifically forbidden:&lt;br /&gt;
* Using placed blocks to create barriers or parkour routes.&lt;br /&gt;
* Using or setting up &#039;&#039;&#039;stasis chambers&#039;&#039;&#039; or other teleportation mechanisms.&lt;br /&gt;
&lt;br /&gt;
=== Raiding Rules ===&lt;br /&gt;
Players listed on a side’s official &#039;&#039;&#039;fighter list&#039;&#039;&#039; are permitted to &#039;&#039;&#039;raid contested and occupied tiles&#039;&#039;&#039; during active battles. This includes:&lt;br /&gt;
* Looting any containers (chests, barrels, etc.)&lt;br /&gt;
* Interacting with redstone mechanisms&lt;br /&gt;
* Killing any mobs within the tile, including:&lt;br /&gt;
** Pets&lt;br /&gt;
** Villagers&lt;br /&gt;
** Livestock and other passive mobs&lt;br /&gt;
&lt;br /&gt;
These actions are only permitted within &#039;&#039;&#039;tiles that are currently being fought over and tiles deemed occupied&#039;&#039;&#039;. Raiding unrelated tiles or exploiting war permissions outside of battle zones is considered griefing and is subject to punishment.&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Rules ===&lt;br /&gt;
Due to skirmishes (fights done outside of battles) being an overall negative impact on the server and the enjoyment of the war for the playerbase, rules were made in favor of regulating these skirmishes. Any skirmish must happen in accordance with the battle conduct rules, and no skirmishes may occur inside the land of non-participating nations.&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2575</id>
		<title>War Rules</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2575"/>
		<updated>2025-05-22T01:33:00Z</updated>

		<summary type="html">&lt;p&gt;BCA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{&lt;br /&gt;
Navbox|title=Infopages|content=[[Main_Page|Main]] • [[CinderCivs:FAQ|FAQ]] • [[War Rules]] ([[War Rules Draft|Draft]])&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;display:inline-block; float:center;&amp;quot;&amp;gt; __TOC__ &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;War&#039;&#039;&#039; on CinderCivs utilizes a special set of rules as to allow for a dynamic progression that corresponds to roleplay and fair combat. The war system is designed to emulate a strategy game layout with arranged battles happening over tiles of various levels of development. &lt;br /&gt;
&lt;br /&gt;
== § Declaring War ==&lt;br /&gt;
&lt;br /&gt;
Wars can occur between nations with at least &#039;&#039;&#039;one urban tile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In order to declare a war, the &#039;&#039;&#039;attacking nation&#039;&#039;&#039; must provide the following:&lt;br /&gt;
* The &#039;&#039;&#039;general area&#039;&#039;&#039; they intend to attack (e.g. a region or town).&lt;br /&gt;
* A &#039;&#039;&#039;tilemap&#039;&#039;&#039; clearly showing their current territories relevant for the war.&lt;br /&gt;
&lt;br /&gt;
The area declared to be under attack go from &#039;&#039;&#039;Controlled&#039;&#039;&#039; to &#039;&#039;&#039;Contested&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once war is declared, the &#039;&#039;&#039;defending nation&#039;&#039;&#039; must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; within one week. If neither side submits the required information within this timeframe, the war is &#039;&#039;&#039;cancelled&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;only one side complies&#039;&#039;&#039;, the staff team may intervene and &#039;&#039;&#039;force a battle&#039;&#039;&#039; to occur to the &#039;&#039;&#039;compliant party’s advantage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Third parties (including allies) must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; with at least one urban tile before being allowed to join the war.&lt;br /&gt;
&lt;br /&gt;
== § Tiles and Tilemaps ==&lt;br /&gt;
&lt;br /&gt;
The entire field of war is divided into distinct &#039;&#039;&#039;tiles&#039;&#039;&#039;. Tiles vary based on their &#039;&#039;&#039;status&#039;&#039;&#039; and their level of &#039;&#039;&#039;development&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Tile Status ===&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039; – The default state of a tile where no war actions have taken place; all is fair, anything may be built.&lt;br /&gt;
* &#039;&#039;&#039;Contested&#039;&#039;&#039; – A battle is declared over such tile. Only minor alterations (such as decorations) and specific defenses (e.g. trench lines, campsites as acknowledged by the war monitor) are allowed.&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039; – A contested tile that has switched ownership. After 7 days in this state, the tile automatically reverts to Controlled.&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039; – Urban tiles that, while &amp;quot;controlled&amp;quot; by one side, are disconnected from areas of player activity and cannot be used as spawnpoints for attacks.&lt;br /&gt;
&lt;br /&gt;
=== Tile Development ===&lt;br /&gt;
Tiles are also classified by their development level:&lt;br /&gt;
* &#039;&#039;&#039;Fort&#039;&#039;&#039; – An urban tile fortified with walls and piston doors (minimum 3x3) as defined entrances.&lt;br /&gt;
* &#039;&#039;&#039;Urban&#039;&#039;&#039; – Major cities, large towns, or city districts.&lt;br /&gt;
* &#039;&#039;&#039;Suburban&#039;&#039;&#039; – Outskirts of cities, villages, or areas with moderate development.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; – Areas between tiles, with minimal development.&lt;br /&gt;
&lt;br /&gt;
=== Fort Rules ===&lt;br /&gt;
&#039;&#039;&#039;Forts&#039;&#039;&#039; can be either &#039;&#039;&#039;open&#039;&#039;&#039; or &#039;&#039;&#039;closed&#039;&#039;&#039;. &#039;&#039;&#039;Closed&#039;&#039;&#039; forts cannot be captured in a single battle. Instead, forts can be &#039;&#039;&#039;forcibly opened&#039;&#039;&#039; by winning a separate battle over an entrance. Note that such a battle does not result in any territorial gain.&lt;br /&gt;
&lt;br /&gt;
* All forts start &#039;&#039;&#039;closed&#039;&#039;&#039;.&lt;br /&gt;
* You cannot use &#039;&#039;&#039;closed&#039;&#039;&#039; forts as a spawn point unless the fort itself is under attack.&lt;br /&gt;
* Forts can be &#039;&#039;&#039;opened&#039;&#039;&#039; at any time.&lt;br /&gt;
* To &#039;&#039;&#039;close&#039;&#039;&#039; a fort, you must first announce your intention to do so. After two battles, it will become &#039;&#039;&#039;closed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Additional Rules ===&lt;br /&gt;
* Every participant must be a member of a nation &#039;&#039;&#039;at war&#039;&#039;&#039; and must start each battle in an urban tile of their nation.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; tiles cannot be attacked if they border a fort.&lt;br /&gt;
* Tiles can be &#039;&#039;&#039;upgraded&#039;&#039;&#039; by one development level every 30 days, which takes 10 days to go into effect.&lt;br /&gt;
* Tiles with redstone entrances cannot be &#039;&#039;&#039;closed&#039;&#039;&#039; during battle, with exceptions dictated by the war monitor.&lt;br /&gt;
* No new tiles can be created after the nation&#039;s tilemap is verified.&lt;br /&gt;
* Tiles cannot feature excessively punishing defenses that waste player time or force impractical movement (e.g. requiring players to crouch or crawl to enter).&lt;br /&gt;
&lt;br /&gt;
== § Organizing the War ==&lt;br /&gt;
&lt;br /&gt;
Every battle on the server must occur at a time either:&lt;br /&gt;
* Agreed upon by both sides of the war, or&lt;br /&gt;
* Appointed by staff if no agreement can be reached.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;first battle of the war&#039;&#039;&#039; must take place within &#039;&#039;&#039;10 days&#039;&#039;&#039; of the war declaration, and subsequent battles must take place no later than &#039;&#039;&#039;10 days&#039;&#039;&#039; after. Purposefully delaying battles or neglecting to respond to scheduling attempts may result in &#039;&#039;&#039;disqualification from the war&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== War Monitors ===&lt;br /&gt;
Each war must have at least &#039;&#039;&#039;one war monitor&#039;&#039;&#039;. This individual may be:&lt;br /&gt;
* Appointed by mutual agreement between all warring sides, or&lt;br /&gt;
* Assigned by staff if no consensus is reached.&lt;br /&gt;
&lt;br /&gt;
The war monitor&#039;s responsibilities include:&lt;br /&gt;
* Ruling on disputes and edge cases during the war.&lt;br /&gt;
* Spectating battles to ensure fair play.&lt;br /&gt;
* Disqualifying players who violate war rules.&lt;br /&gt;
* Officially starting and ending each battle.&lt;br /&gt;
&lt;br /&gt;
=== Fighter lists ===&lt;br /&gt;
All participating nations must privately send a list of their fighters to the war monitor &#039;&#039;&#039;before the battle begins&#039;&#039;&#039;. This list must remain consistent unless a player is permanently removed or replaced with permission from the monitor.&lt;br /&gt;
&lt;br /&gt;
== § Initiative ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; determines which side in a war gets to choose the location of each battle.&lt;br /&gt;
&lt;br /&gt;
At the start of the war, &#039;&#039;&#039;both sides receive 1 initiative point&#039;&#039;&#039;. The &#039;&#039;&#039;attacker goes first&#039;&#039;&#039; by default, spending their initiative to declare the first battle.&lt;br /&gt;
&lt;br /&gt;
=== What is Initiative? ===&lt;br /&gt;
Initiative represents the momentum of a war. A nation uses initiative to decide the next tile to be contested.&lt;br /&gt;
&lt;br /&gt;
Initiative is spent when a side declares a battle. If the initiating side &#039;&#039;&#039;wins&#039;&#039;&#039; the battle, they retain initiative and may declare the next one. If they &#039;&#039;&#039;lose&#039;&#039;&#039;, the initiative passes to the opposing side, who then chooses the location of the next battle.&lt;br /&gt;
&lt;br /&gt;
=== Initiative Rules ===&lt;br /&gt;
* Both sides start with 1 initiative.&lt;br /&gt;
* The attacker always spends the first initiative point.&lt;br /&gt;
* Only the side with initiative may declare battle locations.&lt;br /&gt;
* Losing a battle transfers initiative to the opposing side.&lt;br /&gt;
&lt;br /&gt;
== § Battle Conduct &amp;amp; War Restrictions ==&lt;br /&gt;
&lt;br /&gt;
All battles have specific mechanical limitations and restrictions. All participants are expected to follow these rules to ensure fairness, clarity, and competitive integrity.&lt;br /&gt;
&lt;br /&gt;
=== Prohibited Items ===&lt;br /&gt;
The following items are strictly forbidden in all battles:&lt;br /&gt;
* Maces&lt;br /&gt;
* Ender Pearls&lt;br /&gt;
* Chorus Fruits&lt;br /&gt;
* Wind Charges&lt;br /&gt;
* End Crystals&lt;br /&gt;
* Respawn Anchors&lt;br /&gt;
* Riptide Tridents&lt;br /&gt;
* Slow-falling Arrows&lt;br /&gt;
&lt;br /&gt;
Using these items during war battles will result in immediate disqualification from the current battle and may incur further penalties from staff or the war monitor.&lt;br /&gt;
&lt;br /&gt;
=== Block Interaction Rules ===&lt;br /&gt;
Players may &#039;&#039;&#039;not place or break blocks&#039;&#039;&#039; during battle. However, there are some special cases that can be altered in the contested tile and tiles adjacent to it:&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;beds&#039;&#039;&#039; (for setting spawn)&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;shulker boxes&#039;&#039;&#039;&lt;br /&gt;
* Breaking door blocks (wooden or iron doors only — not redstone contraptions)&lt;br /&gt;
&lt;br /&gt;
The following actions are specifically forbidden:&lt;br /&gt;
* Using placed blocks to create barriers or parkour routes.&lt;br /&gt;
* Using or setting up &#039;&#039;&#039;stasis chambers&#039;&#039;&#039; or other teleportation mechanisms.&lt;br /&gt;
&lt;br /&gt;
=== Raiding Rules ===&lt;br /&gt;
Players listed on a side’s official &#039;&#039;&#039;fighter list&#039;&#039;&#039; are permitted to &#039;&#039;&#039;raid contested and occupied tiles&#039;&#039;&#039; during active battles. This includes:&lt;br /&gt;
* Looting any containers (chests, barrels, etc.)&lt;br /&gt;
* Interacting with redstone mechanisms&lt;br /&gt;
* Killing any mobs within the tile, including:&lt;br /&gt;
** Pets&lt;br /&gt;
** Villagers&lt;br /&gt;
** Livestock and other passive mobs&lt;br /&gt;
&lt;br /&gt;
These actions are only permitted within &#039;&#039;&#039;tiles that are currently being fought over and tiles deemed occupied&#039;&#039;&#039;. Raiding unrelated tiles or exploiting war permissions outside of battle zones is considered griefing and is subject to punishment.&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Rules ===&lt;br /&gt;
Due to skirmishes (fights done outside of battles) being an overall negative impact on the server and the enjoyment of the war for the playerbase, rules were made in favor of regulating these skirmishes. Any skirmish must happen in accordance with the battle conduct rules, and no skirmishes may occur inside the land of non-participating nations.&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2574</id>
		<title>War Rules</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2574"/>
		<updated>2025-05-22T01:32:05Z</updated>

		<summary type="html">&lt;p&gt;BCA: /* Fort Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{&lt;br /&gt;
Navbox|title=Infopages|content=[[Main_Page|Main]] • [[CinderCivs:FAQ|FAQ]] • [[War Rules]] ([[War Rules Draft|Draft]])&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;display:inline-block; float:center;&amp;quot;&amp;gt; __TOC__ &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;War&#039;&#039;&#039; on CinderCivs utilizes a special set of rules as to allow for a dynamic progression that corresponds to roleplay and fair combat. The war system is designed to emulate a strategy game layout with arranged battles happening over tiles of various levels of development. &lt;br /&gt;
&lt;br /&gt;
== § Declaring War ==&lt;br /&gt;
&lt;br /&gt;
Wars can occur between nations with at least &#039;&#039;&#039;one urban tile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In order to declare a war, the &#039;&#039;&#039;attacking nation&#039;&#039;&#039; must provide the following:&lt;br /&gt;
* The &#039;&#039;&#039;general area&#039;&#039;&#039; they intend to attack (e.g. a region or town).&lt;br /&gt;
* A &#039;&#039;&#039;tilemap&#039;&#039;&#039; clearly showing their current territories relevant for the war.&lt;br /&gt;
&lt;br /&gt;
The area declared to be under attack go from &#039;&#039;&#039;Controlled&#039;&#039;&#039; to &#039;&#039;&#039;Contested&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once war is declared, the &#039;&#039;&#039;defending nation&#039;&#039;&#039; must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; within one week. If neither side submits the required information within this timeframe, the war is &#039;&#039;&#039;cancelled&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;only one side complies&#039;&#039;&#039;, the staff team may intervene and &#039;&#039;&#039;force a battle&#039;&#039;&#039; to occur to the &#039;&#039;&#039;compliant party’s advantage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Third parties (including allies) must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; with at least one urban tile before being allowed to join the war.&lt;br /&gt;
&lt;br /&gt;
== § Tiles and Tilemaps ==&lt;br /&gt;
&lt;br /&gt;
The entire field of war is divided into distinct &#039;&#039;&#039;tiles&#039;&#039;&#039;. Tiles vary based on their &#039;&#039;&#039;status&#039;&#039;&#039; and their level of &#039;&#039;&#039;development&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Tile Status ===&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039; – The default state of a tile where no war actions have taken place; all is fair, anything may be built.&lt;br /&gt;
* &#039;&#039;&#039;Contested&#039;&#039;&#039; – A battle is declared over such tile. Only minor alterations (such as decorations) and specific defenses (e.g. trench lines, campsites as acknowledged by the war monitor) are allowed.&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039; – A contested tile that has switched ownership. After 7 days in this state, the tile automatically reverts to Controlled.&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039; – Urban tiles that, while &amp;quot;controlled&amp;quot; by one side, are disconnected from areas of player activity and cannot be used as spawnpoints for attacks.&lt;br /&gt;
&lt;br /&gt;
=== Tile Development ===&lt;br /&gt;
Tiles are also classified by their development level:&lt;br /&gt;
* &#039;&#039;&#039;Fort&#039;&#039;&#039; – An urban tile fortified with walls and piston doors (minimum 3x3) as defined entrances.&lt;br /&gt;
* &#039;&#039;&#039;Urban&#039;&#039;&#039; – Major cities, large towns, or city districts.&lt;br /&gt;
* &#039;&#039;&#039;Suburban&#039;&#039;&#039; – Outskirts of cities, villages, or areas with moderate development.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; – Areas between tiles, with minimal development.&lt;br /&gt;
&lt;br /&gt;
=== Fort Rules ===&lt;br /&gt;
&#039;&#039;&#039;Forts&#039;&#039;&#039; can be either &#039;&#039;&#039;open&#039;&#039;&#039; or &#039;&#039;&#039;closed&#039;&#039;&#039;. &#039;&#039;&#039;Closed&#039;&#039;&#039; forts cannot be captured in a single battle. Instead, forts can be &#039;&#039;&#039;forcibly opened&#039;&#039;&#039; by winning a separate battle over an entrance. Note that such a battle does not result in any territorial gain.&lt;br /&gt;
&lt;br /&gt;
* All forts start &#039;&#039;&#039;closed&#039;&#039;&#039;.&lt;br /&gt;
* You cannot use &#039;&#039;&#039;closed&#039;&#039;&#039; forts as a spawn point unless the fort itself is under attack.&lt;br /&gt;
* Forts can be &#039;&#039;&#039;opened&#039;&#039;&#039; at any time.&lt;br /&gt;
* To &#039;&#039;&#039;close&#039;&#039;&#039; a fort,???&lt;br /&gt;
&lt;br /&gt;
=== Additional Rules ===&lt;br /&gt;
* Every participant must be a member of a nation &#039;&#039;&#039;at war&#039;&#039;&#039; and must start each battle in an urban tile of their nation.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; tiles cannot be attacked if they border a fort.&lt;br /&gt;
* Tiles can be &#039;&#039;&#039;upgraded&#039;&#039;&#039; by one development level every 30 days, which takes 10 days to go into effect.&lt;br /&gt;
* Tiles with redstone entrances cannot be &#039;&#039;&#039;closed&#039;&#039;&#039; during battle, with exceptions dictated by the war monitor.&lt;br /&gt;
* No new tiles can be created after the nation&#039;s tilemap is verified.&lt;br /&gt;
* Tiles cannot feature excessively punishing defenses that waste player time or force impractical movement (e.g. requiring players to crouch or crawl to enter).&lt;br /&gt;
&lt;br /&gt;
== § Organizing the War ==&lt;br /&gt;
&lt;br /&gt;
Every battle on the server must occur at a time either:&lt;br /&gt;
* Agreed upon by both sides of the war, or&lt;br /&gt;
* Appointed by staff if no agreement can be reached.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;first battle of the war&#039;&#039;&#039; must take place within &#039;&#039;&#039;10 days&#039;&#039;&#039; of the war declaration, and subsequent battles must take place no later than &#039;&#039;&#039;10 days&#039;&#039;&#039; after. Purposefully delaying battles or neglecting to respond to scheduling attempts may result in &#039;&#039;&#039;disqualification from the war&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== War Monitors ===&lt;br /&gt;
Each war must have at least &#039;&#039;&#039;one war monitor&#039;&#039;&#039;. This individual may be:&lt;br /&gt;
* Appointed by mutual agreement between all warring sides, or&lt;br /&gt;
* Assigned by staff if no consensus is reached.&lt;br /&gt;
&lt;br /&gt;
The war monitor&#039;s responsibilities include:&lt;br /&gt;
* Ruling on disputes and edge cases during the war.&lt;br /&gt;
* Spectating battles to ensure fair play.&lt;br /&gt;
* Disqualifying players who violate war rules.&lt;br /&gt;
* Officially starting and ending each battle.&lt;br /&gt;
&lt;br /&gt;
=== Fighter lists ===&lt;br /&gt;
All participating nations must privately send a list of their fighters to the war monitor &#039;&#039;&#039;before the battle begins&#039;&#039;&#039;. This list must remain consistent unless a player is permanently removed or replaced with permission from the monitor.&lt;br /&gt;
&lt;br /&gt;
== § Initiative ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; determines which side in a war gets to choose the location of each battle.&lt;br /&gt;
&lt;br /&gt;
At the start of the war, &#039;&#039;&#039;both sides receive 1 initiative point&#039;&#039;&#039;. The &#039;&#039;&#039;attacker goes first&#039;&#039;&#039; by default, spending their initiative to declare the first battle.&lt;br /&gt;
&lt;br /&gt;
=== What is Initiative? ===&lt;br /&gt;
Initiative represents the momentum of a war. A nation uses initiative to decide the next tile to be contested.&lt;br /&gt;
&lt;br /&gt;
Initiative is spent when a side declares a battle. If the initiating side &#039;&#039;&#039;wins&#039;&#039;&#039; the battle, they retain initiative and may declare the next one. If they &#039;&#039;&#039;lose&#039;&#039;&#039;, the initiative passes to the opposing side, who then chooses the location of the next battle.&lt;br /&gt;
&lt;br /&gt;
=== Initiative Rules ===&lt;br /&gt;
* Both sides start with 1 initiative.&lt;br /&gt;
* The attacker always spends the first initiative point.&lt;br /&gt;
* Only the side with initiative may declare battle locations.&lt;br /&gt;
* Losing a battle transfers initiative to the opposing side.&lt;br /&gt;
&lt;br /&gt;
== § Battle Conduct &amp;amp; War Restrictions ==&lt;br /&gt;
&lt;br /&gt;
All battles have specific mechanical limitations and restrictions. All participants are expected to follow these rules to ensure fairness, clarity, and competitive integrity.&lt;br /&gt;
&lt;br /&gt;
=== Prohibited Items ===&lt;br /&gt;
The following items are strictly forbidden in all battles:&lt;br /&gt;
* Maces&lt;br /&gt;
* Ender Pearls&lt;br /&gt;
* Chorus Fruits&lt;br /&gt;
* Wind Charges&lt;br /&gt;
* End Crystals&lt;br /&gt;
* Respawn Anchors&lt;br /&gt;
* Riptide Tridents&lt;br /&gt;
* Slow-falling Arrows&lt;br /&gt;
&lt;br /&gt;
Using these items during war battles will result in immediate disqualification from the current battle and may incur further penalties from staff or the war monitor.&lt;br /&gt;
&lt;br /&gt;
=== Block Interaction Rules ===&lt;br /&gt;
Players may &#039;&#039;&#039;not place or break blocks&#039;&#039;&#039; during battle. However, there are some special cases that can be altered in the contested tile and tiles adjacent to it:&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;beds&#039;&#039;&#039; (for setting spawn)&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;shulker boxes&#039;&#039;&#039;&lt;br /&gt;
* Breaking door blocks (wooden or iron doors only — not redstone contraptions)&lt;br /&gt;
&lt;br /&gt;
The following actions are specifically forbidden:&lt;br /&gt;
* Using placed blocks to create barriers or parkour routes.&lt;br /&gt;
* Using or setting up &#039;&#039;&#039;stasis chambers&#039;&#039;&#039; or other teleportation mechanisms.&lt;br /&gt;
&lt;br /&gt;
=== Raiding Rules ===&lt;br /&gt;
Players listed on a side’s official &#039;&#039;&#039;fighter list&#039;&#039;&#039; are permitted to &#039;&#039;&#039;raid contested and occupied tiles&#039;&#039;&#039; during active battles. This includes:&lt;br /&gt;
* Looting any containers (chests, barrels, etc.)&lt;br /&gt;
* Interacting with redstone mechanisms&lt;br /&gt;
* Killing any mobs within the tile, including:&lt;br /&gt;
** Pets&lt;br /&gt;
** Villagers&lt;br /&gt;
** Livestock and other passive mobs&lt;br /&gt;
&lt;br /&gt;
These actions are only permitted within &#039;&#039;&#039;tiles that are currently being fought over and tiles deemed occupied&#039;&#039;&#039;. Raiding unrelated tiles or exploiting war permissions outside of battle zones is considered griefing and is subject to punishment.&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Rules ===&lt;br /&gt;
Due to skirmishes (fights done outside of battles) being an overall negative impact on the server and the enjoyment of the war for the playerbase, rules were made in favor of regulating these skirmishes. Any skirmish must happen in accordance with the battle conduct rules, and no skirmishes may occur inside the land of non-participating nations.&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2573</id>
		<title>War Rules</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2573"/>
		<updated>2025-05-22T01:23:18Z</updated>

		<summary type="html">&lt;p&gt;BCA: /* Fort Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{&lt;br /&gt;
Navbox|title=Infopages|content=[[Main_Page|Main]] • [[CinderCivs:FAQ|FAQ]] • [[War Rules]] ([[War Rules Draft|Draft]])&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;display:inline-block; float:center;&amp;quot;&amp;gt; __TOC__ &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;War&#039;&#039;&#039; on CinderCivs utilizes a special set of rules as to allow for a dynamic progression that corresponds to roleplay and fair combat. The war system is designed to emulate a strategy game layout with arranged battles happening over tiles of various levels of development. &lt;br /&gt;
&lt;br /&gt;
== § Declaring War ==&lt;br /&gt;
&lt;br /&gt;
Wars can occur between nations with at least &#039;&#039;&#039;one urban tile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In order to declare a war, the &#039;&#039;&#039;attacking nation&#039;&#039;&#039; must provide the following:&lt;br /&gt;
* The &#039;&#039;&#039;general area&#039;&#039;&#039; they intend to attack (e.g. a region or town).&lt;br /&gt;
* A &#039;&#039;&#039;tilemap&#039;&#039;&#039; clearly showing their current territories relevant for the war.&lt;br /&gt;
&lt;br /&gt;
The area declared to be under attack go from &#039;&#039;&#039;Controlled&#039;&#039;&#039; to &#039;&#039;&#039;Contested&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once war is declared, the &#039;&#039;&#039;defending nation&#039;&#039;&#039; must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; within one week. If neither side submits the required information within this timeframe, the war is &#039;&#039;&#039;cancelled&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;only one side complies&#039;&#039;&#039;, the staff team may intervene and &#039;&#039;&#039;force a battle&#039;&#039;&#039; to occur to the &#039;&#039;&#039;compliant party’s advantage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Third parties (including allies) must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; with at least one urban tile before being allowed to join the war.&lt;br /&gt;
&lt;br /&gt;
== § Tiles and Tilemaps ==&lt;br /&gt;
&lt;br /&gt;
The entire field of war is divided into distinct &#039;&#039;&#039;tiles&#039;&#039;&#039;. Tiles vary based on their &#039;&#039;&#039;status&#039;&#039;&#039; and their level of &#039;&#039;&#039;development&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Tile Status ===&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039; – The default state of a tile where no war actions have taken place; all is fair, anything may be built.&lt;br /&gt;
* &#039;&#039;&#039;Contested&#039;&#039;&#039; – A battle is declared over such tile. Only minor alterations (such as decorations) and specific defenses (e.g. trench lines, campsites as acknowledged by the war monitor) are allowed.&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039; – A contested tile that has switched ownership. After 7 days in this state, the tile automatically reverts to Controlled.&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039; – Urban tiles that, while &amp;quot;controlled&amp;quot; by one side, are disconnected from areas of player activity and cannot be used as spawnpoints for attacks.&lt;br /&gt;
&lt;br /&gt;
=== Tile Development ===&lt;br /&gt;
Tiles are also classified by their development level:&lt;br /&gt;
* &#039;&#039;&#039;Fort&#039;&#039;&#039; – An urban tile fortified with walls and piston doors (minimum 3x3) as defined entrances.&lt;br /&gt;
* &#039;&#039;&#039;Urban&#039;&#039;&#039; – Major cities, large towns, or city districts.&lt;br /&gt;
* &#039;&#039;&#039;Suburban&#039;&#039;&#039; – Outskirts of cities, villages, or areas with moderate development.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; – Areas between tiles, with minimal development.&lt;br /&gt;
&lt;br /&gt;
=== Fort Rules ===&lt;br /&gt;
&#039;&#039;&#039;Forts&#039;&#039;&#039; can be either &#039;&#039;&#039;open&#039;&#039;&#039; or &#039;&#039;&#039;closed&#039;&#039;&#039;. &#039;&#039;&#039;Closed&#039;&#039;&#039; forts cannot be captured in a single battle. Instead, forts can be &#039;&#039;&#039;forcibly opened&#039;&#039;&#039; by winning a separate battle over an entrance. Note that such a battle does not result in any territorial gain.&lt;br /&gt;
&lt;br /&gt;
* Forts must be &#039;&#039;&#039;opened&#039;&#039;&#039; before they can be used as spawn tiles for an attack. &lt;br /&gt;
* &#039;&#039;&#039;Open&#039;&#039;&#039; forts &#039;&#039;&#039;cannot close&#039;&#039;&#039; unless they have been &#039;&#039;&#039;uncontested&#039;&#039;&#039; for 2 battles.&lt;br /&gt;
&lt;br /&gt;
=== Additional Rules ===&lt;br /&gt;
* Every participant must be a member of a nation &#039;&#039;&#039;at war&#039;&#039;&#039; and must start each battle in an urban tile of their nation.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; tiles cannot be attacked if they border a fort.&lt;br /&gt;
* Tiles can be &#039;&#039;&#039;upgraded&#039;&#039;&#039; by one development level every 30 days, which takes 10 days to go into effect.&lt;br /&gt;
* Tiles with redstone entrances cannot be &#039;&#039;&#039;closed&#039;&#039;&#039; during battle, with exceptions dictated by the war monitor.&lt;br /&gt;
* No new tiles can be created after the nation&#039;s tilemap is verified.&lt;br /&gt;
* Tiles cannot feature excessively punishing defenses that waste player time or force impractical movement (e.g. requiring players to crouch or crawl to enter).&lt;br /&gt;
&lt;br /&gt;
== § Organizing the War ==&lt;br /&gt;
&lt;br /&gt;
Every battle on the server must occur at a time either:&lt;br /&gt;
* Agreed upon by both sides of the war, or&lt;br /&gt;
* Appointed by staff if no agreement can be reached.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;first battle of the war&#039;&#039;&#039; must take place within &#039;&#039;&#039;10 days&#039;&#039;&#039; of the war declaration, and subsequent battles must take place no later than &#039;&#039;&#039;10 days&#039;&#039;&#039; after. Purposefully delaying battles or neglecting to respond to scheduling attempts may result in &#039;&#039;&#039;disqualification from the war&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== War Monitors ===&lt;br /&gt;
Each war must have at least &#039;&#039;&#039;one war monitor&#039;&#039;&#039;. This individual may be:&lt;br /&gt;
* Appointed by mutual agreement between all warring sides, or&lt;br /&gt;
* Assigned by staff if no consensus is reached.&lt;br /&gt;
&lt;br /&gt;
The war monitor&#039;s responsibilities include:&lt;br /&gt;
* Ruling on disputes and edge cases during the war.&lt;br /&gt;
* Spectating battles to ensure fair play.&lt;br /&gt;
* Disqualifying players who violate war rules.&lt;br /&gt;
* Officially starting and ending each battle.&lt;br /&gt;
&lt;br /&gt;
=== Fighter lists ===&lt;br /&gt;
All participating nations must privately send a list of their fighters to the war monitor &#039;&#039;&#039;before the battle begins&#039;&#039;&#039;. This list must remain consistent unless a player is permanently removed or replaced with permission from the monitor.&lt;br /&gt;
&lt;br /&gt;
== § Initiative ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; determines which side in a war gets to choose the location of each battle.&lt;br /&gt;
&lt;br /&gt;
At the start of the war, &#039;&#039;&#039;both sides receive 1 initiative point&#039;&#039;&#039;. The &#039;&#039;&#039;attacker goes first&#039;&#039;&#039; by default, spending their initiative to declare the first battle.&lt;br /&gt;
&lt;br /&gt;
=== What is Initiative? ===&lt;br /&gt;
Initiative represents the momentum of a war. A nation uses initiative to decide the next tile to be contested.&lt;br /&gt;
&lt;br /&gt;
Initiative is spent when a side declares a battle. If the initiating side &#039;&#039;&#039;wins&#039;&#039;&#039; the battle, they retain initiative and may declare the next one. If they &#039;&#039;&#039;lose&#039;&#039;&#039;, the initiative passes to the opposing side, who then chooses the location of the next battle.&lt;br /&gt;
&lt;br /&gt;
=== Initiative Rules ===&lt;br /&gt;
* Both sides start with 1 initiative.&lt;br /&gt;
* The attacker always spends the first initiative point.&lt;br /&gt;
* Only the side with initiative may declare battle locations.&lt;br /&gt;
* Losing a battle transfers initiative to the opposing side.&lt;br /&gt;
&lt;br /&gt;
== § Battle Conduct &amp;amp; War Restrictions ==&lt;br /&gt;
&lt;br /&gt;
All battles have specific mechanical limitations and restrictions. All participants are expected to follow these rules to ensure fairness, clarity, and competitive integrity.&lt;br /&gt;
&lt;br /&gt;
=== Prohibited Items ===&lt;br /&gt;
The following items are strictly forbidden in all battles:&lt;br /&gt;
* Maces&lt;br /&gt;
* Ender Pearls&lt;br /&gt;
* Chorus Fruits&lt;br /&gt;
* Wind Charges&lt;br /&gt;
* End Crystals&lt;br /&gt;
* Respawn Anchors&lt;br /&gt;
* Riptide Tridents&lt;br /&gt;
* Slow-falling Arrows&lt;br /&gt;
&lt;br /&gt;
Using these items during war battles will result in immediate disqualification from the current battle and may incur further penalties from staff or the war monitor.&lt;br /&gt;
&lt;br /&gt;
=== Block Interaction Rules ===&lt;br /&gt;
Players may &#039;&#039;&#039;not place or break blocks&#039;&#039;&#039; during battle. However, there are some special cases that can be altered in the contested tile and tiles adjacent to it:&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;beds&#039;&#039;&#039; (for setting spawn)&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;shulker boxes&#039;&#039;&#039;&lt;br /&gt;
* Breaking door blocks (wooden or iron doors only — not redstone contraptions)&lt;br /&gt;
&lt;br /&gt;
The following actions are specifically forbidden:&lt;br /&gt;
* Using placed blocks to create barriers or parkour routes.&lt;br /&gt;
* Using or setting up &#039;&#039;&#039;stasis chambers&#039;&#039;&#039; or other teleportation mechanisms.&lt;br /&gt;
&lt;br /&gt;
=== Raiding Rules ===&lt;br /&gt;
Players listed on a side’s official &#039;&#039;&#039;fighter list&#039;&#039;&#039; are permitted to &#039;&#039;&#039;raid contested and occupied tiles&#039;&#039;&#039; during active battles. This includes:&lt;br /&gt;
* Looting any containers (chests, barrels, etc.)&lt;br /&gt;
* Interacting with redstone mechanisms&lt;br /&gt;
* Killing any mobs within the tile, including:&lt;br /&gt;
** Pets&lt;br /&gt;
** Villagers&lt;br /&gt;
** Livestock and other passive mobs&lt;br /&gt;
&lt;br /&gt;
These actions are only permitted within &#039;&#039;&#039;tiles that are currently being fought over and tiles deemed occupied&#039;&#039;&#039;. Raiding unrelated tiles or exploiting war permissions outside of battle zones is considered griefing and is subject to punishment.&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Rules ===&lt;br /&gt;
Due to skirmishes (fights done outside of battles) being an overall negative impact on the server and the enjoyment of the war for the playerbase, rules were made in favor of regulating these skirmishes. Any skirmish must happen in accordance with the battle conduct rules, and no skirmishes may occur inside the land of non-participating nations.&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2572</id>
		<title>War Rules</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2572"/>
		<updated>2025-05-22T01:22:26Z</updated>

		<summary type="html">&lt;p&gt;BCA: /* Fort Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{&lt;br /&gt;
Navbox|title=Infopages|content=[[Main_Page|Main]] • [[CinderCivs:FAQ|FAQ]] • [[War Rules]] ([[War Rules Draft|Draft]])&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;display:inline-block; float:center;&amp;quot;&amp;gt; __TOC__ &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;War&#039;&#039;&#039; on CinderCivs utilizes a special set of rules as to allow for a dynamic progression that corresponds to roleplay and fair combat. The war system is designed to emulate a strategy game layout with arranged battles happening over tiles of various levels of development. &lt;br /&gt;
&lt;br /&gt;
== § Declaring War ==&lt;br /&gt;
&lt;br /&gt;
Wars can occur between nations with at least &#039;&#039;&#039;one urban tile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In order to declare a war, the &#039;&#039;&#039;attacking nation&#039;&#039;&#039; must provide the following:&lt;br /&gt;
* The &#039;&#039;&#039;general area&#039;&#039;&#039; they intend to attack (e.g. a region or town).&lt;br /&gt;
* A &#039;&#039;&#039;tilemap&#039;&#039;&#039; clearly showing their current territories relevant for the war.&lt;br /&gt;
&lt;br /&gt;
The area declared to be under attack go from &#039;&#039;&#039;Controlled&#039;&#039;&#039; to &#039;&#039;&#039;Contested&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once war is declared, the &#039;&#039;&#039;defending nation&#039;&#039;&#039; must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; within one week. If neither side submits the required information within this timeframe, the war is &#039;&#039;&#039;cancelled&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;only one side complies&#039;&#039;&#039;, the staff team may intervene and &#039;&#039;&#039;force a battle&#039;&#039;&#039; to occur to the &#039;&#039;&#039;compliant party’s advantage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Third parties (including allies) must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; with at least one urban tile before being allowed to join the war.&lt;br /&gt;
&lt;br /&gt;
== § Tiles and Tilemaps ==&lt;br /&gt;
&lt;br /&gt;
The entire field of war is divided into distinct &#039;&#039;&#039;tiles&#039;&#039;&#039;. Tiles vary based on their &#039;&#039;&#039;status&#039;&#039;&#039; and their level of &#039;&#039;&#039;development&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Tile Status ===&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039; – The default state of a tile where no war actions have taken place; all is fair, anything may be built.&lt;br /&gt;
* &#039;&#039;&#039;Contested&#039;&#039;&#039; – A battle is declared over such tile. Only minor alterations (such as decorations) and specific defenses (e.g. trench lines, campsites as acknowledged by the war monitor) are allowed.&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039; – A contested tile that has switched ownership. After 7 days in this state, the tile automatically reverts to Controlled.&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039; – Urban tiles that, while &amp;quot;controlled&amp;quot; by one side, are disconnected from areas of player activity and cannot be used as spawnpoints for attacks.&lt;br /&gt;
&lt;br /&gt;
=== Tile Development ===&lt;br /&gt;
Tiles are also classified by their development level:&lt;br /&gt;
* &#039;&#039;&#039;Fort&#039;&#039;&#039; – An urban tile fortified with walls and piston doors (minimum 3x3) as defined entrances.&lt;br /&gt;
* &#039;&#039;&#039;Urban&#039;&#039;&#039; – Major cities, large towns, or city districts.&lt;br /&gt;
* &#039;&#039;&#039;Suburban&#039;&#039;&#039; – Outskirts of cities, villages, or areas with moderate development.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; – Areas between tiles, with minimal development.&lt;br /&gt;
&lt;br /&gt;
=== Fort Rules ===&lt;br /&gt;
&#039;&#039;&#039;Forts&#039;&#039;&#039; can be either &#039;&#039;&#039;open&#039;&#039;&#039; or &#039;&#039;&#039;closed&#039;&#039;&#039;. &#039;&#039;&#039;Closed&#039;&#039;&#039; forts cannot be captured in a single battle. Instead, forts can be &#039;&#039;&#039;forcibly opened&#039;&#039;&#039; by declaring a separate battle over one entrance. Note that such a battle does not result in any territorial gain.&lt;br /&gt;
&lt;br /&gt;
* Forts must be &#039;&#039;&#039;opened&#039;&#039;&#039; before they can be used as spawn tiles for an attack. &lt;br /&gt;
* &#039;&#039;&#039;Open&#039;&#039;&#039; forts &#039;&#039;&#039;cannot close&#039;&#039;&#039; unless they have been &#039;&#039;&#039;uncontested&#039;&#039;&#039; for 2 battles.&lt;br /&gt;
&lt;br /&gt;
=== Additional Rules ===&lt;br /&gt;
* Every participant must be a member of a nation &#039;&#039;&#039;at war&#039;&#039;&#039; and must start each battle in an urban tile of their nation.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; tiles cannot be attacked if they border a fort.&lt;br /&gt;
* Tiles can be &#039;&#039;&#039;upgraded&#039;&#039;&#039; by one development level every 30 days, which takes 10 days to go into effect.&lt;br /&gt;
* Tiles with redstone entrances cannot be &#039;&#039;&#039;closed&#039;&#039;&#039; during battle, with exceptions dictated by the war monitor.&lt;br /&gt;
* No new tiles can be created after the nation&#039;s tilemap is verified.&lt;br /&gt;
* Tiles cannot feature excessively punishing defenses that waste player time or force impractical movement (e.g. requiring players to crouch or crawl to enter).&lt;br /&gt;
&lt;br /&gt;
== § Organizing the War ==&lt;br /&gt;
&lt;br /&gt;
Every battle on the server must occur at a time either:&lt;br /&gt;
* Agreed upon by both sides of the war, or&lt;br /&gt;
* Appointed by staff if no agreement can be reached.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;first battle of the war&#039;&#039;&#039; must take place within &#039;&#039;&#039;10 days&#039;&#039;&#039; of the war declaration, and subsequent battles must take place no later than &#039;&#039;&#039;10 days&#039;&#039;&#039; after. Purposefully delaying battles or neglecting to respond to scheduling attempts may result in &#039;&#039;&#039;disqualification from the war&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== War Monitors ===&lt;br /&gt;
Each war must have at least &#039;&#039;&#039;one war monitor&#039;&#039;&#039;. This individual may be:&lt;br /&gt;
* Appointed by mutual agreement between all warring sides, or&lt;br /&gt;
* Assigned by staff if no consensus is reached.&lt;br /&gt;
&lt;br /&gt;
The war monitor&#039;s responsibilities include:&lt;br /&gt;
* Ruling on disputes and edge cases during the war.&lt;br /&gt;
* Spectating battles to ensure fair play.&lt;br /&gt;
* Disqualifying players who violate war rules.&lt;br /&gt;
* Officially starting and ending each battle.&lt;br /&gt;
&lt;br /&gt;
=== Fighter lists ===&lt;br /&gt;
All participating nations must privately send a list of their fighters to the war monitor &#039;&#039;&#039;before the battle begins&#039;&#039;&#039;. This list must remain consistent unless a player is permanently removed or replaced with permission from the monitor.&lt;br /&gt;
&lt;br /&gt;
== § Initiative ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; determines which side in a war gets to choose the location of each battle.&lt;br /&gt;
&lt;br /&gt;
At the start of the war, &#039;&#039;&#039;both sides receive 1 initiative point&#039;&#039;&#039;. The &#039;&#039;&#039;attacker goes first&#039;&#039;&#039; by default, spending their initiative to declare the first battle.&lt;br /&gt;
&lt;br /&gt;
=== What is Initiative? ===&lt;br /&gt;
Initiative represents the momentum of a war. A nation uses initiative to decide the next tile to be contested.&lt;br /&gt;
&lt;br /&gt;
Initiative is spent when a side declares a battle. If the initiating side &#039;&#039;&#039;wins&#039;&#039;&#039; the battle, they retain initiative and may declare the next one. If they &#039;&#039;&#039;lose&#039;&#039;&#039;, the initiative passes to the opposing side, who then chooses the location of the next battle.&lt;br /&gt;
&lt;br /&gt;
=== Initiative Rules ===&lt;br /&gt;
* Both sides start with 1 initiative.&lt;br /&gt;
* The attacker always spends the first initiative point.&lt;br /&gt;
* Only the side with initiative may declare battle locations.&lt;br /&gt;
* Losing a battle transfers initiative to the opposing side.&lt;br /&gt;
&lt;br /&gt;
== § Battle Conduct &amp;amp; War Restrictions ==&lt;br /&gt;
&lt;br /&gt;
All battles have specific mechanical limitations and restrictions. All participants are expected to follow these rules to ensure fairness, clarity, and competitive integrity.&lt;br /&gt;
&lt;br /&gt;
=== Prohibited Items ===&lt;br /&gt;
The following items are strictly forbidden in all battles:&lt;br /&gt;
* Maces&lt;br /&gt;
* Ender Pearls&lt;br /&gt;
* Chorus Fruits&lt;br /&gt;
* Wind Charges&lt;br /&gt;
* End Crystals&lt;br /&gt;
* Respawn Anchors&lt;br /&gt;
* Riptide Tridents&lt;br /&gt;
* Slow-falling Arrows&lt;br /&gt;
&lt;br /&gt;
Using these items during war battles will result in immediate disqualification from the current battle and may incur further penalties from staff or the war monitor.&lt;br /&gt;
&lt;br /&gt;
=== Block Interaction Rules ===&lt;br /&gt;
Players may &#039;&#039;&#039;not place or break blocks&#039;&#039;&#039; during battle. However, there are some special cases that can be altered in the contested tile and tiles adjacent to it:&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;beds&#039;&#039;&#039; (for setting spawn)&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;shulker boxes&#039;&#039;&#039;&lt;br /&gt;
* Breaking door blocks (wooden or iron doors only — not redstone contraptions)&lt;br /&gt;
&lt;br /&gt;
The following actions are specifically forbidden:&lt;br /&gt;
* Using placed blocks to create barriers or parkour routes.&lt;br /&gt;
* Using or setting up &#039;&#039;&#039;stasis chambers&#039;&#039;&#039; or other teleportation mechanisms.&lt;br /&gt;
&lt;br /&gt;
=== Raiding Rules ===&lt;br /&gt;
Players listed on a side’s official &#039;&#039;&#039;fighter list&#039;&#039;&#039; are permitted to &#039;&#039;&#039;raid contested and occupied tiles&#039;&#039;&#039; during active battles. This includes:&lt;br /&gt;
* Looting any containers (chests, barrels, etc.)&lt;br /&gt;
* Interacting with redstone mechanisms&lt;br /&gt;
* Killing any mobs within the tile, including:&lt;br /&gt;
** Pets&lt;br /&gt;
** Villagers&lt;br /&gt;
** Livestock and other passive mobs&lt;br /&gt;
&lt;br /&gt;
These actions are only permitted within &#039;&#039;&#039;tiles that are currently being fought over and tiles deemed occupied&#039;&#039;&#039;. Raiding unrelated tiles or exploiting war permissions outside of battle zones is considered griefing and is subject to punishment.&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Rules ===&lt;br /&gt;
Due to skirmishes (fights done outside of battles) being an overall negative impact on the server and the enjoyment of the war for the playerbase, rules were made in favor of regulating these skirmishes. Any skirmish must happen in accordance with the battle conduct rules, and no skirmishes may occur inside the land of non-participating nations.&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2571</id>
		<title>War Rules</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2571"/>
		<updated>2025-05-22T01:17:12Z</updated>

		<summary type="html">&lt;p&gt;BCA: /* Tile Status */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{&lt;br /&gt;
Navbox|title=Infopages|content=[[Main_Page|Main]] • [[CinderCivs:FAQ|FAQ]] • [[War Rules]] ([[War Rules Draft|Draft]])&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;display:inline-block; float:center;&amp;quot;&amp;gt; __TOC__ &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;War&#039;&#039;&#039; on CinderCivs utilizes a special set of rules as to allow for a dynamic progression that corresponds to roleplay and fair combat. The war system is designed to emulate a strategy game layout with arranged battles happening over tiles of various levels of development. &lt;br /&gt;
&lt;br /&gt;
== § Declaring War ==&lt;br /&gt;
&lt;br /&gt;
Wars can occur between nations with at least &#039;&#039;&#039;one urban tile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In order to declare a war, the &#039;&#039;&#039;attacking nation&#039;&#039;&#039; must provide the following:&lt;br /&gt;
* The &#039;&#039;&#039;general area&#039;&#039;&#039; they intend to attack (e.g. a region or town).&lt;br /&gt;
* A &#039;&#039;&#039;tilemap&#039;&#039;&#039; clearly showing their current territories relevant for the war.&lt;br /&gt;
&lt;br /&gt;
The area declared to be under attack go from &#039;&#039;&#039;Controlled&#039;&#039;&#039; to &#039;&#039;&#039;Contested&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once war is declared, the &#039;&#039;&#039;defending nation&#039;&#039;&#039; must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; within one week. If neither side submits the required information within this timeframe, the war is &#039;&#039;&#039;cancelled&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;only one side complies&#039;&#039;&#039;, the staff team may intervene and &#039;&#039;&#039;force a battle&#039;&#039;&#039; to occur to the &#039;&#039;&#039;compliant party’s advantage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Third parties (including allies) must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; with at least one urban tile before being allowed to join the war.&lt;br /&gt;
&lt;br /&gt;
== § Tiles and Tilemaps ==&lt;br /&gt;
&lt;br /&gt;
The entire field of war is divided into distinct &#039;&#039;&#039;tiles&#039;&#039;&#039;. Tiles vary based on their &#039;&#039;&#039;status&#039;&#039;&#039; and their level of &#039;&#039;&#039;development&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Tile Status ===&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039; – The default state of a tile where no war actions have taken place; all is fair, anything may be built.&lt;br /&gt;
* &#039;&#039;&#039;Contested&#039;&#039;&#039; – A battle is declared over such tile. Only minor alterations (such as decorations) and specific defenses (e.g. trench lines, campsites as acknowledged by the war monitor) are allowed.&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039; – A contested tile that has switched ownership. After 7 days in this state, the tile automatically reverts to Controlled.&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039; – Urban tiles that, while &amp;quot;controlled&amp;quot; by one side, are disconnected from areas of player activity and cannot be used as spawnpoints for attacks.&lt;br /&gt;
&lt;br /&gt;
=== Tile Development ===&lt;br /&gt;
Tiles are also classified by their development level:&lt;br /&gt;
* &#039;&#039;&#039;Fort&#039;&#039;&#039; – An urban tile fortified with walls and piston doors (minimum 3x3) as defined entrances.&lt;br /&gt;
* &#039;&#039;&#039;Urban&#039;&#039;&#039; – Major cities, large towns, or city districts.&lt;br /&gt;
* &#039;&#039;&#039;Suburban&#039;&#039;&#039; – Outskirts of cities, villages, or areas with moderate development.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; – Areas between tiles, with minimal development.&lt;br /&gt;
&lt;br /&gt;
=== Fort Rules ===&lt;br /&gt;
* &#039;&#039;&#039;Forts&#039;&#039;&#039; can be &#039;&#039;&#039;forcibly opened&#039;&#039;&#039; by declaring a separate battle over the entrance. Note that such a battle does not result in any territorial gain.&lt;br /&gt;
* Forts must be &#039;&#039;&#039;opened&#039;&#039;&#039; before they can be used as spawn tiles for an attack.&lt;br /&gt;
* &#039;&#039;&#039;Open&#039;&#039;&#039; forts &#039;&#039;&#039;cannot close&#039;&#039;&#039; unless they have been &#039;&#039;&#039;uncontested&#039;&#039;&#039; for 2 battles.&lt;br /&gt;
&lt;br /&gt;
=== Additional Rules ===&lt;br /&gt;
* Every participant must be a member of a nation &#039;&#039;&#039;at war&#039;&#039;&#039; and must start each battle in an urban tile of their nation.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; tiles cannot be attacked if they border a fort.&lt;br /&gt;
* Tiles can be &#039;&#039;&#039;upgraded&#039;&#039;&#039; by one development level every 30 days, which takes 10 days to go into effect.&lt;br /&gt;
* Tiles with redstone entrances cannot be &#039;&#039;&#039;closed&#039;&#039;&#039; during battle, with exceptions dictated by the war monitor.&lt;br /&gt;
* No new tiles can be created after the nation&#039;s tilemap is verified.&lt;br /&gt;
* Tiles cannot feature excessively punishing defenses that waste player time or force impractical movement (e.g. requiring players to crouch or crawl to enter).&lt;br /&gt;
&lt;br /&gt;
== § Organizing the War ==&lt;br /&gt;
&lt;br /&gt;
Every battle on the server must occur at a time either:&lt;br /&gt;
* Agreed upon by both sides of the war, or&lt;br /&gt;
* Appointed by staff if no agreement can be reached.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;first battle of the war&#039;&#039;&#039; must take place within &#039;&#039;&#039;10 days&#039;&#039;&#039; of the war declaration, and subsequent battles must take place no later than &#039;&#039;&#039;10 days&#039;&#039;&#039; after. Purposefully delaying battles or neglecting to respond to scheduling attempts may result in &#039;&#039;&#039;disqualification from the war&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== War Monitors ===&lt;br /&gt;
Each war must have at least &#039;&#039;&#039;one war monitor&#039;&#039;&#039;. This individual may be:&lt;br /&gt;
* Appointed by mutual agreement between all warring sides, or&lt;br /&gt;
* Assigned by staff if no consensus is reached.&lt;br /&gt;
&lt;br /&gt;
The war monitor&#039;s responsibilities include:&lt;br /&gt;
* Ruling on disputes and edge cases during the war.&lt;br /&gt;
* Spectating battles to ensure fair play.&lt;br /&gt;
* Disqualifying players who violate war rules.&lt;br /&gt;
* Officially starting and ending each battle.&lt;br /&gt;
&lt;br /&gt;
=== Fighter lists ===&lt;br /&gt;
All participating nations must privately send a list of their fighters to the war monitor &#039;&#039;&#039;before the battle begins&#039;&#039;&#039;. This list must remain consistent unless a player is permanently removed or replaced with permission from the monitor.&lt;br /&gt;
&lt;br /&gt;
== § Initiative ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; determines which side in a war gets to choose the location of each battle.&lt;br /&gt;
&lt;br /&gt;
At the start of the war, &#039;&#039;&#039;both sides receive 1 initiative point&#039;&#039;&#039;. The &#039;&#039;&#039;attacker goes first&#039;&#039;&#039; by default, spending their initiative to declare the first battle.&lt;br /&gt;
&lt;br /&gt;
=== What is Initiative? ===&lt;br /&gt;
Initiative represents the momentum of a war. A nation uses initiative to decide the next tile to be contested.&lt;br /&gt;
&lt;br /&gt;
Initiative is spent when a side declares a battle. If the initiating side &#039;&#039;&#039;wins&#039;&#039;&#039; the battle, they retain initiative and may declare the next one. If they &#039;&#039;&#039;lose&#039;&#039;&#039;, the initiative passes to the opposing side, who then chooses the location of the next battle.&lt;br /&gt;
&lt;br /&gt;
=== Initiative Rules ===&lt;br /&gt;
* Both sides start with 1 initiative.&lt;br /&gt;
* The attacker always spends the first initiative point.&lt;br /&gt;
* Only the side with initiative may declare battle locations.&lt;br /&gt;
* Losing a battle transfers initiative to the opposing side.&lt;br /&gt;
&lt;br /&gt;
== § Battle Conduct &amp;amp; War Restrictions ==&lt;br /&gt;
&lt;br /&gt;
All battles have specific mechanical limitations and restrictions. All participants are expected to follow these rules to ensure fairness, clarity, and competitive integrity.&lt;br /&gt;
&lt;br /&gt;
=== Prohibited Items ===&lt;br /&gt;
The following items are strictly forbidden in all battles:&lt;br /&gt;
* Maces&lt;br /&gt;
* Ender Pearls&lt;br /&gt;
* Chorus Fruits&lt;br /&gt;
* Wind Charges&lt;br /&gt;
* End Crystals&lt;br /&gt;
* Respawn Anchors&lt;br /&gt;
* Riptide Tridents&lt;br /&gt;
* Slow-falling Arrows&lt;br /&gt;
&lt;br /&gt;
Using these items during war battles will result in immediate disqualification from the current battle and may incur further penalties from staff or the war monitor.&lt;br /&gt;
&lt;br /&gt;
=== Block Interaction Rules ===&lt;br /&gt;
Players may &#039;&#039;&#039;not place or break blocks&#039;&#039;&#039; during battle. However, there are some special cases that can be altered in the contested tile and tiles adjacent to it:&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;beds&#039;&#039;&#039; (for setting spawn)&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;shulker boxes&#039;&#039;&#039;&lt;br /&gt;
* Breaking door blocks (wooden or iron doors only — not redstone contraptions)&lt;br /&gt;
&lt;br /&gt;
The following actions are specifically forbidden:&lt;br /&gt;
* Using placed blocks to create barriers or parkour routes.&lt;br /&gt;
* Using or setting up &#039;&#039;&#039;stasis chambers&#039;&#039;&#039; or other teleportation mechanisms.&lt;br /&gt;
&lt;br /&gt;
=== Raiding Rules ===&lt;br /&gt;
Players listed on a side’s official &#039;&#039;&#039;fighter list&#039;&#039;&#039; are permitted to &#039;&#039;&#039;raid contested and occupied tiles&#039;&#039;&#039; during active battles. This includes:&lt;br /&gt;
* Looting any containers (chests, barrels, etc.)&lt;br /&gt;
* Interacting with redstone mechanisms&lt;br /&gt;
* Killing any mobs within the tile, including:&lt;br /&gt;
** Pets&lt;br /&gt;
** Villagers&lt;br /&gt;
** Livestock and other passive mobs&lt;br /&gt;
&lt;br /&gt;
These actions are only permitted within &#039;&#039;&#039;tiles that are currently being fought over and tiles deemed occupied&#039;&#039;&#039;. Raiding unrelated tiles or exploiting war permissions outside of battle zones is considered griefing and is subject to punishment.&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Rules ===&lt;br /&gt;
Due to skirmishes (fights done outside of battles) being an overall negative impact on the server and the enjoyment of the war for the playerbase, rules were made in favor of regulating these skirmishes. Any skirmish must happen in accordance with the battle conduct rules, and no skirmishes may occur inside the land of non-participating nations.&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2570</id>
		<title>War Rules</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2570"/>
		<updated>2025-05-22T01:10:04Z</updated>

		<summary type="html">&lt;p&gt;BCA: /* Block Interaction Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{&lt;br /&gt;
Navbox|title=Infopages|content=[[Main_Page|Main]] • [[CinderCivs:FAQ|FAQ]] • [[War Rules]] ([[War Rules Draft|Draft]])&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;display:inline-block; float:center;&amp;quot;&amp;gt; __TOC__ &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;War&#039;&#039;&#039; on CinderCivs utilizes a special set of rules as to allow for a dynamic progression that corresponds to roleplay and fair combat. The war system is designed to emulate a strategy game layout with arranged battles happening over tiles of various levels of development. &lt;br /&gt;
&lt;br /&gt;
== § Declaring War ==&lt;br /&gt;
&lt;br /&gt;
Wars can occur between nations with at least &#039;&#039;&#039;one urban tile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In order to declare a war, the &#039;&#039;&#039;attacking nation&#039;&#039;&#039; must provide the following:&lt;br /&gt;
* The &#039;&#039;&#039;general area&#039;&#039;&#039; they intend to attack (e.g. a region or town).&lt;br /&gt;
* A &#039;&#039;&#039;tilemap&#039;&#039;&#039; clearly showing their current territories relevant for the war.&lt;br /&gt;
&lt;br /&gt;
The area declared to be under attack go from &#039;&#039;&#039;Controlled&#039;&#039;&#039; to &#039;&#039;&#039;Contested&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once war is declared, the &#039;&#039;&#039;defending nation&#039;&#039;&#039; must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; within one week. If neither side submits the required information within this timeframe, the war is &#039;&#039;&#039;cancelled&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;only one side complies&#039;&#039;&#039;, the staff team may intervene and &#039;&#039;&#039;force a battle&#039;&#039;&#039; to occur to the &#039;&#039;&#039;compliant party’s advantage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Third parties (including allies) must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; with at least one urban tile before being allowed to join the war.&lt;br /&gt;
&lt;br /&gt;
== § Tiles and Tilemaps ==&lt;br /&gt;
&lt;br /&gt;
The entire field of war is divided into distinct &#039;&#039;&#039;tiles&#039;&#039;&#039;. Tiles vary based on their &#039;&#039;&#039;status&#039;&#039;&#039; and their level of &#039;&#039;&#039;development&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Tile Status ===&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039; – The default state of a tile where no war actions have taken place; all is fair, anything may be built.&lt;br /&gt;
* &#039;&#039;&#039;Contested&#039;&#039;&#039; – A battle is declared over such tile. Only minor alterations (such as decorations) and specific defenses (e.g. trench lines, campsites as acknowledged by the war monitor) are allowed.&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039; – A contested tile that has switched ownership. After 7 days in this state, the tile automatically reverts to Controlled.&lt;br /&gt;
* &#039;&#039;&#039;Mixed&#039;&#039;&#039; – Occurs when a draw happens; the war monitor subdivides the tile into occupied sub-tiles in accordance with the sides involved.&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039; – Urban tiles that, while &amp;quot;controlled&amp;quot; by one side, are disconnected from areas of player activity and cannot be used as spawnpoints for attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tile Development ===&lt;br /&gt;
Tiles are also classified by their development level:&lt;br /&gt;
* &#039;&#039;&#039;Fort&#039;&#039;&#039; – An urban tile fortified with walls and piston doors (minimum 3x3) as defined entrances.&lt;br /&gt;
* &#039;&#039;&#039;Urban&#039;&#039;&#039; – Major cities, large towns, or city districts.&lt;br /&gt;
* &#039;&#039;&#039;Suburban&#039;&#039;&#039; – Outskirts of cities, villages, or areas with moderate development.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; – Areas between tiles, with minimal development.&lt;br /&gt;
&lt;br /&gt;
=== Fort Rules ===&lt;br /&gt;
* &#039;&#039;&#039;Forts&#039;&#039;&#039; can be &#039;&#039;&#039;forcibly opened&#039;&#039;&#039; by declaring a separate battle over the entrance. Note that such a battle does not result in any territorial gain.&lt;br /&gt;
* Forts must be &#039;&#039;&#039;opened&#039;&#039;&#039; before they can be used as spawn tiles for an attack.&lt;br /&gt;
* &#039;&#039;&#039;Open&#039;&#039;&#039; forts &#039;&#039;&#039;cannot close&#039;&#039;&#039; unless they have been &#039;&#039;&#039;uncontested&#039;&#039;&#039; for 2 battles.&lt;br /&gt;
&lt;br /&gt;
=== Additional Rules ===&lt;br /&gt;
* Every participant must be a member of a nation &#039;&#039;&#039;at war&#039;&#039;&#039; and must start each battle in an urban tile of their nation.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; tiles cannot be attacked if they border a fort.&lt;br /&gt;
* Tiles can be &#039;&#039;&#039;upgraded&#039;&#039;&#039; by one development level every 30 days, which takes 10 days to go into effect.&lt;br /&gt;
* Tiles with redstone entrances cannot be &#039;&#039;&#039;closed&#039;&#039;&#039; during battle, with exceptions dictated by the war monitor.&lt;br /&gt;
* No new tiles can be created after the nation&#039;s tilemap is verified.&lt;br /&gt;
* Tiles cannot feature excessively punishing defenses that waste player time or force impractical movement (e.g. requiring players to crouch or crawl to enter).&lt;br /&gt;
&lt;br /&gt;
== § Organizing the War ==&lt;br /&gt;
&lt;br /&gt;
Every battle on the server must occur at a time either:&lt;br /&gt;
* Agreed upon by both sides of the war, or&lt;br /&gt;
* Appointed by staff if no agreement can be reached.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;first battle of the war&#039;&#039;&#039; must take place within &#039;&#039;&#039;10 days&#039;&#039;&#039; of the war declaration, and subsequent battles must take place no later than &#039;&#039;&#039;10 days&#039;&#039;&#039; after. Purposefully delaying battles or neglecting to respond to scheduling attempts may result in &#039;&#039;&#039;disqualification from the war&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== War Monitors ===&lt;br /&gt;
Each war must have at least &#039;&#039;&#039;one war monitor&#039;&#039;&#039;. This individual may be:&lt;br /&gt;
* Appointed by mutual agreement between all warring sides, or&lt;br /&gt;
* Assigned by staff if no consensus is reached.&lt;br /&gt;
&lt;br /&gt;
The war monitor&#039;s responsibilities include:&lt;br /&gt;
* Ruling on disputes and edge cases during the war.&lt;br /&gt;
* Spectating battles to ensure fair play.&lt;br /&gt;
* Disqualifying players who violate war rules.&lt;br /&gt;
* Officially starting and ending each battle.&lt;br /&gt;
&lt;br /&gt;
=== Fighter lists ===&lt;br /&gt;
All participating nations must privately send a list of their fighters to the war monitor &#039;&#039;&#039;before the battle begins&#039;&#039;&#039;. This list must remain consistent unless a player is permanently removed or replaced with permission from the monitor.&lt;br /&gt;
&lt;br /&gt;
== § Initiative ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; determines which side in a war gets to choose the location of each battle.&lt;br /&gt;
&lt;br /&gt;
At the start of the war, &#039;&#039;&#039;both sides receive 1 initiative point&#039;&#039;&#039;. The &#039;&#039;&#039;attacker goes first&#039;&#039;&#039; by default, spending their initiative to declare the first battle.&lt;br /&gt;
&lt;br /&gt;
=== What is Initiative? ===&lt;br /&gt;
Initiative represents the momentum of a war. A nation uses initiative to decide the next tile to be contested.&lt;br /&gt;
&lt;br /&gt;
Initiative is spent when a side declares a battle. If the initiating side &#039;&#039;&#039;wins&#039;&#039;&#039; the battle, they retain initiative and may declare the next one. If they &#039;&#039;&#039;lose&#039;&#039;&#039;, the initiative passes to the opposing side, who then chooses the location of the next battle.&lt;br /&gt;
&lt;br /&gt;
=== Initiative Rules ===&lt;br /&gt;
* Both sides start with 1 initiative.&lt;br /&gt;
* The attacker always spends the first initiative point.&lt;br /&gt;
* Only the side with initiative may declare battle locations.&lt;br /&gt;
* Losing a battle transfers initiative to the opposing side.&lt;br /&gt;
&lt;br /&gt;
== § Battle Conduct &amp;amp; War Restrictions ==&lt;br /&gt;
&lt;br /&gt;
All battles have specific mechanical limitations and restrictions. All participants are expected to follow these rules to ensure fairness, clarity, and competitive integrity.&lt;br /&gt;
&lt;br /&gt;
=== Prohibited Items ===&lt;br /&gt;
The following items are strictly forbidden in all battles:&lt;br /&gt;
* Maces&lt;br /&gt;
* Ender Pearls&lt;br /&gt;
* Chorus Fruits&lt;br /&gt;
* Wind Charges&lt;br /&gt;
* End Crystals&lt;br /&gt;
* Respawn Anchors&lt;br /&gt;
* Riptide Tridents&lt;br /&gt;
* Slow-falling Arrows&lt;br /&gt;
&lt;br /&gt;
Using these items during war battles will result in immediate disqualification from the current battle and may incur further penalties from staff or the war monitor.&lt;br /&gt;
&lt;br /&gt;
=== Block Interaction Rules ===&lt;br /&gt;
Players may &#039;&#039;&#039;not place or break blocks&#039;&#039;&#039; during battle. However, there are some special cases that can be altered in the contested tile and tiles adjacent to it:&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;beds&#039;&#039;&#039; (for setting spawn)&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;shulker boxes&#039;&#039;&#039;&lt;br /&gt;
* Breaking door blocks (wooden or iron doors only — not redstone contraptions)&lt;br /&gt;
&lt;br /&gt;
The following actions are specifically forbidden:&lt;br /&gt;
* Using placed blocks to create barriers or parkour routes.&lt;br /&gt;
* Using or setting up &#039;&#039;&#039;stasis chambers&#039;&#039;&#039; or other teleportation mechanisms.&lt;br /&gt;
&lt;br /&gt;
=== Raiding Rules ===&lt;br /&gt;
Players listed on a side’s official &#039;&#039;&#039;fighter list&#039;&#039;&#039; are permitted to &#039;&#039;&#039;raid contested and occupied tiles&#039;&#039;&#039; during active battles. This includes:&lt;br /&gt;
* Looting any containers (chests, barrels, etc.)&lt;br /&gt;
* Interacting with redstone mechanisms&lt;br /&gt;
* Killing any mobs within the tile, including:&lt;br /&gt;
** Pets&lt;br /&gt;
** Villagers&lt;br /&gt;
** Livestock and other passive mobs&lt;br /&gt;
&lt;br /&gt;
These actions are only permitted within &#039;&#039;&#039;tiles that are currently being fought over and tiles deemed occupied&#039;&#039;&#039;. Raiding unrelated tiles or exploiting war permissions outside of battle zones is considered griefing and is subject to punishment.&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Rules ===&lt;br /&gt;
Due to skirmishes (fights done outside of battles) being an overall negative impact on the server and the enjoyment of the war for the playerbase, rules were made in favor of regulating these skirmishes. Any skirmish must happen in accordance with the battle conduct rules, and no skirmishes may occur inside the land of non-participating nations.&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2569</id>
		<title>War Rules</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2569"/>
		<updated>2025-05-22T00:58:16Z</updated>

		<summary type="html">&lt;p&gt;BCA: /* § Tiles and Tilemaps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{&lt;br /&gt;
Navbox|title=Infopages|content=[[Main_Page|Main]] • [[CinderCivs:FAQ|FAQ]] • [[War Rules]] ([[War Rules Draft|Draft]])&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;display:inline-block; float:center;&amp;quot;&amp;gt; __TOC__ &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;War&#039;&#039;&#039; on CinderCivs utilizes a special set of rules as to allow for a dynamic progression that corresponds to roleplay and fair combat. The war system is designed to emulate a strategy game layout with arranged battles happening over tiles of various levels of development. &lt;br /&gt;
&lt;br /&gt;
== § Declaring War ==&lt;br /&gt;
&lt;br /&gt;
Wars can occur between nations with at least &#039;&#039;&#039;one urban tile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In order to declare a war, the &#039;&#039;&#039;attacking nation&#039;&#039;&#039; must provide the following:&lt;br /&gt;
* The &#039;&#039;&#039;general area&#039;&#039;&#039; they intend to attack (e.g. a region or town).&lt;br /&gt;
* A &#039;&#039;&#039;tilemap&#039;&#039;&#039; clearly showing their current territories relevant for the war.&lt;br /&gt;
&lt;br /&gt;
The area declared to be under attack go from &#039;&#039;&#039;Controlled&#039;&#039;&#039; to &#039;&#039;&#039;Contested&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once war is declared, the &#039;&#039;&#039;defending nation&#039;&#039;&#039; must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; within one week. If neither side submits the required information within this timeframe, the war is &#039;&#039;&#039;cancelled&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;only one side complies&#039;&#039;&#039;, the staff team may intervene and &#039;&#039;&#039;force a battle&#039;&#039;&#039; to occur to the &#039;&#039;&#039;compliant party’s advantage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Third parties (including allies) must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; with at least one urban tile before being allowed to join the war.&lt;br /&gt;
&lt;br /&gt;
== § Tiles and Tilemaps ==&lt;br /&gt;
&lt;br /&gt;
The entire field of war is divided into distinct &#039;&#039;&#039;tiles&#039;&#039;&#039;. Tiles vary based on their &#039;&#039;&#039;status&#039;&#039;&#039; and their level of &#039;&#039;&#039;development&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Tile Status ===&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039; – The default state of a tile where no war actions have taken place; all is fair, anything may be built.&lt;br /&gt;
* &#039;&#039;&#039;Contested&#039;&#039;&#039; – A battle is declared over such tile. Only minor alterations (such as decorations) and specific defenses (e.g. trench lines, campsites as acknowledged by the war monitor) are allowed.&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039; – A contested tile that has switched ownership. After 7 days in this state, the tile automatically reverts to Controlled.&lt;br /&gt;
* &#039;&#039;&#039;Mixed&#039;&#039;&#039; – Occurs when a draw happens; the war monitor subdivides the tile into occupied sub-tiles in accordance with the sides involved.&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039; – Urban tiles that, while &amp;quot;controlled&amp;quot; by one side, are disconnected from areas of player activity and cannot be used as spawnpoints for attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tile Development ===&lt;br /&gt;
Tiles are also classified by their development level:&lt;br /&gt;
* &#039;&#039;&#039;Fort&#039;&#039;&#039; – An urban tile fortified with walls and piston doors (minimum 3x3) as defined entrances.&lt;br /&gt;
* &#039;&#039;&#039;Urban&#039;&#039;&#039; – Major cities, large towns, or city districts.&lt;br /&gt;
* &#039;&#039;&#039;Suburban&#039;&#039;&#039; – Outskirts of cities, villages, or areas with moderate development.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; – Areas between tiles, with minimal development.&lt;br /&gt;
&lt;br /&gt;
=== Fort Rules ===&lt;br /&gt;
* &#039;&#039;&#039;Forts&#039;&#039;&#039; can be &#039;&#039;&#039;forcibly opened&#039;&#039;&#039; by declaring a separate battle over the entrance. Note that such a battle does not result in any territorial gain.&lt;br /&gt;
* Forts must be &#039;&#039;&#039;opened&#039;&#039;&#039; before they can be used as spawn tiles for an attack.&lt;br /&gt;
* &#039;&#039;&#039;Open&#039;&#039;&#039; forts &#039;&#039;&#039;cannot close&#039;&#039;&#039; unless they have been &#039;&#039;&#039;uncontested&#039;&#039;&#039; for 2 battles.&lt;br /&gt;
&lt;br /&gt;
=== Additional Rules ===&lt;br /&gt;
* Every participant must be a member of a nation &#039;&#039;&#039;at war&#039;&#039;&#039; and must start each battle in an urban tile of their nation.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; tiles cannot be attacked if they border a fort.&lt;br /&gt;
* Tiles can be &#039;&#039;&#039;upgraded&#039;&#039;&#039; by one development level every 30 days, which takes 10 days to go into effect.&lt;br /&gt;
* Tiles with redstone entrances cannot be &#039;&#039;&#039;closed&#039;&#039;&#039; during battle, with exceptions dictated by the war monitor.&lt;br /&gt;
* No new tiles can be created after the nation&#039;s tilemap is verified.&lt;br /&gt;
* Tiles cannot feature excessively punishing defenses that waste player time or force impractical movement (e.g. requiring players to crouch or crawl to enter).&lt;br /&gt;
&lt;br /&gt;
== § Organizing the War ==&lt;br /&gt;
&lt;br /&gt;
Every battle on the server must occur at a time either:&lt;br /&gt;
* Agreed upon by both sides of the war, or&lt;br /&gt;
* Appointed by staff if no agreement can be reached.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;first battle of the war&#039;&#039;&#039; must take place within &#039;&#039;&#039;10 days&#039;&#039;&#039; of the war declaration, and subsequent battles must take place no later than &#039;&#039;&#039;10 days&#039;&#039;&#039; after. Purposefully delaying battles or neglecting to respond to scheduling attempts may result in &#039;&#039;&#039;disqualification from the war&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== War Monitors ===&lt;br /&gt;
Each war must have at least &#039;&#039;&#039;one war monitor&#039;&#039;&#039;. This individual may be:&lt;br /&gt;
* Appointed by mutual agreement between all warring sides, or&lt;br /&gt;
* Assigned by staff if no consensus is reached.&lt;br /&gt;
&lt;br /&gt;
The war monitor&#039;s responsibilities include:&lt;br /&gt;
* Ruling on disputes and edge cases during the war.&lt;br /&gt;
* Spectating battles to ensure fair play.&lt;br /&gt;
* Disqualifying players who violate war rules.&lt;br /&gt;
* Officially starting and ending each battle.&lt;br /&gt;
&lt;br /&gt;
=== Fighter lists ===&lt;br /&gt;
All participating nations must privately send a list of their fighters to the war monitor &#039;&#039;&#039;before the battle begins&#039;&#039;&#039;. This list must remain consistent unless a player is permanently removed or replaced with permission from the monitor.&lt;br /&gt;
&lt;br /&gt;
== § Initiative ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; determines which side in a war gets to choose the location of each battle.&lt;br /&gt;
&lt;br /&gt;
At the start of the war, &#039;&#039;&#039;both sides receive 1 initiative point&#039;&#039;&#039;. The &#039;&#039;&#039;attacker goes first&#039;&#039;&#039; by default, spending their initiative to declare the first battle.&lt;br /&gt;
&lt;br /&gt;
=== What is Initiative? ===&lt;br /&gt;
Initiative represents the momentum of a war. A nation uses initiative to decide the next tile to be contested.&lt;br /&gt;
&lt;br /&gt;
Initiative is spent when a side declares a battle. If the initiating side &#039;&#039;&#039;wins&#039;&#039;&#039; the battle, they retain initiative and may declare the next one. If they &#039;&#039;&#039;lose&#039;&#039;&#039;, the initiative passes to the opposing side, who then chooses the location of the next battle.&lt;br /&gt;
&lt;br /&gt;
=== Initiative Rules ===&lt;br /&gt;
* Both sides start with 1 initiative.&lt;br /&gt;
* The attacker always spends the first initiative point.&lt;br /&gt;
* Only the side with initiative may declare battle locations.&lt;br /&gt;
* Losing a battle transfers initiative to the opposing side.&lt;br /&gt;
&lt;br /&gt;
== § Battle Conduct &amp;amp; War Restrictions ==&lt;br /&gt;
&lt;br /&gt;
All battles have specific mechanical limitations and restrictions. All participants are expected to follow these rules to ensure fairness, clarity, and competitive integrity.&lt;br /&gt;
&lt;br /&gt;
=== Prohibited Items ===&lt;br /&gt;
The following items are strictly forbidden in all battles:&lt;br /&gt;
* Maces&lt;br /&gt;
* Ender Pearls&lt;br /&gt;
* Chorus Fruits&lt;br /&gt;
* Wind Charges&lt;br /&gt;
* End Crystals&lt;br /&gt;
* Respawn Anchors&lt;br /&gt;
* Riptide Tridents&lt;br /&gt;
* Slow-falling Arrows&lt;br /&gt;
&lt;br /&gt;
Using these items during war battles will result in immediate disqualification from the current battle and may incur further penalties from staff or the war monitor.&lt;br /&gt;
&lt;br /&gt;
=== Block Interaction Rules ===&lt;br /&gt;
Players may &#039;&#039;&#039;not place or break blocks&#039;&#039;&#039; during battle &#039;&#039;&#039;in and around contested tiles&#039;&#039;&#039;. The only exceptions to this are:&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;beds&#039;&#039;&#039; (for setting spawn)&lt;br /&gt;
* Placing or accessing &#039;&#039;&#039;shulker boxes&#039;&#039;&#039;&lt;br /&gt;
* Attackers may break door blocks (wooden or iron doors only — not redstone contraptions)&lt;br /&gt;
&lt;br /&gt;
The following actions are specifically forbidden:&lt;br /&gt;
* Using placed blocks to create barriers or parkour routes.&lt;br /&gt;
* Using or setting up &#039;&#039;&#039;stasis chambers&#039;&#039;&#039; or other teleportation mechanisms.&lt;br /&gt;
&lt;br /&gt;
=== Raiding Rules ===&lt;br /&gt;
Players listed on a side’s official &#039;&#039;&#039;fighter list&#039;&#039;&#039; are permitted to &#039;&#039;&#039;raid contested and occupied tiles&#039;&#039;&#039; during active battles. This includes:&lt;br /&gt;
* Looting any containers (chests, barrels, etc.)&lt;br /&gt;
* Interacting with redstone mechanisms&lt;br /&gt;
* Killing any mobs within the tile, including:&lt;br /&gt;
** Pets&lt;br /&gt;
** Villagers&lt;br /&gt;
** Livestock and other passive mobs&lt;br /&gt;
&lt;br /&gt;
These actions are only permitted within &#039;&#039;&#039;tiles that are currently being fought over and tiles deemed occupied&#039;&#039;&#039;. Raiding unrelated tiles or exploiting war permissions outside of battle zones is considered griefing and is subject to punishment.&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Rules ===&lt;br /&gt;
Due to skirmishes (fights done outside of battles) being an overall negative impact on the server and the enjoyment of the war for the playerbase, rules were made in favor of regulating these skirmishes. Any skirmish must happen in accordance with the battle conduct rules, and no skirmishes may occur inside the land of non-participating nations.&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2568</id>
		<title>War Rules</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2568"/>
		<updated>2025-05-22T00:53:16Z</updated>

		<summary type="html">&lt;p&gt;BCA: /* § Declaring War */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{&lt;br /&gt;
Navbox|title=Infopages|content=[[Main_Page|Main]] • [[CinderCivs:FAQ|FAQ]] • [[War Rules]] ([[War Rules Draft|Draft]])&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;display:inline-block; float:center;&amp;quot;&amp;gt; __TOC__ &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;War&#039;&#039;&#039; on CinderCivs utilizes a special set of rules as to allow for a dynamic progression that corresponds to roleplay and fair combat. The war system is designed to emulate a strategy game layout with arranged battles happening over tiles of various levels of development. &lt;br /&gt;
&lt;br /&gt;
== § Declaring War ==&lt;br /&gt;
&lt;br /&gt;
Wars can occur between nations with at least &#039;&#039;&#039;one urban tile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In order to declare a war, the &#039;&#039;&#039;attacking nation&#039;&#039;&#039; must provide the following:&lt;br /&gt;
* The &#039;&#039;&#039;general area&#039;&#039;&#039; they intend to attack (e.g. a region or town).&lt;br /&gt;
* A &#039;&#039;&#039;tilemap&#039;&#039;&#039; clearly showing their current territories relevant for the war.&lt;br /&gt;
&lt;br /&gt;
The area declared to be under attack go from &#039;&#039;&#039;Controlled&#039;&#039;&#039; to &#039;&#039;&#039;Contested&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once war is declared, the &#039;&#039;&#039;defending nation&#039;&#039;&#039; must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; within one week. If neither side submits the required information within this timeframe, the war is &#039;&#039;&#039;cancelled&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;only one side complies&#039;&#039;&#039;, the staff team may intervene and &#039;&#039;&#039;force a battle&#039;&#039;&#039; to occur to the &#039;&#039;&#039;compliant party’s advantage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Third parties (including allies) must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; with at least one urban tile before being allowed to join the war.&lt;br /&gt;
&lt;br /&gt;
== § Tiles and Tilemaps ==&lt;br /&gt;
&lt;br /&gt;
The entire field of war is divided into distinct &#039;&#039;&#039;tiles&#039;&#039;&#039;. Tiles vary based on their &#039;&#039;&#039;status&#039;&#039;&#039; and their level of &#039;&#039;&#039;development&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Tile Status ===&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039; – The default state of a tile where no war actions have taken place; all is fair, anything may be built.&lt;br /&gt;
* &#039;&#039;&#039;Contested&#039;&#039;&#039; – A battle is declared over such tile. Only minor alterations (such as decorations) and specific defenses (e.g. trench lines, campsites as acknowledged by the war monitor) are allowed.&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039; – A contested tile that has switched ownership. After 7 days in this state, the tile automatically reverts to Controlled.&lt;br /&gt;
* &#039;&#039;&#039;Mixed&#039;&#039;&#039; – Occurs when a draw happens; the war monitor subdivides the tile into occupied sub-tiles in accordance with the sides involved.&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039; – Urban tiles that, while &amp;quot;controlled&amp;quot; by one side, are disconnected from areas of player activity and cannot be used as spawnpoints.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tile Development ===&lt;br /&gt;
Tiles are also classified by their development level:&lt;br /&gt;
* &#039;&#039;&#039;Fort&#039;&#039;&#039; – An urban tile fortified with walls and piston doors (minimum 3x3) as defined entrances.&lt;br /&gt;
* &#039;&#039;&#039;Urban&#039;&#039;&#039; – Major cities, large towns, or city districts.&lt;br /&gt;
* &#039;&#039;&#039;Suburban&#039;&#039;&#039; – Outskirts of cities, villages, or areas with moderate development.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; – Areas between tiles, with minimal development.&lt;br /&gt;
&lt;br /&gt;
=== Fort Rules ===&lt;br /&gt;
* &#039;&#039;&#039;Forts&#039;&#039;&#039; can be &#039;&#039;&#039;forcibly opened&#039;&#039;&#039; by declaring a separate battle over the entrance. Note that such a battle does not result in any territorial gain.&lt;br /&gt;
* Forts must be &#039;&#039;&#039;opened&#039;&#039;&#039; before they can be used as spawn tiles for an attack.&lt;br /&gt;
* &#039;&#039;&#039;Open&#039;&#039;&#039; forts &#039;&#039;&#039;cannot close&#039;&#039;&#039; unless they have been &#039;&#039;&#039;uncontested&#039;&#039;&#039; for 2 battles.&lt;br /&gt;
&lt;br /&gt;
=== Additional Rules ===&lt;br /&gt;
* Every participant must be a member of a nation &#039;&#039;&#039;at war&#039;&#039;&#039; and must start each battle in an urban tile of their nation.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; tiles cannot be attacked if they border a fort.&lt;br /&gt;
* Tiles can be &#039;&#039;&#039;upgraded&#039;&#039;&#039; by one development level every 30 days, which takes 10 days to go into effect.&lt;br /&gt;
* Tiles with redstone entrances cannot be &#039;&#039;&#039;closed&#039;&#039;&#039; during battle, with exceptions dictated by the war monitor.&lt;br /&gt;
* No new tiles can be created after the nation&#039;s tilemap is verified.&lt;br /&gt;
* Tiles cannot feature excessively punishing defenses that waste player time or force impractical movement (e.g. requiring players to crouch or crawl to enter).&lt;br /&gt;
&lt;br /&gt;
== § Organizing the War ==&lt;br /&gt;
&lt;br /&gt;
Every battle on the server must occur at a time either:&lt;br /&gt;
* Agreed upon by both sides of the war, or&lt;br /&gt;
* Appointed by staff if no agreement can be reached.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;first battle of the war&#039;&#039;&#039; must take place within &#039;&#039;&#039;10 days&#039;&#039;&#039; of the war declaration, and subsequent battles must take place no later than &#039;&#039;&#039;10 days&#039;&#039;&#039; after. Purposefully delaying battles or neglecting to respond to scheduling attempts may result in &#039;&#039;&#039;disqualification from the war&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== War Monitors ===&lt;br /&gt;
Each war must have at least &#039;&#039;&#039;one war monitor&#039;&#039;&#039;. This individual may be:&lt;br /&gt;
* Appointed by mutual agreement between all warring sides, or&lt;br /&gt;
* Assigned by staff if no consensus is reached.&lt;br /&gt;
&lt;br /&gt;
The war monitor&#039;s responsibilities include:&lt;br /&gt;
* Ruling on disputes and edge cases during the war.&lt;br /&gt;
* Spectating battles to ensure fair play.&lt;br /&gt;
* Disqualifying players who violate war rules.&lt;br /&gt;
* Officially starting and ending each battle.&lt;br /&gt;
&lt;br /&gt;
=== Fighter lists ===&lt;br /&gt;
All participating nations must privately send a list of their fighters to the war monitor &#039;&#039;&#039;before the battle begins&#039;&#039;&#039;. This list must remain consistent unless a player is permanently removed or replaced with permission from the monitor.&lt;br /&gt;
&lt;br /&gt;
== § Initiative ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; determines which side in a war gets to choose the location of each battle.&lt;br /&gt;
&lt;br /&gt;
At the start of the war, &#039;&#039;&#039;both sides receive 1 initiative point&#039;&#039;&#039;. The &#039;&#039;&#039;attacker goes first&#039;&#039;&#039; by default, spending their initiative to declare the first battle.&lt;br /&gt;
&lt;br /&gt;
=== What is Initiative? ===&lt;br /&gt;
Initiative represents the momentum of a war. A nation uses initiative to decide the next tile to be contested.&lt;br /&gt;
&lt;br /&gt;
Initiative is spent when a side declares a battle. If the initiating side &#039;&#039;&#039;wins&#039;&#039;&#039; the battle, they retain initiative and may declare the next one. If they &#039;&#039;&#039;lose&#039;&#039;&#039;, the initiative passes to the opposing side, who then chooses the location of the next battle.&lt;br /&gt;
&lt;br /&gt;
=== Initiative Rules ===&lt;br /&gt;
* Both sides start with 1 initiative.&lt;br /&gt;
* The attacker always spends the first initiative point.&lt;br /&gt;
* Only the side with initiative may declare battle locations.&lt;br /&gt;
* Losing a battle transfers initiative to the opposing side.&lt;br /&gt;
&lt;br /&gt;
== § Battle Conduct &amp;amp; War Restrictions ==&lt;br /&gt;
&lt;br /&gt;
All battles have specific mechanical limitations and restrictions. All participants are expected to follow these rules to ensure fairness, clarity, and competitive integrity.&lt;br /&gt;
&lt;br /&gt;
=== Prohibited Items ===&lt;br /&gt;
The following items are strictly forbidden in all battles:&lt;br /&gt;
* Maces&lt;br /&gt;
* Ender Pearls&lt;br /&gt;
* Chorus Fruits&lt;br /&gt;
* Wind Charges&lt;br /&gt;
* End Crystals&lt;br /&gt;
* Respawn Anchors&lt;br /&gt;
* Riptide Tridents&lt;br /&gt;
* Slow-falling Arrows&lt;br /&gt;
&lt;br /&gt;
Using these items during war battles will result in immediate disqualification from the current battle and may incur further penalties from staff or the war monitor.&lt;br /&gt;
&lt;br /&gt;
=== Block Interaction Rules ===&lt;br /&gt;
Players may &#039;&#039;&#039;not place or break blocks&#039;&#039;&#039; during battle &#039;&#039;&#039;in and around contested tiles&#039;&#039;&#039;. The only exceptions to this are:&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;beds&#039;&#039;&#039; (for setting spawn)&lt;br /&gt;
* Placing or accessing &#039;&#039;&#039;shulker boxes&#039;&#039;&#039;&lt;br /&gt;
* Attackers may break door blocks (wooden or iron doors only — not redstone contraptions)&lt;br /&gt;
&lt;br /&gt;
The following actions are specifically forbidden:&lt;br /&gt;
* Using placed blocks to create barriers or parkour routes.&lt;br /&gt;
* Using or setting up &#039;&#039;&#039;stasis chambers&#039;&#039;&#039; or other teleportation mechanisms.&lt;br /&gt;
&lt;br /&gt;
=== Raiding Rules ===&lt;br /&gt;
Players listed on a side’s official &#039;&#039;&#039;fighter list&#039;&#039;&#039; are permitted to &#039;&#039;&#039;raid contested and occupied tiles&#039;&#039;&#039; during active battles. This includes:&lt;br /&gt;
* Looting any containers (chests, barrels, etc.)&lt;br /&gt;
* Interacting with redstone mechanisms&lt;br /&gt;
* Killing any mobs within the tile, including:&lt;br /&gt;
** Pets&lt;br /&gt;
** Villagers&lt;br /&gt;
** Livestock and other passive mobs&lt;br /&gt;
&lt;br /&gt;
These actions are only permitted within &#039;&#039;&#039;tiles that are currently being fought over and tiles deemed occupied&#039;&#039;&#039;. Raiding unrelated tiles or exploiting war permissions outside of battle zones is considered griefing and is subject to punishment.&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Rules ===&lt;br /&gt;
Due to skirmishes (fights done outside of battles) being an overall negative impact on the server and the enjoyment of the war for the playerbase, rules were made in favor of regulating these skirmishes. Any skirmish must happen in accordance with the battle conduct rules, and no skirmishes may occur inside the land of non-participating nations.&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2567</id>
		<title>War Rules</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=War_Rules&amp;diff=2567"/>
		<updated>2025-05-22T00:34:56Z</updated>

		<summary type="html">&lt;p&gt;BCA: Created page with &amp;quot;{{ Navbox|title=Infopages|content=Main • FAQ • War Rules (Draft) &amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;display:inline-block; float:center;&amp;quot;&amp;gt; __TOC__ &amp;lt;/span&amp;gt; &amp;lt;/br&amp;gt; }} &amp;#039;&amp;#039;&amp;#039;War&amp;#039;&amp;#039;&amp;#039; on CinderCivs utilizes a special set of rules as to allow for a dynamic progression that corresponds to roleplay and fair combat. The war system is designed to emulate a strategy game layout with arranged battles happening over tiles of various levels of dev...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{&lt;br /&gt;
Navbox|title=Infopages|content=[[Main_Page|Main]] • [[CinderCivs:FAQ|FAQ]] • [[War Rules]] ([[War Rules Draft|Draft]])&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;display:inline-block; float:center;&amp;quot;&amp;gt; __TOC__ &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;War&#039;&#039;&#039; on CinderCivs utilizes a special set of rules as to allow for a dynamic progression that corresponds to roleplay and fair combat. The war system is designed to emulate a strategy game layout with arranged battles happening over tiles of various levels of development. &lt;br /&gt;
&lt;br /&gt;
== § Declaring War ==&lt;br /&gt;
&lt;br /&gt;
Wars can occur between nations with at least &#039;&#039;&#039;one urban tile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In order to declare a war, the &#039;&#039;&#039;attacking nation&#039;&#039;&#039; must provide the following:&lt;br /&gt;
* The &#039;&#039;&#039;general area&#039;&#039;&#039; they intend to attack (e.g. a region or town).&lt;br /&gt;
* A &#039;&#039;&#039;tilemap&#039;&#039;&#039; clearly showing their current territories relevant for the war.&lt;br /&gt;
&lt;br /&gt;
The area declared to be under attack go from &#039;&#039;&#039;Controlled&#039;&#039;&#039; to &#039;&#039;&#039;Contested&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once war is declared, the &#039;&#039;&#039;defending nation&#039;&#039;&#039; must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; within one week. If neither side submits the required information within this timeframe, the war is &#039;&#039;&#039;cancelled&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;only one side complies&#039;&#039;&#039;, the staff team may intervene and &#039;&#039;&#039;force a battle&#039;&#039;&#039; to occur to the &#039;&#039;&#039;compliant party’s advantage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Third party nations (including allies) must submit &#039;&#039;&#039;their own tilemap&#039;&#039;&#039; before being allowed to join the war.&lt;br /&gt;
&lt;br /&gt;
== § Tiles and Tilemaps ==&lt;br /&gt;
&lt;br /&gt;
The entire field of war is divided into distinct &#039;&#039;&#039;tiles&#039;&#039;&#039;. Tiles vary based on their &#039;&#039;&#039;status&#039;&#039;&#039; and their level of &#039;&#039;&#039;development&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Tile Status ===&lt;br /&gt;
* &#039;&#039;&#039;Controlled&#039;&#039;&#039; – The default state of a tile where no war actions have taken place; all is fair, anything may be built.&lt;br /&gt;
* &#039;&#039;&#039;Contested&#039;&#039;&#039; – A battle is declared over such tile. Only minor alterations (such as decorations) and specific defenses (e.g. trench lines, campsites as acknowledged by the war monitor) are allowed.&lt;br /&gt;
* &#039;&#039;&#039;Occupied&#039;&#039;&#039; – A contested tile that has switched ownership. After 7 days in this state, the tile automatically reverts to Controlled.&lt;br /&gt;
* &#039;&#039;&#039;Mixed&#039;&#039;&#039; – Occurs when a draw happens; the war monitor subdivides the tile into occupied sub-tiles in accordance with the sides involved.&lt;br /&gt;
* &#039;&#039;&#039;Limited&#039;&#039;&#039; – Urban tiles that, while &amp;quot;controlled&amp;quot; by one side, are disconnected from areas of player activity and cannot be used as spawnpoints.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tile Development ===&lt;br /&gt;
Tiles are also classified by their development level:&lt;br /&gt;
* &#039;&#039;&#039;Fort&#039;&#039;&#039; – An urban tile fortified with walls and piston doors (minimum 3x3) as defined entrances.&lt;br /&gt;
* &#039;&#039;&#039;Urban&#039;&#039;&#039; – Major cities, large towns, or city districts.&lt;br /&gt;
* &#039;&#039;&#039;Suburban&#039;&#039;&#039; – Outskirts of cities, villages, or areas with moderate development.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; – Areas between tiles, with minimal development.&lt;br /&gt;
&lt;br /&gt;
=== Fort Rules ===&lt;br /&gt;
* &#039;&#039;&#039;Forts&#039;&#039;&#039; can be &#039;&#039;&#039;forcibly opened&#039;&#039;&#039; by declaring a separate battle over the entrance. Note that such a battle does not result in any territorial gain.&lt;br /&gt;
* Forts must be &#039;&#039;&#039;opened&#039;&#039;&#039; before they can be used as spawn tiles for an attack.&lt;br /&gt;
* &#039;&#039;&#039;Open&#039;&#039;&#039; forts &#039;&#039;&#039;cannot close&#039;&#039;&#039; unless they have been &#039;&#039;&#039;uncontested&#039;&#039;&#039; for 2 battles.&lt;br /&gt;
&lt;br /&gt;
=== Additional Rules ===&lt;br /&gt;
* Every participant must be a member of a nation &#039;&#039;&#039;at war&#039;&#039;&#039; and must start each battle in an urban tile of their nation.&lt;br /&gt;
* &#039;&#039;&#039;Rural&#039;&#039;&#039; tiles cannot be attacked if they border a fort.&lt;br /&gt;
* Tiles can be &#039;&#039;&#039;upgraded&#039;&#039;&#039; by one development level every 30 days, which takes 10 days to go into effect.&lt;br /&gt;
* Tiles with redstone entrances cannot be &#039;&#039;&#039;closed&#039;&#039;&#039; during battle, with exceptions dictated by the war monitor.&lt;br /&gt;
* No new tiles can be created after the nation&#039;s tilemap is verified.&lt;br /&gt;
* Tiles cannot feature excessively punishing defenses that waste player time or force impractical movement (e.g. requiring players to crouch or crawl to enter).&lt;br /&gt;
&lt;br /&gt;
== § Organizing the War ==&lt;br /&gt;
&lt;br /&gt;
Every battle on the server must occur at a time either:&lt;br /&gt;
* Agreed upon by both sides of the war, or&lt;br /&gt;
* Appointed by staff if no agreement can be reached.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;first battle of the war&#039;&#039;&#039; must take place within &#039;&#039;&#039;10 days&#039;&#039;&#039; of the war declaration, and subsequent battles must take place no later than &#039;&#039;&#039;10 days&#039;&#039;&#039; after. Purposefully delaying battles or neglecting to respond to scheduling attempts may result in &#039;&#039;&#039;disqualification from the war&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== War Monitors ===&lt;br /&gt;
Each war must have at least &#039;&#039;&#039;one war monitor&#039;&#039;&#039;. This individual may be:&lt;br /&gt;
* Appointed by mutual agreement between all warring sides, or&lt;br /&gt;
* Assigned by staff if no consensus is reached.&lt;br /&gt;
&lt;br /&gt;
The war monitor&#039;s responsibilities include:&lt;br /&gt;
* Ruling on disputes and edge cases during the war.&lt;br /&gt;
* Spectating battles to ensure fair play.&lt;br /&gt;
* Disqualifying players who violate war rules.&lt;br /&gt;
* Officially starting and ending each battle.&lt;br /&gt;
&lt;br /&gt;
=== Fighter lists ===&lt;br /&gt;
All participating nations must privately send a list of their fighters to the war monitor &#039;&#039;&#039;before the battle begins&#039;&#039;&#039;. This list must remain consistent unless a player is permanently removed or replaced with permission from the monitor.&lt;br /&gt;
&lt;br /&gt;
== § Initiative ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; determines which side in a war gets to choose the location of each battle.&lt;br /&gt;
&lt;br /&gt;
At the start of the war, &#039;&#039;&#039;both sides receive 1 initiative point&#039;&#039;&#039;. The &#039;&#039;&#039;attacker goes first&#039;&#039;&#039; by default, spending their initiative to declare the first battle.&lt;br /&gt;
&lt;br /&gt;
=== What is Initiative? ===&lt;br /&gt;
Initiative represents the momentum of a war. A nation uses initiative to decide the next tile to be contested.&lt;br /&gt;
&lt;br /&gt;
Initiative is spent when a side declares a battle. If the initiating side &#039;&#039;&#039;wins&#039;&#039;&#039; the battle, they retain initiative and may declare the next one. If they &#039;&#039;&#039;lose&#039;&#039;&#039;, the initiative passes to the opposing side, who then chooses the location of the next battle.&lt;br /&gt;
&lt;br /&gt;
=== Initiative Rules ===&lt;br /&gt;
* Both sides start with 1 initiative.&lt;br /&gt;
* The attacker always spends the first initiative point.&lt;br /&gt;
* Only the side with initiative may declare battle locations.&lt;br /&gt;
* Losing a battle transfers initiative to the opposing side.&lt;br /&gt;
&lt;br /&gt;
== § Battle Conduct &amp;amp; War Restrictions ==&lt;br /&gt;
&lt;br /&gt;
All battles have specific mechanical limitations and restrictions. All participants are expected to follow these rules to ensure fairness, clarity, and competitive integrity.&lt;br /&gt;
&lt;br /&gt;
=== Prohibited Items ===&lt;br /&gt;
The following items are strictly forbidden in all battles:&lt;br /&gt;
* Maces&lt;br /&gt;
* Ender Pearls&lt;br /&gt;
* Chorus Fruits&lt;br /&gt;
* Wind Charges&lt;br /&gt;
* End Crystals&lt;br /&gt;
* Respawn Anchors&lt;br /&gt;
* Riptide Tridents&lt;br /&gt;
* Slow-falling Arrows&lt;br /&gt;
&lt;br /&gt;
Using these items during war battles will result in immediate disqualification from the current battle and may incur further penalties from staff or the war monitor.&lt;br /&gt;
&lt;br /&gt;
=== Block Interaction Rules ===&lt;br /&gt;
Players may &#039;&#039;&#039;not place or break blocks&#039;&#039;&#039; during battle &#039;&#039;&#039;in and around contested tiles&#039;&#039;&#039;. The only exceptions to this are:&lt;br /&gt;
* Placing or breaking &#039;&#039;&#039;beds&#039;&#039;&#039; (for setting spawn)&lt;br /&gt;
* Placing or accessing &#039;&#039;&#039;shulker boxes&#039;&#039;&#039;&lt;br /&gt;
* Attackers may break door blocks (wooden or iron doors only — not redstone contraptions)&lt;br /&gt;
&lt;br /&gt;
The following actions are specifically forbidden:&lt;br /&gt;
* Using placed blocks to create barriers or parkour routes.&lt;br /&gt;
* Using or setting up &#039;&#039;&#039;stasis chambers&#039;&#039;&#039; or other teleportation mechanisms.&lt;br /&gt;
&lt;br /&gt;
=== Raiding Rules ===&lt;br /&gt;
Players listed on a side’s official &#039;&#039;&#039;fighter list&#039;&#039;&#039; are permitted to &#039;&#039;&#039;raid contested and occupied tiles&#039;&#039;&#039; during active battles. This includes:&lt;br /&gt;
* Looting any containers (chests, barrels, etc.)&lt;br /&gt;
* Interacting with redstone mechanisms&lt;br /&gt;
* Killing any mobs within the tile, including:&lt;br /&gt;
** Pets&lt;br /&gt;
** Villagers&lt;br /&gt;
** Livestock and other passive mobs&lt;br /&gt;
&lt;br /&gt;
These actions are only permitted within &#039;&#039;&#039;tiles that are currently being fought over and tiles deemed occupied&#039;&#039;&#039;. Raiding unrelated tiles or exploiting war permissions outside of battle zones is considered griefing and is subject to punishment.&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Rules ===&lt;br /&gt;
Due to skirmishes (fights done outside of battles) being an overall negative impact on the server and the enjoyment of the war for the playerbase, rules were made in favor of regulating these skirmishes. Any skirmish must happen in accordance with the battle conduct rules, and no skirmishes may occur inside the land of non-participating nations.&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Munda&amp;diff=2164</id>
		<title>Munda</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Munda&amp;diff=2164"/>
		<updated>2025-02-03T15:17:57Z</updated>

		<summary type="html">&lt;p&gt;BCA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float: right; margin: 0 0 0 0.5em; text-align: center; background-color: light-gray; font-size: 85%; border: 1px solid gray; padding: 0.2em; width: 250px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 250px; background-color: #A4C471; font-size:125%&amp;quot; | Munda&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[file:Munda.png|230px]] The settlement of Magma at dusk.&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[file:MundaInfoboxMap.png|230px]] A map of north–central Cinder with Munda shown in dark green.&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 72px;&amp;quot; |&#039;&#039;&#039;Population&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 72px;&amp;quot; |&#039;&#039;&#039;Denizens&#039;&#039;&#039;&lt;br /&gt;
| [[bca_]]&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Demonym&#039;&#039;&#039;&lt;br /&gt;
| Mundan&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Coordinates&#039;&#039;&#039;&lt;br /&gt;
| {{Coordinates|x=-2350|y=750|inInfobox=yes}}&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Capital&#039;&#039;&#039;&lt;br /&gt;
| Fort Munda&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Nation Type&#039;&#039;&#039;&lt;br /&gt;
| Tribal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Munda&#039;&#039;&#039; is a small tribal nation on four jungle islands of the [[Lakes of Mondego|Mondego Lakes]] region. It is currently a protectorate of [[Adraria]], following the end of the Mondego War, which refers to it as the &amp;quot;&#039;&#039;&#039;Formerly Independent Republic of Munda (FIROM)&#039;&#039;&#039;&amp;quot;. It was formerly occupied by [[Ashannar]], which called it the &amp;quot;&#039;&#039;&#039;bca_ Containment Zone&#039;&#039;&#039;&amp;quot; prior to the war.&lt;br /&gt;
&lt;br /&gt;
Munda has Mistense culture, though it has historically operated very independently of other Mistense nations. Diplomatically, it is largely driven by the Cult of the Flood, which calls for raising the water levels in the Mondego Lakes.&lt;br /&gt;
&lt;br /&gt;
==Etymology==&lt;br /&gt;
&lt;br /&gt;
Munda is the archaic, Hispano-Celtic word for Mondego and roughly translates to transparency, clarity, or purity. This word refers to both the lakes that surround Munda and to the waters that Mundans seek to bring forth from it.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Discovery and Settlement===&lt;br /&gt;
[[file:TheSinkhole.png|thumb|230px|left|The Sinkhole, flooded during the First Mondego Flood.]]&lt;br /&gt;
&lt;br /&gt;
Munda was first explored on the first day of the server, when bca_ passed through the Mondego Lakes region on her way to found the town of [[Anneimd]] in the far West. The location would remain largely untouched until the First Mondego Flood, when large sections of the jungle were placed underwater, and the Sinkhole was flooded. The waters of the sinkhole now serve as the boundary between Adrarian and Mundan territory. &lt;br /&gt;
&lt;br /&gt;
After the gods banished the waters, in May 2024 bca_ returned to the area to act as a base of operations for future flooding. Simultaneously, the people of Ashannar came to the area, settling in the region and constructing numerous structures. A verbal agreement to preclude conflict was reached between Ashannar and Munda with the following terms:&lt;br /&gt;
# Munda cannot expand towards any other islands&lt;br /&gt;
# Munda cannot expand the island or modify the surrounding terrain and ocean&lt;br /&gt;
# If Munda joins Ashannar the first term is void&lt;br /&gt;
&lt;br /&gt;
===Growing Tensions with Ashannar===&lt;br /&gt;
Beginning in early May, Ashannar began showing Munda as claimed by Ashannar on maps and referred to it as the &amp;quot;bca_ Containment Zone&amp;quot;. Soon after, the first sign of real-world conflict would break out when Ashannar stole three sniffers living in the jungle and transported them across the sinkhole. One of these sniffers was found tied up in Durial and was recovered. This theft prompted Munda to place bamboo spikes and warning signs around the island of Munda. Over the next few months very little changed and the settlement of Magma was slightly expanded.&lt;br /&gt;
&lt;br /&gt;
By early August the tidings of war were apparent. As Munda first began asserting itself on the international stage, both through further development and by being placed on a map, warnings of a possible invasion by Ashannar were commonplace. As a result, Mundans began work on Fort Munda as a safe location in case of a prolonged siege. This and an obstinate attitude towards foreigners only increased scrutiny however, and soon two wars would begin.&lt;br /&gt;
&lt;br /&gt;
===War Against Danouvia-Scneimunt===&lt;br /&gt;
&lt;br /&gt;
[[file:FortMunda.png|thumb|230px|right|Fort Munda in lockdown soon after Ashannar declared war.]]&lt;br /&gt;
&lt;br /&gt;
In early August 2024, tensions escalated when [[Danrejk]], a representative of [[Hollenberg|Danouvia-Scneimunt]], triggered a lockdown at Fort Munda by repeatedly pressing a clearly marked button despite the stated warning:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; text-align: center; border: 1px solid #f0f0f0; background-color: #f8f8f8; width: 12em&lt;br /&gt;
| ⚠WARNING⚠&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;Press this Button&amp;lt;/br&amp;gt;and I Declare WAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This act was interpreted as a declaration of war, as per the sign. Danrejk was quickly attacked and fled the scene. Munda—desiring not to be bullied by more powerful nations—cited previous hostilities such as the theft of sniffers by Ashannar, and responded by declaring war on Danouvia-Scneimunt. Fort Munda was subsequently sealed to all foreigners as Munda prepared for war.&lt;br /&gt;
&lt;br /&gt;
Following the incident with Danouvia, the Ashannari Empire declared war on Munda under the pretext of quelling a &amp;quot;minor rebellion.&amp;quot; This action violated the prior verbal agreement between Munda and Ashannar, which had maintained peace in the region. While the Ashannari dismissed Munda—not directly mentioning Munda in the declaration and scrubbing the island from later maps—bca_ emphasized Munda&#039;s resolve to resist aggression. Munda offered terms of surrender to Ashannar, demanding recognition of Munda’s sovereignty, the return of any occupied lands, and a symbolic Heart of the Sea. &lt;br /&gt;
&lt;br /&gt;
After the declaration by Ashannar, Munda shifted its focus away from Danouvia-Scneimunt, so bca_ and Danrejk agreed to settle the dispute in a duel for honor that took place on the island of Dagma. Danrejk won the duel, pushed the button one more time, and gave bca_ a Dwarven horn as a reminder of his victory. For a time, he referred to bca_ as an &amp;quot;honorary elf.&amp;quot;&lt;br /&gt;
{{Infobox battle&lt;br /&gt;
|name=[[Mondego War]]&lt;br /&gt;
|image=PrettiestAshannariBuilding.png&lt;br /&gt;
|location=Middle Mondego&lt;br /&gt;
|image_alt=A haphazard tower of dirt and netherrack stands over a jungle edge biome, as seen from the top of a jungle tree across a river.&lt;br /&gt;
|image_caption=The tower Ashannar used to break the siege of Fort Munda during the second battle.&lt;br /&gt;
|date=Aug. 1 to Nov. 5, 2024&amp;lt;br&amp;gt;{{ArcaneDate|year=2024|month=8|day=1}} to 16&lt;br /&gt;
|result=Ashannari Defeat, Mundan Victory, Adrarian Victory&lt;br /&gt;
|combatant1=🐐 Munda&lt;br /&gt;
|combatant2=[[File:Ashannar Flag.png|border|20px]] Elysean Empire of Ashannar&amp;lt;br&amp;gt;[[File:AdrariaFlag.png|border|20px]] Adrarian Ascendancy&lt;br /&gt;
|commander1=🐐 bca_&lt;br /&gt;
|commander2=[[File:Ashannar Flag.png|border|20px]] Sol Aureus&amp;lt;br&amp;gt;[[File:AdrariaFlag.png|border|20px]] Dregate&lt;br /&gt;
|strength1=1 soldier&amp;lt;br&amp;gt;0-1 foreign volunteers&lt;br /&gt;
|strength2=2-4 soldiers&lt;br /&gt;
|casualties1=Dozens&lt;br /&gt;
|casualties2=None}}&lt;br /&gt;
===War Against Ashannar===&lt;br /&gt;
&lt;br /&gt;
On the morning of Day 12 of the war, Ashannar launched its invasion from Durial, taking the settlement of Magma without resistance. bca_ retreated into Fort Munda, preparing for a prolonged siege. Despite the loss, Munda reaffirmed its conditions for Ashannari surrender: recognition of Munda’s sovereignty, the return of occupied land, and a symbolic Heart of the Sea.&lt;br /&gt;
&lt;br /&gt;
In the second battle that afternoon, Ashannari forces escalated their offensive, constructing a makeshift siege tower of netherrack and dirt in Attalica under suppressive bowfire from Fort Munda. Sol Aureus used the tower to leap over the fort’s walls, killing bca_ and capturing it. Ashannar declared victory, looting all of Munda. bca_ fled westward to the island of Dagma.&lt;br /&gt;
&lt;br /&gt;
Over the following weeks, bca_ remained in hiding, constructing Fort Dagma just south of Attalica while slowly rebuilding Munda. Over this time, Ashannar was weakening and many of its members were preparing to leave for other territories. On Day 70, with Munda’s strength renewed and Ashannar in decline, bca_ declared war once more, standing by the original surrender terms.&lt;br /&gt;
&lt;br /&gt;
===War Against Adraria===&lt;br /&gt;
&lt;br /&gt;
As Ashannar withdrew from the Mondego Lakes, the Adrarian Ascendancy sought to claim its former holdings, including Munda. This led to an alliance between Ashannar and Adraria in defense of Ashannar&#039;s Mondego island territory, setting the stage for the next phase of the war.&lt;br /&gt;
&lt;br /&gt;
On Day 86, Mundan forces seized Isussa and Attalica before the Ashannari and Adrarian joint forces could reinforce them, but were repelled from Fort Munda. Control of the fort shifted multiple times during the battle, ultimately remaining in Adrarian hands. A foreign volunteer briefly fought for Munda but arrived late and poorly equipped. Following the battle, bca_ vowed that Munda would resist Adraria for as long as it had resisted Ashannar.&lt;br /&gt;
&lt;br /&gt;
On Day 93, Adraria, having learned Ashannari tactics, constructed a siege tower inside Fort Munda, deploying it to capture Fort Dagma. Simultaneously, Adrarian forces arrived quickly enough to reinforce Magma and Fort Munda before either could be captured. With the fall of its last and only settlement, Munda was once again forced westward, retreating to Split Island to regroup. While the war was set to continue, both sides recognized that a definitive military victory was unlikely. Brief peace negotiations failed to yield a treaty.&lt;br /&gt;
&lt;br /&gt;
On Day 96, Ashannar formally dissolved, ceding its remaining holdings to Adraria. The following day, Adraria unilaterally declared a peace treaty, describing Munda as the Formerly Independent Republic of Munda (FIROM). The treaty allowed for the renewed flooding of the Mondego lakes, and for bca_ to return to Munda. The treaty was never formally signed, but still effectively ended the war.&lt;br /&gt;
&lt;br /&gt;
===Second Mondego Flood===&lt;br /&gt;
&lt;br /&gt;
Following the end of the Mondego War, Munda successfully gained permission to flood the Middle Mondego, but was left impoverished after all resources from Fort Dagma and Fort Munda had been drained. Over the next months, the water level was raised over much of the southwestern Middle Mondego and Adraria constructed a dam across one of the main rivers leading away from the lakes.&lt;br /&gt;
&lt;br /&gt;
Eventually, bca_ traded the head of Sol Aureus to the Adrarians in exchange for armor and tools looted during the war. After this, the pace of flooding accelerated.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
&lt;br /&gt;
[[file:Munda2024Oct26.png|thumb|230px|right|A map of Munda and surrounding territories, published October 26, 2024.]]&lt;br /&gt;
&lt;br /&gt;
Munda is located on several jungle islands on the boundary Middle and Little Mondego. &lt;br /&gt;
&lt;br /&gt;
The easternmost and most developed island is called Munda, and it is home to the town of Magma and Fort Munda. It is artificially separated from the mainland Ashannari town of Durial by the remnants of the First Mondego Flood, most notably in the Sinkhole.&lt;br /&gt;
&lt;br /&gt;
The northernmost island is Dagma and was first settled by the Ashannaris in the north, before the construction of Fort Dagma in the south. It is mostly plains and is by far the least forested of the islands. Another island in the south is thus far unsettled by the Mundans, though it has the abandoned Ashannari building called Isussa on it.&lt;br /&gt;
&lt;br /&gt;
Finally, the most recently settled island is Split Island in the west. Named as such because of the Split Island Slough that divides it between a dense jungle in the eastern half and a beach in the west. A small settlement was created on the western beach during the last days of the Mondego War.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
[[file:MundaHut.png|thumb|230px|left|A typical Mundan hut, showcasing the use of local building materials and stilts.]]&lt;br /&gt;
&lt;br /&gt;
Munda is a self-sustaining community that relies heavily on its natural resources. The residents of Munda manually farm almost all of their produce and raw materials, including cacao beans, bamboo, kelp, wheat, and exotic flowers. The land is rich in biodiversity, with Munda being the only known location where pitcher plants grow in the wild.&lt;br /&gt;
&lt;br /&gt;
The architecture in Munda reflects the community’s resource pool and cultural beliefs. A strong belief in the inevitability of another great flood shapes much of Mundan life and has led to the construction of buildings on stilts in Mundan towns and villages. Typical Mundan huts are constructed from bamboo frames with roofs made of woven kelp and are high enough off the ground to be walked under, adding to Munda&#039;s unique aesthetic. Mundan villages are often centered around giant jungle trees, which serve as natural landmarks and community gathering points. The terrain is left largely untouched.&lt;br /&gt;
&lt;br /&gt;
Culturally, Munda is a strange split off from the [Mistense] culture that originated in Anneimd. Though this is not readily apparent from its architecture and customs, the Cult of the Flood that drives Mundan architecture, tradition, and diplomacy flows from worship of the Mistenist Divine Being Adamastor, who rules over the seas. In Mistenist myth, Adamastor perpetually clashes with Baco, who rules over the land. Mundans seek to end the current era of peace between Baco and Adamastor by bringing about the next Calamity, through which they believe Adamastor will reign victorious and flood all of Cinder.&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Munda&amp;diff=2149</id>
		<title>Munda</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Munda&amp;diff=2149"/>
		<updated>2025-02-03T14:41:58Z</updated>

		<summary type="html">&lt;p&gt;BCA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float: right; margin: 0 0 0 0.5em; text-align: center; background-color: light-gray; font-size: 85%; border: 1px solid gray; padding: 0.2em; width: 250px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 250px; background-color: #A4C471; font-size:125%&amp;quot; | Munda&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[file:Munda.png|230px]] The settlement of Magma at dusk.&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[file:MundaInfoboxMap.png|230px]] A map of north–central Cinder with Munda shown in dark green.&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 72px;&amp;quot; |&#039;&#039;&#039;Population&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 72px;&amp;quot; |&#039;&#039;&#039;Denizens&#039;&#039;&#039;&lt;br /&gt;
| [[bca_]]&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Demonym&#039;&#039;&#039;&lt;br /&gt;
| Mundan&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Coordinates&#039;&#039;&#039;&lt;br /&gt;
| {{Coordinates|x=-2350|y=750|inInfobox=yes}}&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Capital&#039;&#039;&#039;&lt;br /&gt;
| Fort Munda&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Nation Type&#039;&#039;&#039;&lt;br /&gt;
| Tribal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Munda&#039;&#039;&#039; is a small tribal nation on four jungle islands of the [[Lakes of Mondego|Mondego Lakes]] region. It is currently a protectorate of [[Adraria]], following the end of the Mondego War, which refers to it as the &amp;quot;&#039;&#039;&#039;Formerly Independent Republic of Munda (FIROM)&#039;&#039;&#039;&amp;quot;. It was formerly occupied by [[Ashannar]], which called it the &amp;quot;&#039;&#039;&#039;bca_ Containment Zone&#039;&#039;&#039;&amp;quot; prior to the war.&lt;br /&gt;
&lt;br /&gt;
Munda has Mistense culture, though it has historically operated very independently of other Mistense nations. Diplomatically, it is largely driven by the Cult of the Flood, which calls for raising the water levels in the Mondego Lakes.&lt;br /&gt;
&lt;br /&gt;
==Etymology==&lt;br /&gt;
&lt;br /&gt;
Munda is the archaic, Hispano-Celtic word for Mondego and roughly translates to transparency, clarity, or purity. This word refers to both the lakes that surround Munda and to the waters that Mundans seek to bring forth from it.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Discovery and Settlement===&lt;br /&gt;
[[file:TheSinkhole.png|thumb|230px|left|The Sinkhole, flooded during the First Mondego Flood.]]&lt;br /&gt;
&lt;br /&gt;
Munda was first explored on the first day of the server, when bca_ passed through the Mondego Lakes region on her way to found the town of [[Anneimd]] in the far West. The location would remain largely untouched until the First Mondego Flood, when large sections of the jungle were placed underwater, and the Sinkhole was flooded. The waters of the sinkhole now serve as the boundary between Adrarian and Mundan territory. &lt;br /&gt;
&lt;br /&gt;
After the gods banished the waters, in May 2024 bca_ returned to the area to act as a base of operations for future flooding. Simultaneously, the people of Ashannar came to the area, settling in the region and constructing numerous structures. A verbal agreement to preclude conflict was reached between Ashannar and Munda with the following terms:&lt;br /&gt;
# Munda cannot expand towards any other islands&lt;br /&gt;
# Munda cannot expand the island or modify the surrounding terrain and ocean&lt;br /&gt;
# If Munda joins Ashannar the first term is void&lt;br /&gt;
&lt;br /&gt;
===Growing Tensions with Ashannar===&lt;br /&gt;
Beginning in early May, Ashannar began showing Munda as claimed by Ashannar on maps and referred to it as the &amp;quot;bca_ Containment Zone&amp;quot;. Soon after, the first sign of real-world conflict would break out when Ashannar stole three sniffers living in the jungle and transported them across the sinkhole. One of these sniffers was found tied up in Durial and was recovered. This theft prompted Munda to place bamboo spikes and warning signs around the island of Munda. Over the next few months very little changed and the settlement of Magma was slightly expanded.&lt;br /&gt;
&lt;br /&gt;
By early August the tidings of war were apparent. As Munda first began asserting itself on the international stage, both through further development and by being placed on a map, warnings of a possible invasion by Ashannar were commonplace. As a result, Mundans began work on Fort Munda as a safe location in case of a prolonged siege. This and an obstinate attitude towards foreigners only increased scrutiny however, and soon two wars would begin.&lt;br /&gt;
&lt;br /&gt;
===War Against Danouvia-Scneimunt===&lt;br /&gt;
&lt;br /&gt;
[[file:FortMunda.png|thumb|230px|right|Fort Munda in lockdown soon after Ashannar declared war.]]&lt;br /&gt;
&lt;br /&gt;
In early August 2024, tensions escalated when [[Danrejk]], a representative of [[Hollenberg|Danouvia-Scneimunt]], triggered a lockdown at Fort Munda by repeatedly pressing a clearly marked button despite the stated warning:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; text-align: center; border: 1px solid #f0f0f0; background-color: #f8f8f8; width: 12em&lt;br /&gt;
| ⚠WARNING⚠&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;Press this Button&amp;lt;/br&amp;gt;and I Declare WAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This act was interpreted as a declaration of war, as per the sign. Danrejk was quickly attacked and fled the scene. Munda—desiring not to be bullied by more powerful nations—cited previous hostilities such as the theft of sniffers by Ashannar, and responded by declaring war on Danouvia-Scneimunt. Fort Munda was subsequently sealed to all foreigners as Munda prepared for war.&lt;br /&gt;
&lt;br /&gt;
Following the incident with Danouvia, the Ashannari Empire declared war on Munda under the pretext of quelling a &amp;quot;minor rebellion.&amp;quot; This action violated the prior verbal agreement between Munda and Ashannar, which had maintained peace in the region. While the Ashannari dismissed Munda—not directly mentioning Munda in the declaration and scrubbing the island from later maps—bca_ emphasized Munda&#039;s resolve to resist aggression. Munda offered terms of surrender to Ashannar, demanding recognition of Munda’s sovereignty, the return of any occupied lands, and a symbolic Heart of the Sea. &lt;br /&gt;
&lt;br /&gt;
After the declaration by Ashannar, Munda shifted its focus away from Danouvia-Scneimunt, so bca_ and Danrejk agreed to settle the dispute in a duel for honor that took place on the island of Dagma. Danrejk won the duel, pushed the button one more time, and gave bca_ a Dwarven horn as a reminder of his victory. For a time, he referred to bca_ as an &amp;quot;honorary elf.&amp;quot;&lt;br /&gt;
{{Infobox battle&lt;br /&gt;
|name=[[Mondego War]]&lt;br /&gt;
|image=PrettiestAshannariBuilding.png&lt;br /&gt;
|location=Middle Mondego&lt;br /&gt;
|image_alt=A haphazard tower of dirt and netherrack stands over a jungle edge biome, as seen from the top of a jungle tree across a river.&lt;br /&gt;
|image_caption=The tower Ashannar used to break the siege of Fort Munda during the second battle.&lt;br /&gt;
|date=Aug. 1 to Nov. 5, 2024&amp;lt;br&amp;gt;{{ArcaneDate|year=2024|month=8|day=1}} to 16&lt;br /&gt;
|result=Ashannari Defeat, Mundan Victory, Adrarian Victory&lt;br /&gt;
|combatant1=🐐 Munda&lt;br /&gt;
|combatant2=[[File:Ashannar Flag.png|border|20px]] Elysean Empire of Ashannar&amp;lt;br&amp;gt;[[File:AdrariaFlag.png|border|20px]] Adrarian Ascendancy&lt;br /&gt;
|commander1=🐐 bca_&lt;br /&gt;
|commander2=[[File:Ashannar Flag.png|border|20px]] Sol Aureus&amp;lt;br&amp;gt;[[File:AdrariaFlag.png|border|20px]] Dregate&lt;br /&gt;
|strength1=1 soldier&amp;lt;br&amp;gt;0-1 foreign volunteers&lt;br /&gt;
|strength2=2-4 soldiers&lt;br /&gt;
|casualties1=Dozens&lt;br /&gt;
|casualties2=None}}&lt;br /&gt;
===War Against Ashannar===&lt;br /&gt;
&lt;br /&gt;
(Work in progress)&lt;br /&gt;
&lt;br /&gt;
First battle (Day 12 morning): Magma falls.&lt;br /&gt;
&lt;br /&gt;
Second battle (Day 12 afternoon): Ashannari siege warfare takes Fort Munda. Ashannar declares victory. Munda reiterates terms.&lt;br /&gt;
&lt;br /&gt;
All of Munda was looted, bca_ fled west to Dagma.&lt;br /&gt;
&lt;br /&gt;
Construction of Fort Dagma.&lt;br /&gt;
&lt;br /&gt;
Redeclaration of war (Day 70).&lt;br /&gt;
&lt;br /&gt;
===War Against Adraria===&lt;br /&gt;
&lt;br /&gt;
Third battle (Day 86): Ashannar/Adraria joint forces lose Isussa and Attalica; Mundan forces are repelled from Fort Munda.&lt;br /&gt;
&lt;br /&gt;
Fourth battle (Day 93): Adraria use Ashannari siege tactics to take Fort Munda. Adraria declares victory. Munda reiterates terms.&lt;br /&gt;
&lt;br /&gt;
Day 96: Ashannar formally dissolves&lt;br /&gt;
&lt;br /&gt;
Day 97: Adraria declares peace treaty and describes Munda as the Formerly Independent Republic of Munda (FIROM).&lt;br /&gt;
&lt;br /&gt;
===Second Mondego Flood===&lt;br /&gt;
&lt;br /&gt;
Following the end of the Mondego War, Munda successfully gained permission to flood the Middle Mondego, but was left impoverished after all resources from Fort Dagma and Fort Munda had been drained. Over the next months, the water level was raised over much of the southwestern Middle Mondego and Adraria constructed a dam across one of the main rivers leading away from the lakes.&lt;br /&gt;
&lt;br /&gt;
Eventually, bca_ traded the head of Sol Aureus to the Adrarians in exchange for armor and tools looted during the war. After this, the pace of flooding accelerated.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
&lt;br /&gt;
[[file:Munda2024Oct26.png|thumb|230px|right|A map of Munda and surrounding territories, published October 26, 2024.]]&lt;br /&gt;
&lt;br /&gt;
Munda is located on several jungle islands on the boundary Middle and Little Mondego. &lt;br /&gt;
&lt;br /&gt;
The easternmost and most developed island is called Munda, and it is home to the town of Magma and Fort Munda. It is artificially separated from the mainland Ashannari town of Durial by the remnants of the First Mondego Flood, most notably in the Sinkhole.&lt;br /&gt;
&lt;br /&gt;
The northernmost island is Dagma and was first settled by the Ashannaris in the north, before the construction of Fort Dagma in the south. It is mostly plains and is by far the least forested of the islands. Another island in the south is thus far unsettled by the Mundans, though it has the abandoned Ashannari building called Isussa on it.&lt;br /&gt;
&lt;br /&gt;
Finally, the most recently settled island is Split Island in the west. Named as such because of the Split Island Slough that divides it between a dense jungle in the eastern half and a beach in the west. A small settlement was created on the western beach during the last days of the Mondego War.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
[[file:MundaHut.png|thumb|230px|left|A typical Mundan hut, showcasing the use of local building materials and stilts.]]&lt;br /&gt;
&lt;br /&gt;
Munda is a self-sustaining community that relies heavily on its natural resources. The residents of Munda manually farm almost all of their produce and raw materials, including cacao beans, bamboo, kelp, wheat, and exotic flowers. The land is rich in biodiversity, with Munda being the only known location where pitcher plants grow in the wild.&lt;br /&gt;
&lt;br /&gt;
The architecture in Munda reflects the community’s resource pool and cultural beliefs. A strong belief in the inevitability of another great flood shapes much of Mundan life and has led to the construction of buildings on stilts in Mundan towns and villages. Typical Mundan huts are constructed from bamboo frames with roofs made of woven kelp and are high enough off the ground to be walked under, adding to Munda&#039;s unique aesthetic. Mundan villages are often centered around giant jungle trees, which serve as natural landmarks and community gathering points. The terrain is left largely untouched.&lt;br /&gt;
&lt;br /&gt;
Culturally, Munda is a strange split off from the [Mistense] culture that originated in Anneimd. Though this is not readily apparent from its architecture and customs, the Cult of the Flood that drives Mundan architecture, tradition, and diplomacy flows from worship of the Mistenist Divine Being Adamastor, who rules over the seas. In Mistenist myth, Adamastor perpetually clashes with Baco, who rules over the land. Mundans seek to end the current era of peace between Baco and Adamastor by bringing about the next Calamity, through which they believe Adamastor will reign victorious and flood all of Cinder.&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Munda&amp;diff=2148</id>
		<title>Munda</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Munda&amp;diff=2148"/>
		<updated>2025-02-03T14:39:10Z</updated>

		<summary type="html">&lt;p&gt;BCA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float: right; margin: 0 0 0 0.5em; text-align: center; background-color: light-gray; font-size: 85%; border: 1px solid gray; padding: 0.2em; width: 250px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 250px; background-color: #A4C471; font-size:125%&amp;quot; | Munda&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[file:Munda.png|230px]] The settlement of Magma at dusk.&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[file:MundaInfoboxMap.png|230px]] A map of north–central Cinder with Munda shown in dark green.&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 72px;&amp;quot; |&#039;&#039;&#039;Population&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 72px;&amp;quot; |&#039;&#039;&#039;Denizens&#039;&#039;&#039;&lt;br /&gt;
| [[bca_]]&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Demonym&#039;&#039;&#039;&lt;br /&gt;
| Mundan&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Coordinates&#039;&#039;&#039;&lt;br /&gt;
| {{Coordinates|x=-2350|y=750|inInfobox=yes}}&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Capital&#039;&#039;&#039;&lt;br /&gt;
| Fort Munda&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Nation Type&#039;&#039;&#039;&lt;br /&gt;
| Tribal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Munda&#039;&#039;&#039; is a small tribal nation on four jungle islands of the [[Lakes of Mondego|Mondego Lakes]] region. It is currently a protectorate of [[Adraria]], following the end of the Mondego War, which refers to it as the &amp;quot;&#039;&#039;&#039;Formerly Independent Republic of Munda (FIROM)&#039;&#039;&#039;&amp;quot;. It was formerly occupied by [[Ashannar]], which called it the &amp;quot;&#039;&#039;&#039;bca_ Containment Zone&#039;&#039;&#039;&amp;quot; prior to the war.&lt;br /&gt;
&lt;br /&gt;
Munda has Mistense culture, though it has historically operated very independently of other Mistense nations. Diplomatically, it is largely driven by the Cult of the Flood, which calls for raising the water levels in the Mondego Lakes.&lt;br /&gt;
&lt;br /&gt;
==Etymology==&lt;br /&gt;
&lt;br /&gt;
Munda is the archaic, Hispano-Celtic word for Mondego and roughly translates to transparency, clarity, or purity. This word refers to both the lakes that surround Munda and to the waters that Mundans seek to bring forth from it.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Discovery and Settlement===&lt;br /&gt;
[[file:TheSinkhole.png|thumb|230px|left|The Sinkhole, flooded during the First Mondego Flood.]]&lt;br /&gt;
&lt;br /&gt;
Munda was first explored on the first day of the server, when bca_ passed through the Mondego Lakes region on her way to found the town of [[Anneimd]] in the far West. The location would remain largely untouched until the First Mondego Flood, when large sections of the jungle were placed underwater, and the Sinkhole was flooded. The waters of the sinkhole now serve as the boundary between Adrarian and Mundan territory. &lt;br /&gt;
&lt;br /&gt;
After the gods banished the waters, in May 2024 bca_ returned to the area to act as a base of operations for future flooding. Simultaneously, the people of Ashannar came to the area, settling in the region and constructing numerous structures. A verbal agreement to preclude conflict was reached between Ashannar and Munda with the following terms:&lt;br /&gt;
# Munda cannot expand towards any other islands&lt;br /&gt;
# Munda cannot expand the island or modify the surrounding terrain and ocean&lt;br /&gt;
# If Munda joins Ashannar the first term is void&lt;br /&gt;
&lt;br /&gt;
===Growing Tensions with Ashannar===&lt;br /&gt;
Beginning in early May, Ashannar began showing Munda as claimed by Ashannar on maps and referred to it as the &amp;quot;bca_ Containment Zone&amp;quot;. Soon after, the first sign of real-world conflict would break out when Ashannar stole three sniffers living in the jungle and transported them across the sinkhole. One of these sniffers was found tied up in Durial and was recovered. This theft prompted Munda to place bamboo spikes and warning signs around the island of Munda. Over the next few months very little changed and the settlement of Magma was slightly expanded.&lt;br /&gt;
&lt;br /&gt;
By early August the tidings of war were apparent. As Munda first began asserting itself on the international stage, both through further development and by being placed on a map, warnings of a possible invasion by Ashannar were commonplace. As a result, Mundans began work on Fort Munda as a safe location in case of a prolonged siege. This and an obstinate attitude towards foreigners only increased scrutiny however, and soon two wars would begin.&lt;br /&gt;
&lt;br /&gt;
===War Against Danouvia-Scneimunt===&lt;br /&gt;
&lt;br /&gt;
[[file:FortMunda.png|thumb|230px|right|Fort Munda in lockdown soon after Ashannar declared war.]]&lt;br /&gt;
&lt;br /&gt;
In early August 2024, tensions escalated when [[Danrejk]], a representative of [[Hollenberg|Danouvia-Scneimunt]], triggered a lockdown at Fort Munda by repeatedly pressing a clearly marked button despite the stated warning:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; text-align: center; border: 1px solid #f0f0f0; background-color: #f8f8f8; width: 12em&lt;br /&gt;
| ⚠WARNING⚠&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;Press this Button&amp;lt;/br&amp;gt;and I Declare WAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This act was interpreted as a declaration of war, as per the sign. Danrejk was quickly attacked and fled the scene. Munda—desiring not to be bullied by more powerful nations—cited previous hostilities such as the theft of sniffers by Ashannar, and responded by declaring war on Danouvia-Scneimunt. Fort Munda was subsequently sealed to all foreigners as Munda prepared for war.&lt;br /&gt;
&lt;br /&gt;
Following the incident with Danouvia, the Ashannari Empire declared war on Munda under the pretext of quelling a &amp;quot;minor rebellion.&amp;quot; This action violated the prior verbal agreement between Munda and Ashannar, which had maintained peace in the region. While the Ashannari dismissed Munda—not directly mentioning Munda in the declaration and scrubbing the island from later maps—bca_ emphasized Munda&#039;s resolve to resist aggression. Munda offered terms of surrender to Ashannar, demanding recognition of Munda’s sovereignty, the return of any occupied lands, and a symbolic Heart of the Sea. &lt;br /&gt;
&lt;br /&gt;
After the declaration by Ashannar, Munda shifted its focus away from Danouvia-Scneimunt, so bca_ and Danrejk agreed to settle the dispute in a duel for honor that took place on the island of Dagma. Danrejk won the duel, pushed the button one more time, and gave bca_ a Dwarven horn as a reminder of his victory. For a time, he referred to bca_ as an &amp;quot;honorary elf.&amp;quot;&lt;br /&gt;
{{Infobox battle&lt;br /&gt;
|name=[[Mondego War]]&lt;br /&gt;
|image=PrettiestAshannariBuilding.png&lt;br /&gt;
|location=Middle Mondego&lt;br /&gt;
|image_alt=A haphazard tower of dirt and netherrack stands over a jungle edge biome, as seen from the top of a jungle tree across a river.&lt;br /&gt;
|image_caption=The tower Ashannar used to break the siege of Fort Munda during the second battle.&lt;br /&gt;
|date=Aug. 1 to Nov. 5, 2024&amp;lt;br&amp;gt;{{ArcaneDate|year=2025|month=8|day=1}} to 68&lt;br /&gt;
|result=Ashannari Defeat, Mundan Victory, Adrarian Victory&lt;br /&gt;
|combatant1=🐐 Munda&lt;br /&gt;
|combatant2=[[File:Ashannar Flag.png|border|20px]] Elysean Empire of Ashannar&amp;lt;br&amp;gt;[[File:AdrariaFlag.png|border|20px]] Adrarian Ascendancy&lt;br /&gt;
|commander1=🐐 bca_&lt;br /&gt;
|commander2=[[File:Ashannar Flag.png|border|20px]] Sol Aureus&amp;lt;br&amp;gt;[[File:AdrariaFlag.png|border|20px]] Dregate&lt;br /&gt;
|strength1=1 soldier&amp;lt;br&amp;gt;0-1 foreign volunteers&lt;br /&gt;
|strength2=2-4 soldiers&lt;br /&gt;
|casualties1=Dozens&lt;br /&gt;
|casualties2=None}}&lt;br /&gt;
===War Against Ashannar===&lt;br /&gt;
&lt;br /&gt;
(Work in progress)&lt;br /&gt;
&lt;br /&gt;
First battle (Day 12 morning): Magma falls.&lt;br /&gt;
&lt;br /&gt;
Second battle (Day 12 afternoon): Ashannari siege warfare takes Fort Munda. Ashannar declares victory. Munda reiterates terms.&lt;br /&gt;
&lt;br /&gt;
All of Munda was looted, bca_ fled west to Dagma.&lt;br /&gt;
&lt;br /&gt;
Construction of Fort Dagma.&lt;br /&gt;
&lt;br /&gt;
Redeclaration of war (Day 70).&lt;br /&gt;
&lt;br /&gt;
===War Against Adraria===&lt;br /&gt;
&lt;br /&gt;
Third battle (Day 86): Ashannar/Adraria joint forces lose Isussa and Attalica; Mundan forces are repelled from Fort Munda.&lt;br /&gt;
&lt;br /&gt;
Fourth battle (Day 93): Adraria use Ashannari siege tactics to take Fort Munda. Adraria declares victory. Munda reiterates terms.&lt;br /&gt;
&lt;br /&gt;
Day 96: Ashannar formally dissolves&lt;br /&gt;
&lt;br /&gt;
Day 97: Adraria declares peace treaty and describes Munda as the Formerly Independent Republic of Munda (FIROM).&lt;br /&gt;
&lt;br /&gt;
===Second Mondego Flood===&lt;br /&gt;
&lt;br /&gt;
Following the end of the Mondego War, Munda successfully gained permission to flood the Middle Mondego, but was left impoverished after all resources from Fort Dagma and Fort Munda had been drained. Over the next months, the water level was raised over much of the southwestern Middle Mondego and Adraria constructed a dam across one of the main rivers leading away from the lakes.&lt;br /&gt;
&lt;br /&gt;
Eventually, bca_ traded the head of Sol Aureus to the Adrarians in exchange for armor and tools looted during the war. After this, the pace of flooding accelerated.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
&lt;br /&gt;
[[file:Munda2024Oct26.png|thumb|230px|right|A map of Munda and surrounding territories, published October 26, 2024.]]&lt;br /&gt;
&lt;br /&gt;
Munda is located on several jungle islands on the boundary Middle and Little Mondego. &lt;br /&gt;
&lt;br /&gt;
The easternmost and most developed island is called Munda, and it is home to the town of Magma and Fort Munda. It is artificially separated from the mainland Ashannari town of Durial by the remnants of the First Mondego Flood, most notably in the Sinkhole.&lt;br /&gt;
&lt;br /&gt;
The northernmost island is Dagma and was first settled by the Ashannaris in the north, before the construction of Fort Dagma in the south. It is mostly plains and is by far the least forested of the islands. Another island in the south is thus far unsettled by the Mundans, though it has the abandoned Ashannari building called Isussa on it.&lt;br /&gt;
&lt;br /&gt;
Finally, the most recently settled island is Split Island in the west. Named as such because of the Split Island Slough that divides it between a dense jungle in the eastern half and a beach in the west. A small settlement was created on the western beach during the last days of the Mondego War.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
[[file:MundaHut.png|thumb|230px|left|A typical Mundan hut, showcasing the use of local building materials and stilts.]]&lt;br /&gt;
&lt;br /&gt;
Munda is a self-sustaining community that relies heavily on its natural resources. The residents of Munda manually farm almost all of their produce and raw materials, including cacao beans, bamboo, kelp, wheat, and exotic flowers. The land is rich in biodiversity, with Munda being the only known location where pitcher plants grow in the wild.&lt;br /&gt;
&lt;br /&gt;
The architecture in Munda reflects the community’s resource pool and cultural beliefs. A strong belief in the inevitability of another great flood shapes much of Mundan life and has led to the construction of buildings on stilts in Mundan towns and villages. Typical Mundan huts are constructed from bamboo frames with roofs made of woven kelp and are high enough off the ground to be walked under, adding to Munda&#039;s unique aesthetic. Mundan villages are often centered around giant jungle trees, which serve as natural landmarks and community gathering points. The terrain is left largely untouched.&lt;br /&gt;
&lt;br /&gt;
Culturally, Munda is a strange split off from the [Mistense] culture that originated in Anneimd. Though this is not readily apparent from its architecture and customs, the Cult of the Flood that drives Mundan architecture, tradition, and diplomacy flows from worship of the Mistenist Divine Being Adamastor, who rules over the seas. In Mistenist myth, Adamastor perpetually clashes with Baco, who rules over the land. Mundans seek to end the current era of peace between Baco and Adamastor by bringing about the next Calamity, through which they believe Adamastor will reign victorious and flood all of Cinder.&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Munda&amp;diff=2147</id>
		<title>Munda</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Munda&amp;diff=2147"/>
		<updated>2025-02-03T14:35:34Z</updated>

		<summary type="html">&lt;p&gt;BCA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float: right; margin: 0 0 0 0.5em; text-align: center; background-color: light-gray; font-size: 85%; border: 1px solid gray; padding: 0.2em; width: 250px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 250px; background-color: #A4C471; font-size:125%&amp;quot; | Munda&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[file:Munda.png|230px]] The settlement of Magma at dusk.&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[file:MundaInfoboxMap.png|230px]] A map of north–central Cinder with Munda shown in dark green.&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 72px;&amp;quot; |&#039;&#039;&#039;Population&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 72px;&amp;quot; |&#039;&#039;&#039;Denizens&#039;&#039;&#039;&lt;br /&gt;
| [[bca_]]&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Demonym&#039;&#039;&#039;&lt;br /&gt;
| Mundan&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Coordinates&#039;&#039;&#039;&lt;br /&gt;
| {{Coordinates|x=-2350|y=750|inInfobox=yes}}&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Capital&#039;&#039;&#039;&lt;br /&gt;
| Fort Munda&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Nation Type&#039;&#039;&#039;&lt;br /&gt;
| Tribal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Munda&#039;&#039;&#039; is a small tribal nation on four jungle islands of the [[Lakes of Mondego|Mondego Lakes]] region. It is currently a protectorate of [[Adraria]], following the end of the Mondego War, which refers to it as the &amp;quot;&#039;&#039;&#039;Formerly Independent Republic of Munda (FIROM)&#039;&#039;&#039;&amp;quot;. It was formerly occupied by [[Ashannar]], which called it the &amp;quot;&#039;&#039;&#039;bca_ Containment Zone&#039;&#039;&#039;&amp;quot; prior to the war.&lt;br /&gt;
&lt;br /&gt;
Munda has Mistense culture, though it has historically operated very independently of other Mistense nations. Diplomatically, it is largely driven by the Cult of the Flood, which calls for raising the water levels in the Mondego Lakes.&lt;br /&gt;
&lt;br /&gt;
==Etymology==&lt;br /&gt;
&lt;br /&gt;
Munda is the archaic, Hispano-Celtic word for Mondego and roughly translates to transparency, clarity, or purity. This word refers to both the lakes that surround Munda and to the waters that Mundans seek to bring forth from it.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Discovery and Settlement===&lt;br /&gt;
[[file:TheSinkhole.png|thumb|230px|left|The Sinkhole, flooded during the First Mondego Flood.]]&lt;br /&gt;
&lt;br /&gt;
Munda was first explored on the first day of the server, when bca_ passed through the Mondego Lakes region on her way to found the town of [[Anneimd]] in the far West. The location would remain largely untouched until the First Mondego Flood, when large sections of the jungle were placed underwater, and the Sinkhole was flooded. The waters of the sinkhole now serve as the boundary between Adrarian and Mundan territory. &lt;br /&gt;
&lt;br /&gt;
After the gods banished the waters, in May 2024 bca_ returned to the area to act as a base of operations for future flooding. Simultaneously, the people of Ashannar came to the area, settling in the region and constructing numerous structures. A verbal agreement to preclude conflict was reached between Ashannar and Munda with the following terms:&lt;br /&gt;
# Munda cannot expand towards any other islands&lt;br /&gt;
# Munda cannot expand the island or modify the surrounding terrain and ocean&lt;br /&gt;
# If Munda joins Ashannar the first term is void&lt;br /&gt;
&lt;br /&gt;
===Growing Tensions with Ashannar===&lt;br /&gt;
Beginning in early May, Ashannar began showing Munda as claimed by Ashannar on maps and referred to it as the &amp;quot;bca_ Containment Zone&amp;quot;. Soon after, the first sign of real-world conflict would break out when Ashannar stole three sniffers living in the jungle and transported them across the sinkhole. One of these sniffers was found tied up in Durial and was recovered. This theft prompted Munda to place bamboo spikes and warning signs around the island of Munda. Over the next few months very little changed and the settlement of Magma was slightly expanded.&lt;br /&gt;
&lt;br /&gt;
By early August the tidings of war were apparent. As Munda first began asserting itself on the international stage, both through further development and by being placed on a map, warnings of a possible invasion by Ashannar were commonplace. As a result, Mundans began work on Fort Munda as a safe location in case of a prolonged siege. This and an obstinate attitude towards foreigners only increased scrutiny however, and soon two wars would begin.&lt;br /&gt;
&lt;br /&gt;
===War Against Danouvia-Scneimunt===&lt;br /&gt;
&lt;br /&gt;
[[file:FortMunda.png|thumb|230px|right|Fort Munda in lockdown soon after Ashannar declared war.]]&lt;br /&gt;
&lt;br /&gt;
In early August 2024, tensions escalated when [[Danrejk]], a representative of [[Hollenberg|Danouvia-Scneimunt]], triggered a lockdown at Fort Munda by repeatedly pressing a clearly marked button despite the stated warning:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; text-align: center; border: 1px solid #f0f0f0; background-color: #f8f8f8; width: 12em&lt;br /&gt;
| ⚠WARNING⚠&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;Press this Button&amp;lt;/br&amp;gt;and I Declare WAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This act was interpreted as a declaration of war, as per the sign. Danrejk was quickly attacked and fled the scene. Munda—desiring not to be bullied by more powerful nations—cited previous hostilities such as the theft of sniffers by Ashannar, and responded by declaring war on Danouvia-Scneimunt. Fort Munda was subsequently sealed to all foreigners as Munda prepared for war.&lt;br /&gt;
&lt;br /&gt;
Following the incident with Danouvia, the Ashannari Empire declared war on Munda under the pretext of quelling a &amp;quot;minor rebellion.&amp;quot; This action violated the prior verbal agreement between Munda and Ashannar, which had maintained peace in the region. While the Ashannari dismissed Munda—not directly mentioning Munda in the declaration and scrubbing the island from later maps—bca_ emphasized Munda&#039;s resolve to resist aggression. Munda offered terms of surrender to Ashannar, demanding recognition of Munda’s sovereignty, the return of any occupied lands, and a symbolic Heart of the Sea. &lt;br /&gt;
&lt;br /&gt;
After the declaration by Ashannar, Munda shifted its focus away from Danouvia-Scneimunt, so bca_ and Danrejk agreed to settle the dispute in a duel for honor that took place on the island of Dagma. Danrejk won the duel, pushed the button one more time, and gave bca_ a Dwarven horn as a reminder of his victory. For a time, he referred to bca_ as an &amp;quot;honorary elf.&amp;quot;&lt;br /&gt;
{{Infobox battle&lt;br /&gt;
|name=[[Mondego War]]&lt;br /&gt;
|image=PrettiestAshannariBuilding.png&lt;br /&gt;
|location=Middle Mondego&lt;br /&gt;
|image_alt=A haphazard tower of dirt and netherrack stands over a jungle edge biome, as seen from the top of a jungle tree across a river.&lt;br /&gt;
|image_caption=The tower Ashannar used to break the siege of Fort Munda during the second battle.&lt;br /&gt;
|date=Aug. 1 to Nov. 5, 2024&amp;lt;br&amp;gt;{{ArcaneDate|year=2025|month=8|day=1}} to 68&lt;br /&gt;
|result=Ashannari Defeat, Mundan Victory, Adrarian Victory&lt;br /&gt;
|combatant1=🐐 Munda&lt;br /&gt;
|combatant2=[[File:Ashannar Flag.png|border|20px]] Second Empire of Ashannar&amp;lt;br&amp;gt;[[File:AdrariaFlag.png|border|20px]] Adrarian Ascendancy&lt;br /&gt;
|commander1=🐐 bca_&lt;br /&gt;
|commander2=[[File:Ashannar Flag.png|border|20px]] Sol Aureus&amp;lt;br&amp;gt;[[File:AdrariaFlag.png|border|20px]] Dregate&lt;br /&gt;
|strength1=1 soldier&amp;lt;br&amp;gt;0-1 foreign volunteers&lt;br /&gt;
|strength2=2-4 soldiers&lt;br /&gt;
|casualties1=Dozens&lt;br /&gt;
|casualties2=None}}&lt;br /&gt;
===War Against Ashannar===&lt;br /&gt;
&lt;br /&gt;
(Work in progress)&lt;br /&gt;
&lt;br /&gt;
First battle (Day 12 morning): Magma falls.&lt;br /&gt;
&lt;br /&gt;
Second battle (Day 12 afternoon): Ashannari siege warfare takes Fort Munda. Ashannar declares victory. Munda reiterates terms.&lt;br /&gt;
&lt;br /&gt;
All of Munda was looted, bca_ fled west to Dagma.&lt;br /&gt;
&lt;br /&gt;
Construction of Fort Dagma.&lt;br /&gt;
&lt;br /&gt;
Redeclaration of war (Day 70).&lt;br /&gt;
&lt;br /&gt;
===War Against Adraria===&lt;br /&gt;
&lt;br /&gt;
Third battle (Day 86): Ashannar/Adraria joint forces lose Isussa and Attalica; Mundan forces are repelled from Fort Munda.&lt;br /&gt;
&lt;br /&gt;
Fourth battle (Day 93): Adraria use Ashannari siege tactics to take Fort Munda. Adraria declares victory. Munda reiterates terms.&lt;br /&gt;
&lt;br /&gt;
Day 96: Ashannar formally dissolves&lt;br /&gt;
&lt;br /&gt;
Day 97: Adraria declares peace treaty and describes Munda as the Formerly Independent Republic of Munda (FIROM).&lt;br /&gt;
&lt;br /&gt;
===Second Mondego Flood===&lt;br /&gt;
&lt;br /&gt;
Following the end of the Mondego War, Munda successfully gained permission to flood the Middle Mondego, but was left impoverished after all resources from Fort Dagma and Fort Munda had been drained. Over the next months, the water level was raised over much of the southwestern Middle Mondego and Adraria constructed a dam across one of the main rivers leading away from the lakes.&lt;br /&gt;
&lt;br /&gt;
Eventually, bca_ traded the head of Sol Aureus to the Adrarians in exchange for armor and tools looted during the war. After this, the pace of flooding accelerated.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
&lt;br /&gt;
[[file:Munda2024Oct26.png|thumb|230px|right|A map of Munda and surrounding territories, published October 26, 2024.]]&lt;br /&gt;
&lt;br /&gt;
Munda is located on several jungle islands on the boundary Middle and Little Mondego. &lt;br /&gt;
&lt;br /&gt;
The easternmost and most developed island is called Munda, and it is home to the town of Magma and Fort Munda. It is artificially separated from the mainland Ashannari town of Durial by the remnants of the First Mondego Flood, most notably in the Sinkhole.&lt;br /&gt;
&lt;br /&gt;
The northernmost island is Dagma and was first settled by the Ashannaris in the north, before the construction of Fort Dagma in the south. It is mostly plains and is by far the least forested of the islands. Another island in the south is thus far unsettled by the Mundans, though it has the abandoned Ashannari building called Isussa on it.&lt;br /&gt;
&lt;br /&gt;
Finally, the most recently settled island is Split Island in the west. Named as such because of the Split Island Slough that divides it between a dense jungle in the eastern half and a beach in the west. A small settlement was created on the western beach during the last days of the Mondego War.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
[[file:MundaHut.png|thumb|230px|left|A typical Mundan hut, showcasing the use of local building materials and stilts.]]&lt;br /&gt;
&lt;br /&gt;
Munda is a self-sustaining community that relies heavily on its natural resources. The residents of Munda manually farm almost all of their produce and raw materials, including cacao beans, bamboo, kelp, wheat, and exotic flowers. The land is rich in biodiversity, with Munda being the only known location where pitcher plants grow in the wild.&lt;br /&gt;
&lt;br /&gt;
The architecture in Munda reflects the community’s resource pool and cultural beliefs. A strong belief in the inevitability of another great flood shapes much of Mundan life and has led to the construction of buildings on stilts in Mundan towns and villages. Typical Mundan huts are constructed from bamboo frames with roofs made of woven kelp and are high enough off the ground to be walked under, adding to Munda&#039;s unique aesthetic. Mundan villages are often centered around giant jungle trees, which serve as natural landmarks and community gathering points. The terrain is left largely untouched.&lt;br /&gt;
&lt;br /&gt;
Culturally, Munda is a strange split off from the [Mistense] culture that originated in Anneimd. Though this is not readily apparent from its architecture and customs, the Cult of the Flood that drives Mundan architecture, tradition, and diplomacy flows from worship of the Mistenist Divine Being Adamastor, who rules over the seas. In Mistenist myth, Adamastor perpetually clashes with Baco, who rules over the land. Mundans seek to end the current era of peace between Baco and Adamastor by bringing about the next Calamity, through which they believe Adamastor will reign victorious and flood all of Cinder.&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Munda&amp;diff=2146</id>
		<title>Munda</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Munda&amp;diff=2146"/>
		<updated>2025-02-03T14:35:07Z</updated>

		<summary type="html">&lt;p&gt;BCA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float: right; margin: 0 0 0 0.5em; text-align: center; background-color: light-gray; font-size: 85%; border: 1px solid gray; padding: 0.2em; width: 250px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 250px; background-color: #A4C471; font-size:125%&amp;quot; | Munda&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[file:Munda.png|230px]] The settlement of Magma at dusk.&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[file:MundaInfoboxMap.png|230px]] A map of north–central Cinder with Munda shown in dark green.&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 72px;&amp;quot; |&#039;&#039;&#039;Population&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 72px;&amp;quot; |&#039;&#039;&#039;Denizens&#039;&#039;&#039;&lt;br /&gt;
| [[bca_]]&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Demonym&#039;&#039;&#039;&lt;br /&gt;
| Mundan&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Coordinates&#039;&#039;&#039;&lt;br /&gt;
| {{Coordinates|x=-2350|y=750|inInfobox=yes}}&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Capital&#039;&#039;&#039;&lt;br /&gt;
| Fort Munda&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Nation Type&#039;&#039;&#039;&lt;br /&gt;
| Tribal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Munda&#039;&#039;&#039; is a small tribal nation on four jungle islands of the [[Lakes of Mondego|Mondego Lakes]] region. It is currently a protectorate of [[Adraria]], following the end of the Mondego War, which refers to it as the &amp;quot;&#039;&#039;&#039;Formerly Independent Republic of Munda (FIROM)&#039;&#039;&#039;&amp;quot;. It was formerly occupied by [[Ashannar]], which called it the &amp;quot;&#039;&#039;&#039;bca_ Containment Zone&#039;&#039;&#039;&amp;quot; prior to the war.&lt;br /&gt;
&lt;br /&gt;
Munda has Mistense culture, though it has historically operated very independently of other Mistense nations. Diplomatically, it is largely driven by the Cult of the Flood, which calls for raising the water levels in the Mondego Lakes.&lt;br /&gt;
&lt;br /&gt;
==Etymology==&lt;br /&gt;
&lt;br /&gt;
Munda is the archaic, Hispano-Celtic word for Mondego and roughly translates to transparency, clarity, or purity. This word refers to both the lakes that surround Munda and to the waters that Mundans seek to bring forth from it.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Discovery and Settlement===&lt;br /&gt;
[[file:TheSinkhole.png|thumb|230px|left|The Sinkhole, flooded during the First Mondego Flood.]]&lt;br /&gt;
&lt;br /&gt;
Munda was first explored on the first day of the server, when bca_ passed through the Mondego Lakes region on her way to found the town of [[Anneimd]] in the far West. The location would remain largely untouched until the First Mondego Flood, when large sections of the jungle were placed underwater, and the Sinkhole was flooded. The waters of the sinkhole now serve as the boundary between Adrarian and Mundan territory. &lt;br /&gt;
&lt;br /&gt;
After the gods banished the waters, in May 2024 bca_ returned to the area to act as a base of operations for future flooding. Simultaneously, the people of Ashannar came to the area, settling in the region and constructing numerous structures. A verbal agreement to preclude conflict was reached between Ashannar and Munda with the following terms:&lt;br /&gt;
# Munda cannot expand towards any other islands&lt;br /&gt;
# Munda cannot expand the island or modify the surrounding terrain and ocean&lt;br /&gt;
# If Munda joins Ashannar the first term is void&lt;br /&gt;
&lt;br /&gt;
===Growing Tensions with Ashannar===&lt;br /&gt;
Beginning in early May, Ashannar began showing Munda as claimed by Ashannar on maps and referred to it as the &amp;quot;bca_ Containment Zone&amp;quot;. Soon after, the first sign of real-world conflict would break out when Ashannar stole three sniffers living in the jungle and transported them across the sinkhole. One of these sniffers was found tied up in Durial and was recovered. This theft prompted Munda to place bamboo spikes and warning signs around the island of Munda. Over the next few months very little changed and the settlement of Magma was slightly expanded.&lt;br /&gt;
&lt;br /&gt;
By early August the tidings of war were apparent. As Munda first began asserting itself on the international stage, both through further development and by being placed on a map, warnings of a possible invasion by Ashannar were commonplace. As a result, Mundans began work on Fort Munda as a safe location in case of a prolonged siege. This and an obstinate attitude towards foreigners only increased scrutiny however, and soon two wars would begin.&lt;br /&gt;
&lt;br /&gt;
===War Against Danouvia-Scneimunt===&lt;br /&gt;
&lt;br /&gt;
[[file:FortMunda.png|thumb|230px|right|Fort Munda in lockdown soon after Ashannar declared war.]]&lt;br /&gt;
&lt;br /&gt;
In early August 2024, tensions escalated when [[Danrejk]], a representative of [[Hollenberg|Danouvia-Scneimunt]], triggered a lockdown at Fort Munda by repeatedly pressing a clearly marked button despite the stated warning:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; text-align: center; border: 1px solid #f0f0f0; background-color: #f8f8f8; width: 12em&lt;br /&gt;
| ⚠WARNING⚠&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;Press this Button&amp;lt;/br&amp;gt;and I Declare WAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This act was interpreted as a declaration of war, as per the sign. Danrejk was quickly attacked and fled the scene. Munda—desiring not to be bullied by more powerful nations—cited previous hostilities such as the theft of sniffers by Ashannar, and responded by declaring war on Danouvia-Scneimunt. Fort Munda was subsequently sealed to all foreigners as Munda prepared for war.&lt;br /&gt;
&lt;br /&gt;
Following the incident with Danouvia, the Ashannari Empire declared war on Munda under the pretext of quelling a &amp;quot;minor rebellion.&amp;quot; This action violated the prior verbal agreement between Munda and Ashannar, which had maintained peace in the region. While the Ashannari dismissed Munda—not directly mentioning Munda in the declaration and scrubbing the island from later maps—bca_ emphasized Munda&#039;s resolve to resist aggression. Munda offered terms of surrender to Ashannar, demanding recognition of Munda’s sovereignty, the return of any occupied lands, and a symbolic Heart of the Sea. &lt;br /&gt;
&lt;br /&gt;
After the declaration by Ashannar, Munda shifted its focus away from Danouvia-Scneimunt, so bca_ and Danrejk agreed to settle the dispute in a duel for honor that took place on the island of Dagma. Danrejk won the duel, pushed the button one more time, and gave bca_ a Dwarven horn as a reminder of his victory. For a time, he referred to bca_ as an &amp;quot;honorary elf.&amp;quot;&lt;br /&gt;
{{Infobox battle&lt;br /&gt;
|name=[[Mondego War]]&lt;br /&gt;
|image=PrettiestAshannariBuilding.png&lt;br /&gt;
|location=Middle Mondego&lt;br /&gt;
|image_alt=A haphazard tower of dirt and netherrack stands over a jungle edge biome, as seen from the top of a jungle tree across a river.&lt;br /&gt;
|image_caption=The tower Ashannar used to break the siege of Fort Munda during the second battle.&lt;br /&gt;
|date=Aug. 1 to Nov. 5, 2024&amp;lt;br&amp;gt;{{ArcaneDate|year=2025|month=8|day=1}} to 68&lt;br /&gt;
|result=Ashannari Defeat, Mundan Victory, Adrarian Victory&lt;br /&gt;
|combatant1=🐐 Munda&lt;br /&gt;
|combatant2=[[File:Ashannar Flag.png|border|20px]] Second Empire of Ashannar&amp;lt;br&amp;gt;[[File:AdrariaFlag.png|border|20px]] Adrarian Ascendancy&lt;br /&gt;
|commander1=🐐 bca_&lt;br /&gt;
|commander2=[[File:Ashannar Flag.png|border|20px]] Sol Aureus&amp;lt;br&amp;gt;[[File:AdrariaFlag.png|border|20px]] Dregate&lt;br /&gt;
|strength1=1 soldier&amp;lt;br&amp;gt;0-1 foreign volunteers&lt;br /&gt;
|strength2=2-4 soldiers&lt;br /&gt;
|casualties1=Dozens&lt;br /&gt;
|casualties2=None}}&lt;br /&gt;
&lt;br /&gt;
===War Against Ashannar===&lt;br /&gt;
&lt;br /&gt;
(Work in progress)&lt;br /&gt;
&lt;br /&gt;
First battle (Day 12 morning): Magma falls.&lt;br /&gt;
&lt;br /&gt;
Second battle (Day 12 afternoon): Ashannari siege warfare takes Fort Munda. Ashannar declares victory. Munda reiterates terms.&lt;br /&gt;
&lt;br /&gt;
All of Munda was looted, bca_ fled west to Dagma.&lt;br /&gt;
&lt;br /&gt;
Construction of Fort Dagma.&lt;br /&gt;
&lt;br /&gt;
Redeclaration of war (Day 70).&lt;br /&gt;
&lt;br /&gt;
===War Against Adraria===&lt;br /&gt;
&lt;br /&gt;
Third battle (Day 86): Ashannar/Adraria joint forces lose Isussa and Attalica; Mundan forces are repelled from Fort Munda.&lt;br /&gt;
&lt;br /&gt;
Fourth battle (Day 93): Adraria use Ashannari siege tactics to take Fort Munda. Adraria declares victory. Munda reiterates terms.&lt;br /&gt;
&lt;br /&gt;
Day 96: Ashannar formally dissolves&lt;br /&gt;
&lt;br /&gt;
Day 97: Adraria declares peace treaty and describes Munda as the Formerly Independent Republic of Munda (FIROM).&lt;br /&gt;
&lt;br /&gt;
===Second Mondego Flood===&lt;br /&gt;
&lt;br /&gt;
Following the end of the Mondego War, Munda successfully gained permission to flood the Middle Mondego, but was left impoverished after all resources from Fort Dagma and Fort Munda had been drained. Over the next months, the water level was raised over much of the southwestern Middle Mondego and Adraria constructed a dam across one of the main rivers leading away from the lakes.&lt;br /&gt;
&lt;br /&gt;
Eventually, bca_ traded the head of Sol Aureus to the Adrarians in exchange for armor and tools looted during the war. After this, the pace of flooding accelerated.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
&lt;br /&gt;
[[file:Munda2024Oct26.png|thumb|230px|right|A map of Munda and surrounding territories, published October 26, 2024.]]&lt;br /&gt;
&lt;br /&gt;
Munda is located on several jungle islands on the boundary Middle and Little Mondego. &lt;br /&gt;
&lt;br /&gt;
The easternmost and most developed island is called Munda, and it is home to the town of Magma and Fort Munda. It is artificially separated from the mainland Ashannari town of Durial by the remnants of the First Mondego Flood, most notably in the Sinkhole.&lt;br /&gt;
&lt;br /&gt;
The northernmost island is Dagma and was first settled by the Ashannaris in the north, before the construction of Fort Dagma in the south. It is mostly plains and is by far the least forested of the islands. Another island in the south is thus far unsettled by the Mundans, though it has the abandoned Ashannari building called Isussa on it.&lt;br /&gt;
&lt;br /&gt;
Finally, the most recently settled island is Split Island in the west. Named as such because of the Split Island Slough that divides it between a dense jungle in the eastern half and a beach in the west. A small settlement was created on the western beach during the last days of the Mondego War.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
[[file:MundaHut.png|thumb|230px|left|A typical Mundan hut, showcasing the use of local building materials and stilts.]]&lt;br /&gt;
&lt;br /&gt;
Munda is a self-sustaining community that relies heavily on its natural resources. The residents of Munda manually farm almost all of their produce and raw materials, including cacao beans, bamboo, kelp, wheat, and exotic flowers. The land is rich in biodiversity, with Munda being the only known location where pitcher plants grow in the wild.&lt;br /&gt;
&lt;br /&gt;
The architecture in Munda reflects the community’s resource pool and cultural beliefs. A strong belief in the inevitability of another great flood shapes much of Mundan life and has led to the construction of buildings on stilts in Mundan towns and villages. Typical Mundan huts are constructed from bamboo frames with roofs made of woven kelp and are high enough off the ground to be walked under, adding to Munda&#039;s unique aesthetic. Mundan villages are often centered around giant jungle trees, which serve as natural landmarks and community gathering points. The terrain is left largely untouched.&lt;br /&gt;
&lt;br /&gt;
Culturally, Munda is a strange split off from the [Mistense] culture that originated in Anneimd. Though this is not readily apparent from its architecture and customs, the Cult of the Flood that drives Mundan architecture, tradition, and diplomacy flows from worship of the Mistenist Divine Being Adamastor, who rules over the seas. In Mistenist myth, Adamastor perpetually clashes with Baco, who rules over the land. Mundans seek to end the current era of peace between Baco and Adamastor by bringing about the next Calamity, through which they believe Adamastor will reign victorious and flood all of Cinder.&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Munda&amp;diff=2144</id>
		<title>Munda</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Munda&amp;diff=2144"/>
		<updated>2025-02-03T14:32:59Z</updated>

		<summary type="html">&lt;p&gt;BCA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float: right; margin: 0 0 0 0.5em; text-align: center; background-color: light-gray; font-size: 85%; border: 1px solid gray; padding: 0.2em; width: 250px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 250px; background-color: #A4C471; font-size:125%&amp;quot; | Munda&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[file:Munda.png|230px]] The settlement of Magma at dusk.&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[file:MundaInfoboxMap.png|230px]] A map of north–central Cinder with Munda shown in dark green.&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 72px;&amp;quot; |&#039;&#039;&#039;Population&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 72px;&amp;quot; |&#039;&#039;&#039;Denizens&#039;&#039;&#039;&lt;br /&gt;
| [[bca_]]&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Demonym&#039;&#039;&#039;&lt;br /&gt;
| Mundan&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Coordinates&#039;&#039;&#039;&lt;br /&gt;
| {{Coordinates|x=-2350|y=750|inInfobox=yes}}&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Capital&#039;&#039;&#039;&lt;br /&gt;
| Fort Munda&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Nation Type&#039;&#039;&#039;&lt;br /&gt;
| Tribal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Munda&#039;&#039;&#039; is a small tribal nation on four jungle islands of the [[Lakes of Mondego|Mondego Lakes]] region. It is currently a protectorate of [[Adraria]], following the end of the Mondego War, which refers to it as the &amp;quot;&#039;&#039;&#039;Formerly Independent Republic of Munda (FIROM)&#039;&#039;&#039;&amp;quot;. It was formerly occupied by [[Ashannar]], which called it the &amp;quot;&#039;&#039;&#039;bca_ Containment Zone&#039;&#039;&#039;&amp;quot; prior to the war.&lt;br /&gt;
&lt;br /&gt;
Munda has Mistense culture, though it has historically operated very independently of other Mistense nations. Diplomatically, it is largely driven by the Cult of the Flood, which calls for raising the water levels in the Mondego Lakes.&lt;br /&gt;
&lt;br /&gt;
==Etymology==&lt;br /&gt;
&lt;br /&gt;
Munda is the archaic, Hispano-Celtic word for Mondego and roughly translates to transparency, clarity, or purity. This word refers to both the lakes that surround Munda and to the waters that Mundans seek to bring forth from it.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Discovery and Settlement===&lt;br /&gt;
[[file:TheSinkhole.png|thumb|230px|left|The Sinkhole, flooded during the First Mondego Flood.]]&lt;br /&gt;
&lt;br /&gt;
Munda was first explored on the first day of the server, when bca_ passed through the Mondego Lakes region on her way to found the town of [[Anneimd]] in the far West. The location would remain largely untouched until the First Mondego Flood, when large sections of the jungle were placed underwater, and the Sinkhole was flooded. The waters of the sinkhole now serve as the boundary between Adrarian and Mundan territory. &lt;br /&gt;
&lt;br /&gt;
After the gods banished the waters, in May 2024 bca_ returned to the area to act as a base of operations for future flooding. Simultaneously, the people of Ashannar came to the area, settling in the region and constructing numerous structures. A verbal agreement to preclude conflict was reached between Ashannar and Munda with the following terms:&lt;br /&gt;
# Munda cannot expand towards any other islands&lt;br /&gt;
# Munda cannot expand the island or modify the surrounding terrain and ocean&lt;br /&gt;
# If Munda joins Ashannar the first term is void&lt;br /&gt;
&lt;br /&gt;
===Growing Tensions with Ashannar===&lt;br /&gt;
Beginning in early May, Ashannar began showing Munda as claimed by Ashannar on maps and referred to it as the &amp;quot;bca_ Containment Zone&amp;quot;. Soon after, the first sign of real-world conflict would break out when Ashannar stole three sniffers living in the jungle and transported them across the sinkhole. One of these sniffers was found tied up in Durial and was recovered. This theft prompted Munda to place bamboo spikes and warning signs around the island of Munda. Over the next few months very little changed and the settlement of Magma was slightly expanded.&lt;br /&gt;
&lt;br /&gt;
By early August the tidings of war were apparent. As Munda first began asserting itself on the international stage, both through further development and by being placed on a map, warnings of a possible invasion by Ashannar were commonplace. As a result, Mundans began work on Fort Munda as a safe location in case of a prolonged siege. This and an obstinate attitude towards foreigners only increased scrutiny however, and soon two wars would begin.&lt;br /&gt;
&lt;br /&gt;
===War Against Danouvia-Scneimunt===&lt;br /&gt;
&lt;br /&gt;
[[file:FortMunda.png|thumb|230px|right|Fort Munda in lockdown soon after Ashannar declared war.]]&lt;br /&gt;
&lt;br /&gt;
In early August 2024, tensions escalated when [[Danrejk]], a representative of [[Hollenberg|Danouvia-Scneimunt]], triggered a lockdown at Fort Munda by repeatedly pressing a clearly marked button despite the stated warning:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; text-align: center; border: 1px solid #f0f0f0; background-color: #f8f8f8; width: 12em&lt;br /&gt;
| ⚠WARNING⚠&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;Press this Button&amp;lt;/br&amp;gt;and I Declare WAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This act was interpreted as a declaration of war, as per the sign. Danrejk was quickly attacked and fled the scene. Munda—desiring not to be bullied by more powerful nations—cited previous hostilities such as the theft of sniffers by Ashannar, and responded by declaring war on Danouvia-Scneimunt. Fort Munda was subsequently sealed to all foreigners as Munda prepared for war.&lt;br /&gt;
&lt;br /&gt;
Following the incident with Danouvia, the Ashannari Empire declared war on Munda under the pretext of quelling a &amp;quot;minor rebellion.&amp;quot; This action violated the prior verbal agreement between Munda and Ashannar, which had maintained peace in the region. While the Ashannari dismissed Munda—not directly mentioning Munda in the declaration and scrubbing the island from later maps—bca_ emphasized Munda&#039;s resolve to resist aggression. Munda offered terms of surrender to Ashannar, demanding recognition of Munda’s sovereignty, the return of any occupied lands, and a symbolic Heart of the Sea. &lt;br /&gt;
&lt;br /&gt;
After the declaration by Ashannar, Munda shifted its focus away from Danouvia-Scneimunt, so bca_ and Danrejk agreed to settle the dispute in a duel for honor that took place on the island of Dagma. Danrejk won the duel, pushed the button one more time, and gave bca_ a Dwarven horn as a reminder of his victory. For a time, he referred to bca_ as an &amp;quot;honorary elf.&amp;quot;&lt;br /&gt;
{{Infobox battle&lt;br /&gt;
|name=Mondego War&lt;br /&gt;
|image=PrettiestAshannariBuilding.png&lt;br /&gt;
|location=Middle Mondego&lt;br /&gt;
|image_alt=A haphazard tower of dirt and netherrack stands over a jungle edge biome, as seen from the top of a jungle tree across a river.&lt;br /&gt;
|image_caption=The tower Ashannar used to break the siege of Fort Munda during the second battle.&lt;br /&gt;
|date=Aug. 1 to Nov. 5, 2024&amp;lt;br&amp;gt;{{ArcaneDate|year=2025|month=8|day=1}} to 68&lt;br /&gt;
|result=Ashannari Defeat, Mundan Victory, Adrarian Victory&lt;br /&gt;
|combatant1=🐐 Munda&lt;br /&gt;
|combatant2=[[File:Ashannar Flag.png|border|20px]] Second Empire of Ashannar&amp;lt;br&amp;gt;[[File:AdrariaFlag.png|border|20px]] Adrarian Ascendancy&lt;br /&gt;
|commander1=🐐 bca_&lt;br /&gt;
|commander2=[[File:Ashannar Flag.png|border|20px]] Sol Aureus&amp;lt;br&amp;gt;[[File:AdrariaFlag.png|border|20px]] Dregate&lt;br /&gt;
|strength1=1 soldier&amp;lt;br&amp;gt;0-1 foreign volunteers&lt;br /&gt;
|strength2=2-4 soldiers&lt;br /&gt;
|casualties1=Dozens&lt;br /&gt;
|casualties2=None}}&lt;br /&gt;
&lt;br /&gt;
===War Against Ashannar===&lt;br /&gt;
&lt;br /&gt;
(Work in progress)&lt;br /&gt;
&lt;br /&gt;
First battle (Day 12 morning): Magma falls.&lt;br /&gt;
&lt;br /&gt;
Second battle (Day 12 afternoon): Ashannari siege warfare takes Fort Munda. Ashannar declares victory. Munda reiterates terms.&lt;br /&gt;
&lt;br /&gt;
All of Munda was looted, bca_ fled west to Dagma.&lt;br /&gt;
&lt;br /&gt;
Construction of Fort Dagma.&lt;br /&gt;
&lt;br /&gt;
Redeclaration of war (Day 70).&lt;br /&gt;
&lt;br /&gt;
===War Against Adraria===&lt;br /&gt;
&lt;br /&gt;
Third battle (Day 86): Ashannar/Adraria joint forces lose Isussa and Attalica; Mundan forces are repelled from Fort Munda.&lt;br /&gt;
&lt;br /&gt;
Fourth battle (Day 93): Adraria use Ashannari siege tactics to take Fort Munda. Adraria declares victory. Munda reiterates terms.&lt;br /&gt;
&lt;br /&gt;
Day 96: Ashannar formally dissolves&lt;br /&gt;
&lt;br /&gt;
Day 97: Adraria declares peace treaty and describes Munda as the Formerly Independent Republic of Munda (FIROM).&lt;br /&gt;
&lt;br /&gt;
===Second Mondego Flood===&lt;br /&gt;
&lt;br /&gt;
Following the end of the Mondego War, Munda successfully gained permission to flood the Middle Mondego, but was left impoverished after all resources from Fort Dagma and Fort Munda had been drained. Over the next months, the water level was raised over much of the southwestern Middle Mondego and Adraria constructed a dam across one of the main rivers leading away from the lakes.&lt;br /&gt;
&lt;br /&gt;
Eventually, bca_ traded the head of Sol Aureus to the Adrarians in exchange for armor and tools looted during the war. After this, the pace of flooding accelerated.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
&lt;br /&gt;
[[file:Munda2024Oct26.png|thumb|230px|right|A map of Munda and surrounding territories, published October 26, 2024.]]&lt;br /&gt;
&lt;br /&gt;
Munda is located on several jungle islands on the boundary Middle and Little Mondego. &lt;br /&gt;
&lt;br /&gt;
The easternmost and most developed island is called Munda, and it is home to the town of Magma and Fort Munda. It is artificially separated from the mainland Ashannari town of Durial by the remnants of the First Mondego Flood, most notably in the Sinkhole.&lt;br /&gt;
&lt;br /&gt;
The northernmost island is Dagma and was first settled by the Ashannaris in the north, before the construction of Fort Dagma in the south. It is mostly plains and is by far the least forested of the islands. Another island in the south is thus far unsettled by the Mundans, though it has the abandoned Ashannari building called Isussa on it.&lt;br /&gt;
&lt;br /&gt;
Finally, the most recently settled island is Split Island in the west. Named as such because of the Split Island Slough that divides it between a dense jungle in the eastern half and a beach in the west. A small settlement was created on the western beach during the last days of the Mondego War.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
[[file:MundaHut.png|thumb|230px|left|A typical Mundan hut, showcasing the use of local building materials and stilts.]]&lt;br /&gt;
&lt;br /&gt;
Munda is a self-sustaining community that relies heavily on its natural resources. The residents of Munda manually farm almost all of their produce and raw materials, including cacao beans, bamboo, kelp, wheat, and exotic flowers. The land is rich in biodiversity, with Munda being the only known location where pitcher plants grow in the wild.&lt;br /&gt;
&lt;br /&gt;
The architecture in Munda reflects the community’s resource pool and cultural beliefs. A strong belief in the inevitability of another great flood shapes much of Mundan life and has led to the construction of buildings on stilts in Mundan towns and villages. Typical Mundan huts are constructed from bamboo frames with roofs made of woven kelp and are high enough off the ground to be walked under, adding to Munda&#039;s unique aesthetic. Mundan villages are often centered around giant jungle trees, which serve as natural landmarks and community gathering points. The terrain is left largely untouched.&lt;br /&gt;
&lt;br /&gt;
Culturally, Munda is a strange split off from the [Mistense] culture that originated in Anneimd. Though this is not readily apparent from its architecture and customs, the Cult of the Flood that drives Mundan architecture, tradition, and diplomacy flows from worship of the Mistenist Divine Being Adamastor, who rules over the seas. In Mistenist myth, Adamastor perpetually clashes with Baco, who rules over the land. Mundans seek to end the current era of peace between Baco and Adamastor by bringing about the next Calamity, through which they believe Adamastor will reign victorious and flood all of Cinder.&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Munda&amp;diff=2143</id>
		<title>Munda</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Munda&amp;diff=2143"/>
		<updated>2025-02-03T14:28:38Z</updated>

		<summary type="html">&lt;p&gt;BCA: /* War Against Hollenberg */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float: right; margin: 0 0 0 0.5em; text-align: center; background-color: light-gray; font-size: 85%; border: 1px solid gray; padding: 0.2em; width: 250px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 250px; background-color: #A4C471; font-size:125%&amp;quot; | Munda&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[file:Munda.png|230px]] The settlement of Magma at dusk.&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[file:MundaInfoboxMap.png|230px]] A map of north–central Cinder with Munda shown in dark green.&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 72px;&amp;quot; |&#039;&#039;&#039;Population&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 72px;&amp;quot; |&#039;&#039;&#039;Denizens&#039;&#039;&#039;&lt;br /&gt;
| [[bca_]]&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Demonym&#039;&#039;&#039;&lt;br /&gt;
| Mundan&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Coordinates&#039;&#039;&#039;&lt;br /&gt;
| {{Coordinates|x=-2350|y=750|inInfobox=yes}}&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Capital&#039;&#039;&#039;&lt;br /&gt;
| Fort Munda&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Nation Type&#039;&#039;&#039;&lt;br /&gt;
| Tribal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Munda&#039;&#039;&#039; is a small tribal nation on four jungle islands of the [[Lakes of Mondego|Mondego Lakes]] region. It is currently a protectorate of [[Adraria]], following the end of the Mondego War, which refers to it as the &amp;quot;&#039;&#039;&#039;Formerly Independent Republic of Munda (FIROM)&#039;&#039;&#039;&amp;quot;. It was formerly occupied by [[Ashannar]], which called it the &amp;quot;&#039;&#039;&#039;bca_ Containment Zone&#039;&#039;&#039;&amp;quot; prior to the war.&lt;br /&gt;
&lt;br /&gt;
Munda has Mistense culture, though it has historically operated very independently of other Mistense nations. Diplomatically, it is largely driven by the Cult of the Flood, which calls for raising the water levels in the Mondego Lakes.&lt;br /&gt;
&lt;br /&gt;
==Etymology==&lt;br /&gt;
&lt;br /&gt;
Munda is the archaic, Hispano-Celtic word for Mondego and roughly translates to transparency, clarity, or purity. This word refers to both the lakes that surround Munda and to the waters that Mundans seek to bring forth from it.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Discovery and Settlement===&lt;br /&gt;
[[file:TheSinkhole.png|thumb|230px|left|The Sinkhole, one of the few locations still flooded due to the first Mondego flood.]]&lt;br /&gt;
&lt;br /&gt;
Munda was first explored on the first day of the server, when bca_ passed through the Mondego Lakes region on her way to found the town of [[Anneimd]] in the far West. The location would remain largely untouched until the first Mondego flood, when large sections of the jungle were placed underwater, and the Sinkhole was flooded. The waters of the sinkhole now serve as the boundary between Ashannar and Munda territory. &lt;br /&gt;
&lt;br /&gt;
After the gods banished the waters, in May 2024 bca_ returned to the area to act as a base of operations for future flooding. Simultaneously, the people of Ashannar came to the area, settling in the region and constructing numerous structures. A verbal agreement to preclude conflict was reached between Ashannar and Munda with the following terms:&lt;br /&gt;
# Munda cannot expand towards any other islands&lt;br /&gt;
# Munda cannot expand the island or modify the surrounding terrain and ocean&lt;br /&gt;
# If Munda joins Ashannar the first term is void&lt;br /&gt;
&lt;br /&gt;
===Growing Tensions with Ashannar===&lt;br /&gt;
Beginning in early May, Ashannar began showing Munda as claimed by Ashannar on maps and referred to it as the &amp;quot;bca_ Containment Zone&amp;quot;. Soon after, the first sign of real-world conflict would break out when Ashannar stole three sniffers living in the jungle and transported them across the sinkhole. One of these sniffers was found tied up in Durial and was recovered. This theft prompted Munda to place bamboo spikes and warning signs around the island of Munda. Over the next few months very little changed and the settlement of Magma was slightly expanded.&lt;br /&gt;
&lt;br /&gt;
By early August the tidings of war were apparent. As Munda first began asserting itself on the international stage, both through further development and by being placed on a map, warnings of a possible invasion by Ashannar were commonplace. As a result, Mundans began work on Fort Munda as a safe location in case of a prolonged siege. This and an obstinate attitude towards foreigners only increased scrutiny however, and soon two wars would begin.&lt;br /&gt;
&lt;br /&gt;
===War Against Hollenberg===&lt;br /&gt;
&lt;br /&gt;
[[file:FortMunda.png|thumb|230px|right|Fort Munda in lockdown soon after Ashannar declared war.]]&lt;br /&gt;
&lt;br /&gt;
In early August 2024, tensions escalated when [[Danrejk]], a representative of [[Hollenberg]], triggered a lockdown at Fort Munda by repeatedly pressing a clearly marked button despite the stated warning:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; text-align: center; border: 1px solid #f0f0f0; background-color: #f8f8f8; width: 12em&lt;br /&gt;
| ⚠WARNING⚠&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;Press this Button&amp;lt;/br&amp;gt;and I Declare WAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This act was interpreted as a declaration of war, as per the sign. Danrejk was quickly attacked and fled the scene. Munda—desiring not to be bullied by more powerful nations—cited previous hostilities such as the theft of sniffers by Ashannar, and responded by declaring war on Hollenberg. Fort Munda was subsequently sealed to all foreigners as Munda prepared for war.&lt;br /&gt;
&lt;br /&gt;
Following the incident with Danouvia, the Ashannari Empire declared war on Munda under the pretext of quelling a &amp;quot;minor rebellion.&amp;quot; This action violated the prior verbal agreement between Munda and Ashannar, which had maintained peace in the region. While the Ashannari dismissed Munda—not directly mentioning Munda in the declaration and scrubbing the island from later maps—bca_ emphasized Munda&#039;s resolve to resist aggression. Munda offered terms of surrender to Ashannar, demanding recognition of Munda’s sovereignty, the return of any occupied lands, and a symbolic Heart of the Sea. &lt;br /&gt;
&lt;br /&gt;
After the declaration by Ashannar, Munda shifted its focus away from Hollenberg, so bca_ and Danrejk agreed to settle the dispute in a duel for honor that took place on the island of Dagma. Danrejk won the duel, pushed the button one more time, and gave bca_ a Dwarven horn as a reminder of his victory. For a time, he referred to bca_ as an &amp;quot;honorary elf.&amp;quot;&lt;br /&gt;
{{Infobox battle&lt;br /&gt;
|name=Mondego War&lt;br /&gt;
|image=PrettiestAshannariBuilding.png&lt;br /&gt;
|location=Middle Mondego&lt;br /&gt;
|image_alt=A haphazard tower of dirt and netherrack stands over a jungle edge biome, as seen from the top of a jungle tree across a river.&lt;br /&gt;
|image_caption=The tower Ashannar used to break the siege of Fort Munda during the second battle.&lt;br /&gt;
|date=Aug. 1 to Nov. 5, 2024&amp;lt;br&amp;gt;{{ArcaneDate|year=2025|month=8|day=1}} to 68&lt;br /&gt;
|result=Ashannari Defeat, Mundan Victory, Adrarian Victory&lt;br /&gt;
|combatant1=🐐 Munda&lt;br /&gt;
|combatant2=[[File:Ashannar Flag.png|border|20px]] Second Empire of Ashannar&amp;lt;br&amp;gt;[[File:AdrariaFlag.png|border|20px]] Adrarian Ascendancy&lt;br /&gt;
|commander1=🐐 bca_&lt;br /&gt;
|commander2=[[File:Ashannar Flag.png|border|20px]] Sol Aureus&amp;lt;br&amp;gt;[[File:AdrariaFlag.png|border|20px]] Dregate&lt;br /&gt;
|strength1=1 soldier&amp;lt;br&amp;gt;0-1 foreign volunteers&lt;br /&gt;
|strength2=2-4 soldiers&lt;br /&gt;
|casualties1=Dozens&lt;br /&gt;
|casualties2=None}}&lt;br /&gt;
&lt;br /&gt;
===War Against Ashannar===&lt;br /&gt;
&lt;br /&gt;
(Work in progress)&lt;br /&gt;
&lt;br /&gt;
First battle (Day 12 morning): Magma falls.&lt;br /&gt;
&lt;br /&gt;
Second battle (Day 12 afternoon): Ashannari siege warfare takes Fort Munda. Ashannar declares victory. Munda reiterates terms.&lt;br /&gt;
&lt;br /&gt;
All of Munda was looted, bca_ fled west to Dagma.&lt;br /&gt;
&lt;br /&gt;
Construction of Fort Dagma.&lt;br /&gt;
&lt;br /&gt;
Redeclaration of war (Day 70).&lt;br /&gt;
&lt;br /&gt;
===War Against Adraria===&lt;br /&gt;
&lt;br /&gt;
Third battle (Day 86): Ashannar/Adraria joint forces lose Isussa and Attalica; Mundan forces are repelled from Fort Munda.&lt;br /&gt;
&lt;br /&gt;
Fourth battle (Day 93): Adraria use Ashannari siege tactics to take Fort Munda. Adraria declares victory. Munda reiterates terms.&lt;br /&gt;
&lt;br /&gt;
Day 96: Ashannar formally dissolves&lt;br /&gt;
&lt;br /&gt;
Day 97: Adraria declares peace treaty and describes Munda as the Formerly Independent Republic of Munda (FIROM).&lt;br /&gt;
&lt;br /&gt;
===Second Mondego Flood===&lt;br /&gt;
&lt;br /&gt;
Following the end of the Mondego War, Munda successfully gained permission to flood the Middle Mondego, but was left impoverished after all resources from Fort Dagma and Fort Munda had been drained. Over the next months, the water level was raised over much of the southwestern Middle Mondego and Adraria constructed a dam across one of the main rivers leading away from the lakes.&lt;br /&gt;
&lt;br /&gt;
Eventually, bca_ traded the head of Sol Aureus to the Adrarians in exchange for armor and tools looted during the war. After this, the pace of flooding accelerated.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
&lt;br /&gt;
[[file:Munda2024Oct26.png|thumb|230px|right|A map of Munda and surrounding territories, published October 26, 2024.]]&lt;br /&gt;
&lt;br /&gt;
Munda is located on several jungle islands on the boundary Middle and Little Mondego. &lt;br /&gt;
&lt;br /&gt;
The easternmost and most developed island is called Munda, and it is home to the town of Magma and Fort Munda. It is artificially separated from the mainland Ashannari town of Durial by the remnants of the first Mondego flood, most notably in the Sinkhole.&lt;br /&gt;
&lt;br /&gt;
The northernmost island is Dagma and was first settled by the Ashannaris in the north, before the construction of Fort Dagma in the south. It is mostly plains and is by far the least forested of the islands. Another island in the south is thus far unsettled by the Mundans, though it has the abandoned Ashannari building called Isussa on it.&lt;br /&gt;
&lt;br /&gt;
Finally, the most recently settled island is Split Island in the west. Named as such because of the Split Island Slough that divides it between a dense jungle in the eastern half and a beach in the west. A small settlement was created on the western beach during the last days of the Mondego War.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
[[file:MundaHut.png|thumb|230px|left|A typical Mundan hut, showcasing the use of local building materials and stilts.]]&lt;br /&gt;
&lt;br /&gt;
Munda is a self-sustaining community that relies heavily on its natural resources. The residents of Munda manually farm almost all of their produce and raw materials, including cacao beans, bamboo, kelp, wheat, and exotic flowers. The land is rich in biodiversity, with Munda being the only known location where pitcher plants grow in the wild.&lt;br /&gt;
&lt;br /&gt;
The architecture in Munda reflects the community’s resource pool and cultural beliefs. A strong belief in the inevitability of another great flood shapes much of Mundan life and has led to the construction of buildings on stilts in Mundan towns and villages. Typical Mundan huts are constructed from bamboo frames with roofs made of woven kelp and are high enough off the ground to be walked under, adding to Munda&#039;s unique aesthetic. Mundan villages are often centered around giant jungle trees, which serve as natural landmarks and community gathering points. The terrain is left largely untouched.&lt;br /&gt;
&lt;br /&gt;
Culturally, Munda is a strange split off from the [Mistense] culture that originated in Anneimd. Though this is not readily apparent from its architecture and customs, the Cult of the Flood that drives Mundan architecture, tradition, and diplomacy flows from worship of the Mistenist Divine Being Adamastor, who rules over the seas. In Mistenist myth, Adamastor perpetually clashes with Baco, who rules over the land. Mundans seek to end the current era of peace between Baco and Adamastor by bringing about the next Calamity, through which they believe Adamastor will reign victorious and flood all of Cinder.&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Munda&amp;diff=2142</id>
		<title>Munda</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Munda&amp;diff=2142"/>
		<updated>2025-02-03T14:26:11Z</updated>

		<summary type="html">&lt;p&gt;BCA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float: right; margin: 0 0 0 0.5em; text-align: center; background-color: light-gray; font-size: 85%; border: 1px solid gray; padding: 0.2em; width: 250px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 250px; background-color: #A4C471; font-size:125%&amp;quot; | Munda&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[file:Munda.png|230px]] The settlement of Magma at dusk.&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[file:MundaInfoboxMap.png|230px]] A map of north–central Cinder with Munda shown in dark green.&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 72px;&amp;quot; |&#039;&#039;&#039;Population&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 72px;&amp;quot; |&#039;&#039;&#039;Denizens&#039;&#039;&#039;&lt;br /&gt;
| [[bca_]]&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Demonym&#039;&#039;&#039;&lt;br /&gt;
| Mundan&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Coordinates&#039;&#039;&#039;&lt;br /&gt;
| {{Coordinates|x=-2350|y=750|inInfobox=yes}}&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Capital&#039;&#039;&#039;&lt;br /&gt;
| Fort Munda&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Nation Type&#039;&#039;&#039;&lt;br /&gt;
| Tribal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Munda&#039;&#039;&#039; is a small tribal nation on four jungle islands of the [[Lakes of Mondego|Mondego Lakes]] region. It is currently a protectorate of [[Adraria]], following the end of the Mondego War, which refers to it as the &amp;quot;&#039;&#039;&#039;Formerly Independent Republic of Munda (FIROM)&#039;&#039;&#039;&amp;quot;. It was formerly occupied by [[Ashannar]], which called it the &amp;quot;&#039;&#039;&#039;bca_ Containment Zone&#039;&#039;&#039;&amp;quot; prior to the war.&lt;br /&gt;
&lt;br /&gt;
Munda has Mistense culture, though it has historically operated very independently of other Mistense nations. Diplomatically, it is largely driven by the Cult of the Flood, which calls for raising the water levels in the Mondego Lakes.&lt;br /&gt;
&lt;br /&gt;
==Etymology==&lt;br /&gt;
&lt;br /&gt;
Munda is the archaic, Hispano-Celtic word for Mondego and roughly translates to transparency, clarity, or purity. This word refers to both the lakes that surround Munda and to the waters that Mundans seek to bring forth from it.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Discovery and Settlement===&lt;br /&gt;
[[file:TheSinkhole.png|thumb|230px|left|The Sinkhole, one of the few locations still flooded due to the first Mondego flood.]]&lt;br /&gt;
&lt;br /&gt;
Munda was first explored on the first day of the server, when bca_ passed through the Mondego Lakes region on her way to found the town of [[Anneimd]] in the far West. The location would remain largely untouched until the first Mondego flood, when large sections of the jungle were placed underwater, and the Sinkhole was flooded. The waters of the sinkhole now serve as the boundary between Ashannar and Munda territory. &lt;br /&gt;
&lt;br /&gt;
After the gods banished the waters, in May 2024 bca_ returned to the area to act as a base of operations for future flooding. Simultaneously, the people of Ashannar came to the area, settling in the region and constructing numerous structures. A verbal agreement to preclude conflict was reached between Ashannar and Munda with the following terms:&lt;br /&gt;
# Munda cannot expand towards any other islands&lt;br /&gt;
# Munda cannot expand the island or modify the surrounding terrain and ocean&lt;br /&gt;
# If Munda joins Ashannar the first term is void&lt;br /&gt;
&lt;br /&gt;
===Growing Tensions with Ashannar===&lt;br /&gt;
Beginning in early May, Ashannar began showing Munda as claimed by Ashannar on maps and referred to it as the &amp;quot;bca_ Containment Zone&amp;quot;. Soon after, the first sign of real-world conflict would break out when Ashannar stole three sniffers living in the jungle and transported them across the sinkhole. One of these sniffers was found tied up in Durial and was recovered. This theft prompted Munda to place bamboo spikes and warning signs around the island of Munda. Over the next few months very little changed and the settlement of Magma was slightly expanded.&lt;br /&gt;
&lt;br /&gt;
By early August the tidings of war were apparent. As Munda first began asserting itself on the international stage, both through further development and by being placed on a map, warnings of a possible invasion by Ashannar were commonplace. As a result, Mundans began work on Fort Munda as a safe location in case of a prolonged siege. This and an obstinate attitude towards foreigners only increased scrutiny however, and soon two wars would begin.&lt;br /&gt;
&lt;br /&gt;
===War Against Hollenberg===&lt;br /&gt;
&lt;br /&gt;
[[file:FortMunda.png|thumb|230px|right|Fort Munda in lockdown soon after Ashannar declared war.]]&lt;br /&gt;
&lt;br /&gt;
In early August 2024, tensions escalated when [[Danrejk]], a representative of [[Hollenburg]], triggered a lockdown at Fort Munda by repeatedly pressing a clearly marked button despite the stated warning:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; text-align: center; border: 1px solid #f0f0f0; background-color: #f8f8f8; width: 12em&lt;br /&gt;
| ⚠WARNING⚠&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;Press this Button&amp;lt;/br&amp;gt;and I Declare WAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This act was interpreted as a declaration of war, as per the sign. Danrejk was quickly attacked and fled the scene. Munda—desiring not to be bullied by more powerful nations—cited previous hostilities such as the theft of sniffers by Ashannar, and responded by declaring war on Hollenberg. Fort Munda was subsequently sealed to all foreigners as Munda prepared for war.&lt;br /&gt;
&lt;br /&gt;
Following the incident with Danouvia, the Ashannari Empire declared war on Munda under the pretext of quelling a &amp;quot;minor rebellion.&amp;quot; This action violated the prior verbal agreement between Munda and Ashannar, which had maintained peace in the region. While the Ashannari dismissed Munda—not directly mentioning Munda in the declaration and scrubbing the island from later maps—bca_ emphasized Munda&#039;s resolve to resist aggression. Munda offered terms of surrender to Ashannar, demanding recognition of Munda’s sovereignty, the return of any occupied lands, and a symbolic Heart of the Sea. &lt;br /&gt;
&lt;br /&gt;
After the declaration by Ashannar, Munda shifted its focus away from Hollenberg, so bca_ and Danrejk agreed to settle the dispute in a duel for honor that took place on the island of Dagma. Danrejk won the duel, pushed the button one more time, and gave bca_ a Dwarven horn as a reminder of his victory. For a time, he referred to bca_ as an &amp;quot;honorary elf.&amp;quot;&lt;br /&gt;
{{Infobox battle&lt;br /&gt;
|name=Mondego War&lt;br /&gt;
|image=PrettiestAshannariBuilding.png&lt;br /&gt;
|location=Middle Mondego&lt;br /&gt;
|image_alt=A haphazard tower of dirt and netherrack stands over a jungle edge biome, as seen from the top of a jungle tree across a river.&lt;br /&gt;
|image_caption=The tower Ashannar used to break the siege of Fort Munda during the second battle.&lt;br /&gt;
|date=Aug. 1 to Nov. 5, 2024&amp;lt;br&amp;gt;{{ArcaneDate|year=2025|month=8|day=1}} to 68&lt;br /&gt;
|result=Ashannari Defeat, Mundan Victory, Adrarian Victory&lt;br /&gt;
|combatant1=🐐 Munda&lt;br /&gt;
|combatant2=[[File:Ashannar Flag.png|border|20px]] Second Empire of Ashannar&amp;lt;br&amp;gt;[[File:AdrariaFlag.png|border|20px]] Adrarian Ascendancy&lt;br /&gt;
|commander1=🐐 bca_&lt;br /&gt;
|commander2=[[File:Ashannar Flag.png|border|20px]] Sol Aureus&amp;lt;br&amp;gt;[[File:AdrariaFlag.png|border|20px]] Dregate&lt;br /&gt;
|strength1=1 soldier&amp;lt;br&amp;gt;0-1 foreign volunteers&lt;br /&gt;
|strength2=2-4 soldiers&lt;br /&gt;
|casualties1=Dozens&lt;br /&gt;
|casualties2=None}}&lt;br /&gt;
===War Against Ashannar===&lt;br /&gt;
&lt;br /&gt;
(Work in progress)&lt;br /&gt;
&lt;br /&gt;
First battle (Day 12 morning): Magma falls.&lt;br /&gt;
&lt;br /&gt;
Second battle (Day 12 afternoon): Ashannari siege warfare takes Fort Munda. Ashannar declares victory. Munda reiterates terms.&lt;br /&gt;
&lt;br /&gt;
All of Munda was looted, bca_ fled west to Dagma.&lt;br /&gt;
&lt;br /&gt;
Construction of Fort Dagma.&lt;br /&gt;
&lt;br /&gt;
Redeclaration of war (Day 70).&lt;br /&gt;
&lt;br /&gt;
===War Against Adraria===&lt;br /&gt;
&lt;br /&gt;
Third battle (Day 86): Ashannar/Adraria joint forces lose Isussa and Attalica; Mundan forces are repelled from Fort Munda.&lt;br /&gt;
&lt;br /&gt;
Fourth battle (Day 93): Adraria use Ashannari siege tactics to take Fort Munda. Adraria declares victory. Munda reiterates terms.&lt;br /&gt;
&lt;br /&gt;
Day 96: Ashannar formally dissolves&lt;br /&gt;
&lt;br /&gt;
Day 97: Adraria declares peace treaty and describes Munda as the Formerly Independent Republic of Munda (FIROM).&lt;br /&gt;
&lt;br /&gt;
===Second Mondego Flood===&lt;br /&gt;
&lt;br /&gt;
Following the end of the Mondego War, Munda successfully gained permission to flood the Middle Mondego, but was left impoverished after all resources from Fort Dagma and Fort Munda had been drained. Over the next months, the water level was raised over much of the southwestern Middle Mondego and Adraria constructed a dam across one of the main rivers leading away from the lakes.&lt;br /&gt;
&lt;br /&gt;
Eventually, bca_ traded the head of Sol Aureus to the Adrarians in exchange for armor and tools looted during the war. After this, the pace of flooding accelerated.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
&lt;br /&gt;
[[file:Munda2024Oct26.png|thumb|230px|right|A map of Munda and surrounding territories, published October 26, 2024.]]&lt;br /&gt;
&lt;br /&gt;
Munda is located on several jungle islands on the boundary Middle and Little Mondego. &lt;br /&gt;
&lt;br /&gt;
The easternmost and most developed island is called Munda, and it is home to the town of Magma and Fort Munda. It is artificially separated from the mainland Ashannari town of Durial by the remnants of the first Mondego flood, most notably in the Sinkhole.&lt;br /&gt;
&lt;br /&gt;
The northernmost island is Dagma and was first settled by the Ashannaris in the north, before the construction of Fort Dagma in the south. It is mostly plains and is by far the least forested of the islands. Another island in the south is thus far unsettled by the Mundans, though it has the abandoned Ashannari building called Isussa on it.&lt;br /&gt;
&lt;br /&gt;
Finally, the most recently settled island is Split Island in the west. Named as such because of the Split Island Slough that divides it between a dense jungle in the eastern half and a beach in the west. A small settlement was created on the western beach during the last days of the Mondego War.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
[[file:MundaHut.png|thumb|230px|left|A typical Mundan hut, showcasing the use of local building materials and stilts.]]&lt;br /&gt;
&lt;br /&gt;
Munda is a self-sustaining community that relies heavily on its natural resources. The residents of Munda manually farm almost all of their produce and raw materials, including cacao beans, bamboo, kelp, wheat, and exotic flowers. The land is rich in biodiversity, with Munda being the only known location where pitcher plants grow in the wild.&lt;br /&gt;
&lt;br /&gt;
The architecture in Munda reflects the community’s resource pool and cultural beliefs. A strong belief in the inevitability of another great flood shapes much of Mundan life and has led to the construction of buildings on stilts in Mundan towns and villages. Typical Mundan huts are constructed from bamboo frames with roofs made of woven kelp and are high enough off the ground to be walked under, adding to Munda&#039;s unique aesthetic. Mundan villages are often centered around giant jungle trees, which serve as natural landmarks and community gathering points. The terrain is left largely untouched.&lt;br /&gt;
&lt;br /&gt;
Culturally, Munda is a strange split off from the [Mistense] culture that originated in Anneimd. Though this is not readily apparent from its architecture and customs, the Cult of the Flood that drives Mundan architecture, tradition, and diplomacy flows from worship of the Mistenist Divine Being Adamastor, who rules over the seas. In Mistenist myth, Adamastor perpetually clashes with Baco, who rules over the land. Mundans seek to end the current era of peace between Baco and Adamastor by bringing about the next Calamity, through which they believe Adamastor will reign victorious and flood all of Cinder.&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=File:PrettiestAshannariBuilding.png&amp;diff=2138</id>
		<title>File:PrettiestAshannariBuilding.png</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=File:PrettiestAshannariBuilding.png&amp;diff=2138"/>
		<updated>2025-02-03T14:18:23Z</updated>

		<summary type="html">&lt;p&gt;BCA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=File:AdrariaFlag.png&amp;diff=2137</id>
		<title>File:AdrariaFlag.png</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=File:AdrariaFlag.png&amp;diff=2137"/>
		<updated>2025-02-03T14:03:37Z</updated>

		<summary type="html">&lt;p&gt;BCA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Munda&amp;diff=2124</id>
		<title>Munda</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Munda&amp;diff=2124"/>
		<updated>2025-02-02T20:12:14Z</updated>

		<summary type="html">&lt;p&gt;BCA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float: right; margin: 0 0 0 0.5em; text-align: center; background-color: light-gray; font-size: 85%; border: 1px solid gray; padding: 0.2em; width: 250px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 250px; background-color: #A4C471; font-size:125%&amp;quot; | Munda&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[file:Munda.png|230px]] The settlement of Magma at dusk.&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[file:MundaInfoboxMap.png|230px]] A map of north–central Cinder with Munda shown in dark green.&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 72px;&amp;quot; |&#039;&#039;&#039;Population&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 72px;&amp;quot; |&#039;&#039;&#039;Denizens&#039;&#039;&#039;&lt;br /&gt;
| [[bca_]]&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Demonym&#039;&#039;&#039;&lt;br /&gt;
| Mundan&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Coordinates&#039;&#039;&#039;&lt;br /&gt;
| {{Coordinates|x=-2350|y=750|inInfobox=yes}}&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Capital&#039;&#039;&#039;&lt;br /&gt;
| Fort Munda&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Nation Type&#039;&#039;&#039;&lt;br /&gt;
| Tribal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Munda&#039;&#039;&#039; is a small tribal nation on four jungle islands of the [[Lakes of Mondego|Mondego Lakes]] region. It is currently a protectorate of [[Adraria]], following the end of the Mondego War, which refers to it as the &amp;quot;&#039;&#039;&#039;Formerly Independent Republic of Munda (FIROM)&#039;&#039;&#039;&amp;quot;. It was formerly occupied by [[Ashannar]], which called it the &amp;quot;&#039;&#039;&#039;bca_ Containment Zone&#039;&#039;&#039;&amp;quot; prior to the war.&lt;br /&gt;
&lt;br /&gt;
Munda has Mistense culture, though it has historically operated very independently of other Mistense nations. Diplomatically, it is largely driven by the Cult of the Flood, which calls for raising the water levels in the Mondego Lakes.&lt;br /&gt;
&lt;br /&gt;
==Etymology==&lt;br /&gt;
&lt;br /&gt;
Munda is the archaic, Hispano-Celtic word for Mondego and roughly translates to transparency, clarity, or purity. This word refers to both the lakes that surround Munda and to the waters that Mundans seek to bring forth from it.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Discovery and Settlement===&lt;br /&gt;
[[file:TheSinkhole.png|thumb|230px|left|The Sinkhole, one of the few locations still flooded due to the first Mondego flood.]]&lt;br /&gt;
&lt;br /&gt;
Munda was first explored on the first day of the server, when bca_ passed through the Mondego Lakes region on her way to found the town of [[Anneimd]] in the far West. The location would remain largely untouched until the first Mondego flood, when large sections of the jungle were placed underwater, and the Sinkhole was flooded. The waters of the sinkhole now serve as the boundary between Ashannar and Munda territory. &lt;br /&gt;
&lt;br /&gt;
After the gods banished the waters, in May 2024 bca_ returned to the area to act as a base of operations for future flooding. Simultaneously, the people of Ashannar came to the area, settling in the region and constructing numerous structures. A verbal agreement to preclude conflict was reached between Ashannar and Munda with the following terms:&lt;br /&gt;
# Munda cannot expand towards any other islands&lt;br /&gt;
# Munda cannot expand the island or modify the surrounding terrain and ocean&lt;br /&gt;
# If Munda joins Ashannar the first term is void&lt;br /&gt;
&lt;br /&gt;
===Growing Tensions with Ashannar===&lt;br /&gt;
Beginning in early May, Ashannar began showing Munda as claimed by Ashannar on maps and referred to it as the &amp;quot;bca_ Containment Zone&amp;quot;. Soon after, the first sign of real-world conflict would break out when Ashannar stole three sniffers living in the jungle and transported them across the sinkhole. One of these sniffers was found tied up in Durial and was recovered. This theft prompted Munda to place bamboo spikes and warning signs around the island of Munda. Over the next few months very little changed and the settlement of Magma was slightly expanded.&lt;br /&gt;
&lt;br /&gt;
By early August the tidings of war were apparent. As Munda first began asserting itself on the international stage, both through further development and by being placed on a map, warnings of a possible invasion by Ashannar were commonplace. As a result, Mundans began work on Fort Munda as a safe location in case of a prolonged siege. This and an obstinate attitude towards foreigners only increased scrutiny however, and soon two wars would begin.&lt;br /&gt;
&lt;br /&gt;
===War Against Hollenberg===&lt;br /&gt;
&lt;br /&gt;
[[file:FortMunda.png|thumb|230px|right|Fort Munda in lockdown soon after Ashannar declared war.]]&lt;br /&gt;
&lt;br /&gt;
In early August 2024, tensions escalated when [[Danrejk]], a representative of [[Hollenburg]], triggered a lockdown at Fort Munda by repeatedly pressing a clearly marked button despite the stated warning:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; text-align: center; border: 1px solid #f0f0f0; background-color: #f8f8f8; width: 12em&lt;br /&gt;
| ⚠WARNING⚠&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;Press this Button&amp;lt;/br&amp;gt;and I Declare WAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This act was interpreted as a declaration of war, as per the sign. Danrejk was quickly attacked and fled the scene. Munda—desiring not to be bullied by more powerful nations—cited previous hostilities such as the theft of sniffers by Ashannar, and responded by declaring war on Hollenberg. Fort Munda was subsequently sealed to all foreigners as Munda prepared for war.&lt;br /&gt;
&lt;br /&gt;
Following the incident with Danouvia, the Ashannari Empire declared war on Munda under the pretext of quelling a &amp;quot;minor rebellion.&amp;quot; This action violated the prior verbal agreement between Munda and Ashannar, which had maintained peace in the region. While the Ashannari dismissed Munda—not directly mentioning Munda in the declaration and scrubbing the island from later maps—bca_ emphasized Munda&#039;s resolve to resist aggression. Munda offered terms of surrender to Ashannar, demanding recognition of Munda’s sovereignty, the return of any occupied lands, and a symbolic Heart of the Sea. &lt;br /&gt;
&lt;br /&gt;
After the declaration by Ashannar, Munda shifted its focus away from Hollenberg, so bca_ and Danrejk agreed to settle the dispute in a duel for honor that took place on the island of Dagma. Danrejk won the duel, pushed the button one more time, and gave bca_ a Dwarven horn as a reminder of his victory. For a time, he referred to bca_ as an &amp;quot;honorary elf.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===War Against Ashannar===&lt;br /&gt;
&lt;br /&gt;
(Work in progress)&lt;br /&gt;
&lt;br /&gt;
First battle (Day 12 morning): Magma falls.&lt;br /&gt;
&lt;br /&gt;
Second battle (Day 12 afternoon): Ashannari siege warfare takes Fort Munda. Ashannar declares victory. Munda reiterates terms.&lt;br /&gt;
&lt;br /&gt;
All of Munda was looted, bca_ fled west to Dagma.&lt;br /&gt;
&lt;br /&gt;
Construction of Fort Dagma.&lt;br /&gt;
&lt;br /&gt;
Redeclaration of war (Day 70).&lt;br /&gt;
&lt;br /&gt;
===War Against Adraria===&lt;br /&gt;
&lt;br /&gt;
Third battle (Day 86): Ashannar/Adraria joint forces lose Isussa and Attalica; Mundan forces are repelled from Fort Munda.&lt;br /&gt;
&lt;br /&gt;
Fourth battle (Day 93): Adraria use Ashannari siege tactics to take Fort Munda. Adraria declares victory. Munda reiterates terms.&lt;br /&gt;
&lt;br /&gt;
Day 96: Ashannar formally dissolves&lt;br /&gt;
&lt;br /&gt;
Day 97: Adraria declares peace treaty and describes Munda as the Formerly Independent Republic of Munda (FIROM).&lt;br /&gt;
&lt;br /&gt;
===Second Mondego Flood===&lt;br /&gt;
&lt;br /&gt;
Following the end of the Mondego War, Munda successfully gained permission to flood the Middle Mondego, but was left impoverished after all resources from Fort Dagma and Fort Munda had been drained. Over the next months, the water level was raised over much of the southwestern Middle Mondego and Adraria constructed a dam across one of the main rivers leading away from the lakes.&lt;br /&gt;
&lt;br /&gt;
Eventually, bca_ traded the head of Sol Aureus to the Adrarians in exchange for armor and tools looted during the war. After this, the pace of flooding accelerated.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
&lt;br /&gt;
[[file:Munda2024Oct26.png|thumb|230px|right|A map of Munda and surrounding territories, published October 26, 2024.]]&lt;br /&gt;
&lt;br /&gt;
Munda is located on several jungle islands on the boundary Middle and Little Mondego. &lt;br /&gt;
&lt;br /&gt;
The easternmost and most developed island is called Munda, and it is home to the town of Magma and Fort Munda. It is artificially separated from the mainland Ashannari town of Durial by the remnants of the first Mondego flood, most notably in the Sinkhole.&lt;br /&gt;
&lt;br /&gt;
The northernmost island is Dagma and was first settled by the Ashannaris in the north, before the construction of Fort Dagma in the south. It is mostly plains and is by far the least forested of the islands. Another island in the south is thus far unsettled by the Mundans, though it has the abandoned Ashannari building called Isussa on it.&lt;br /&gt;
&lt;br /&gt;
Finally, the most recently settled island is Split Island in the west. Named as such because of the Split Island Slough that divides it between a dense jungle in the eastern half and a beach in the west. A small settlement was created on the western beach during the last days of the Mondego War.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
[[file:MundaHut.png|thumb|230px|left|A typical Mundan hut, showcasing the use of local building materials and stilts.]]&lt;br /&gt;
&lt;br /&gt;
Munda is a self-sustaining community that relies heavily on its natural resources. The residents of Munda manually farm almost all of their produce and raw materials, including cacao beans, bamboo, kelp, wheat, and exotic flowers. The land is rich in biodiversity, with Munda being the only known location where pitcher plants grow in the wild.&lt;br /&gt;
&lt;br /&gt;
The architecture in Munda reflects the community’s resource pool and cultural beliefs. A strong belief in the inevitability of another great flood shapes much of Mundan life and has led to the construction of buildings on stilts in Mundan towns and villages. Typical Mundan huts are constructed from bamboo frames with roofs made of woven kelp and are high enough off the ground to be walked under, adding to Munda&#039;s unique aesthetic. Mundan villages are often centered around giant jungle trees, which serve as natural landmarks and community gathering points. The terrain is left largely untouched.&lt;br /&gt;
&lt;br /&gt;
Culturally, Munda is a strange split off from the [Mistense] culture that originated in Anneimd. Though this is not readily apparent from its architecture and customs, the Cult of the Flood that drives Mundan architecture, tradition, and diplomacy flows from worship of the Mistenist Divine Being Adamastor, who rules over the seas. In Mistenist myth, Adamastor perpetually clashes with Baco, who rules over the land. Mundans seek to end the current era of peace between Baco and Adamastor by bringing about the next Calamity, through which they believe Adamastor will reign victorious and flood all of Cinder.&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Munda&amp;diff=2123</id>
		<title>Munda</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Munda&amp;diff=2123"/>
		<updated>2025-02-02T20:05:38Z</updated>

		<summary type="html">&lt;p&gt;BCA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float: right; margin: 0 0 0 0.5em; text-align: center; background-color: light-gray; font-size: 85%; border: 1px solid gray; padding: 0.2em; width: 250px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 250px; background-color: #A4C471; font-size:125%&amp;quot; | Munda&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[file:Munda.png|230px]] The settlement of Magma at dusk.&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[file:MundaInfoboxMap.png|230px]] A map of north–central Cinder with Munda shown in dark green.&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 72px;&amp;quot; |&#039;&#039;&#039;Population&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 72px;&amp;quot; |&#039;&#039;&#039;Denizens&#039;&#039;&#039;&lt;br /&gt;
| [[bca_]]&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Demonym&#039;&#039;&#039;&lt;br /&gt;
| Mundan&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Coordinates&#039;&#039;&#039;&lt;br /&gt;
| {{Coordinates|x=-2350|y=750|inInfobox=yes}}&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Capital&#039;&#039;&#039;&lt;br /&gt;
| Fort Munda&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Nation Type&#039;&#039;&#039;&lt;br /&gt;
| Tribal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Munda&#039;&#039;&#039; is a small tribal nation on four jungle islands of the [[Lakes of Mondego|Mondego Lakes]] region. It is currently a protectorate of [[Adraria]], following the end of the Mondego War, which refers to it as the &amp;quot;&#039;&#039;&#039;Formerly Independent Republic of Munda (FIROM)&#039;&#039;&#039;&amp;quot;. It was formerly occupied by [[Ashannar]], which called it the &amp;quot;&#039;&#039;&#039;bca_ Containment Zone&#039;&#039;&#039;&amp;quot; prior to the war.&lt;br /&gt;
&lt;br /&gt;
Munda has Mistense culture, though it has historically operated very independently of other Mistense nations. Diplomatically, it is largely driven by the Cult of the Flood, which calls for raising the water levels in the Mondego Lakes.&lt;br /&gt;
&lt;br /&gt;
==Etymology==&lt;br /&gt;
&lt;br /&gt;
Munda is the archaic, Hispano-Celtic word for Mondego and roughly translates to transparency, clarity, or purity. This word refers to both the lakes that surround Munda and to the waters that Mundans seek to bring forth from it.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Discovery and Settlement===&lt;br /&gt;
[[file:TheSinkhole.png|thumb|230px|left|The Sinkhole, one of the few locations still flooded due to the first Mondego flood.]]&lt;br /&gt;
&lt;br /&gt;
Munda was first explored on the first day of the server, when bca_ passed through the Mondego Lakes region on her way to found the town of [[Anneimd]] in the far West. The location would remain largely untouched until the first Mondego flood, when large sections of the jungle were placed underwater, and the Sinkhole was flooded. The waters of the sinkhole now serve as the boundary between Ashannar and Munda territory. &lt;br /&gt;
&lt;br /&gt;
After the gods banished the waters, in May 2024 bca_ returned to the area to act as a base of operations for future flooding. Simultaneously, the people of Ashannar came to the area, settling in the region and constructing numerous structures. A verbal agreement to preclude conflict was reached between Ashannar and Munda with the following terms:&lt;br /&gt;
# Munda cannot expand towards any other islands&lt;br /&gt;
# Munda cannot expand the island or modify the surrounding terrain and ocean&lt;br /&gt;
# If Munda joins Ashannar the first term is void&lt;br /&gt;
&lt;br /&gt;
===Growing Tensions with Ashannar===&lt;br /&gt;
Beginning in early May, Ashannar began showing Munda as claimed by Ashannar on maps and referred to it as the &amp;quot;bca_ Containment Zone&amp;quot;. Soon after, the first sign of real-world conflict would break out when Ashannar stole three sniffers living in the jungle and transported them across the sinkhole. One of these sniffers was found tied up in Durial and was recovered. This theft prompted Munda to place bamboo spikes and warning signs around the island of Munda. Over the next few months very little changed and the settlement of Magma was slightly expanded.&lt;br /&gt;
&lt;br /&gt;
By early August the tidings of war were apparent. As Munda first began asserting itself on the international stage, both through further development and by being placed on a map, warnings of a possible invasion by Ashannar were commonplace. As a result, Mundans began work on Fort Munda as a safe location in case of a prolonged siege. This and an obstinate attitude towards foreigners only increased scrutiny however, and soon two wars would begin.&lt;br /&gt;
&lt;br /&gt;
===War Against Hollenberg===&lt;br /&gt;
&lt;br /&gt;
[[file:FortMunda.png|thumb|230px|right|Fort Munda in lockdown soon after Ashannar declared war.]]&lt;br /&gt;
&lt;br /&gt;
In early August 2024, tensions escalated when [[Danrejk]], a representative of [[Hollenburg]], triggered a lockdown at Fort Munda by repeatedly pressing a clearly marked button despite the stated warning:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; text-align: center; border: 1px solid #f0f0f0; background-color: #f8f8f8; width: 12em&lt;br /&gt;
| ⚠WARNING⚠&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;Press this Button&amp;lt;/br&amp;gt;and I Declare WAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This act was interpreted as a declaration of war, as per the sign. Danrejk was quickly attacked and fled the scene. Munda—desiring not to be bullied by more powerful nations—cited previous hostilities such as the theft of sniffers by Ashannar, and responded by declaring war on Hollenberg. Fort Munda was subsequently sealed to all foreigners as Munda prepared for war.&lt;br /&gt;
&lt;br /&gt;
Following the incident with Danouvia, the Ashannari Empire declared war on Munda under the pretext of quelling a &amp;quot;minor rebellion.&amp;quot; This action violated the prior verbal agreement between Munda and Ashannar, which had maintained peace in the region. While the Ashannari dismissed Munda—not directly mentioning Munda in the declaration and scrubbing the island from later maps—bca_ emphasized Munda&#039;s resolve to resist aggression. Munda offered terms of surrender to Ashannar, demanding recognition of Munda’s sovereignty, the return of any occupied lands, and a symbolic Heart of the Sea. &lt;br /&gt;
&lt;br /&gt;
After the declaration by Ashannar, Munda shifted its focus away from Hollenberg, so bca_ and Danrejk agreed to settle the dispute in a duel for honor that took place on the island of Dagma. Danrejk won the duel, ending the war, pushed the button one more time, and gave bca_ a Dwarven horn as a reminder of his victory. For a time, he referred to bca_ as an &amp;quot;honorary elf.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===War Against Ashannar===&lt;br /&gt;
&lt;br /&gt;
(Work in progress)&lt;br /&gt;
&lt;br /&gt;
First battle (Day 12 morning): Magma falls.&lt;br /&gt;
&lt;br /&gt;
Second battle (Day 12 afternoon): Ashannari siege warfare takes Fort Munda. Ashannar declares victory. Munda reiterates terms.&lt;br /&gt;
&lt;br /&gt;
All of Munda was looted, bca_ fled west to Dagma.&lt;br /&gt;
&lt;br /&gt;
Construction of Fort Dagma.&lt;br /&gt;
&lt;br /&gt;
Redeclaration of war (Day 70).&lt;br /&gt;
&lt;br /&gt;
===War Against Adraria===&lt;br /&gt;
&lt;br /&gt;
Third battle (Day 86): Ashannar/Adraria joint forces lose Isussa and Attalica; Mundan forces are repelled from Fort Munda.&lt;br /&gt;
&lt;br /&gt;
Fourth battle (Day 93): Adraria use Ashannari siege tactics to take Fort Munda. Adraria declares victory. Munda reiterates terms.&lt;br /&gt;
&lt;br /&gt;
Day 96: Ashannar formally dissolves&lt;br /&gt;
&lt;br /&gt;
Day 97: Adraria declares peace treaty and describes Munda as the Formerly Independent Republic of Munda (FIROM).&lt;br /&gt;
&lt;br /&gt;
===Second Mondego Flood===&lt;br /&gt;
&lt;br /&gt;
Following the end of the Mondego War, Munda successfully gained permission to flood the Middle Mondego, but was left impoverished after all resources from Fort Dagma and Fort Munda had been drained. Over the next months, the water level was raised over much of the southwestern Middle Mondego and Adraria constructed a dam across one of the main rivers leading away from the lakes.&lt;br /&gt;
&lt;br /&gt;
Eventually, bca_ traded the head of Sol Aureus to the Adrarians in exchange for armor and tools looted during the war. After this, the pace of flooding accelerated.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
&lt;br /&gt;
[[file:Munda2024Oct26.png|thumb|230px|right|A map of Munda and surrounding territories, published October 26, 2024.]]&lt;br /&gt;
&lt;br /&gt;
Munda is located on several jungle islands on the boundary Middle and Little Mondego. &lt;br /&gt;
&lt;br /&gt;
The easternmost and most developed island is called Munda, and it is home to the town of Magma and Fort Munda. It is artificially separated from the mainland Ashannari town of Durial by the remnants of the first Mondego flood, most notably in the Sinkhole.&lt;br /&gt;
&lt;br /&gt;
The northernmost island is Dagma and was first settled by the Ashannaris in the north, before the construction of Fort Dagma in the south. It is mostly plains and is by far the least forested of the islands. Another island in the south is thus far unsettled by the Mundans, though it has the abandoned Ashannari building called Isussa on it.&lt;br /&gt;
&lt;br /&gt;
Finally, the most recently settled island is Split Island in the west. Named as such because of the Split Island Slough that divides it between a dense jungle in the eastern half and a beach in the west. A small settlement was created on the western beach during the last days of the Mondego War.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
[[file:MundaHut.png|thumb|230px|left|A typical Mundan hut, showcasing the use of local building materials and stilts.]]&lt;br /&gt;
&lt;br /&gt;
Munda is a self-sustaining community that relies heavily on its natural resources. The residents of Munda manually farm almost all of their produce and raw materials, including cacao beans, bamboo, kelp, wheat, and exotic flowers. The land is rich in biodiversity, with Munda being the only known location where pitcher plants grow in the wild.&lt;br /&gt;
&lt;br /&gt;
The architecture in Munda reflects the community’s resource pool and cultural beliefs. A strong belief in the inevitability of another great flood shapes much of Mundan life and has led to the construction of buildings on stilts in Mundan towns and villages. Typical Mundan huts are constructed from bamboo frames with roofs made of woven kelp and are high enough off the ground to be walked under, adding to Munda&#039;s unique aesthetic. Mundan villages are often centered around giant jungle trees, which serve as natural landmarks and community gathering points. The terrain is left largely untouched.&lt;br /&gt;
&lt;br /&gt;
Culturally, Munda is a strange split off from the [Mistense] culture that originated in Anneimd. Though this is not readily apparent from its architecture and customs, the Cult of the Flood that drives Mundan architecture, tradition, and diplomacy flows from worship of the Mistenist Divine Being Adamastor, who rules over the seas. In Mistenist myth, Adamastor perpetually clashes with Baco, who rules over the land. Mundans seek to end the current era of peace between Baco and Adamastor by bringing about the next Calamity, through which they believe Adamastor will reign victorious and flood all of Cinder.&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Munda&amp;diff=2122</id>
		<title>Munda</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Munda&amp;diff=2122"/>
		<updated>2025-02-02T19:45:48Z</updated>

		<summary type="html">&lt;p&gt;BCA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float: right; margin: 0 0 0 0.5em; text-align: center; background-color: light-gray; font-size: 85%; border: 1px solid gray; padding: 0.2em; width: 250px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 250px; background-color: #A4C471; font-size:125%&amp;quot; | Munda&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[file:Munda.png|230px]] The settlement of Magma at dusk.&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[file:MundaInfoboxMap.png|230px]] A map of north–central Cinder with Munda shown in dark green.&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 72px;&amp;quot; |&#039;&#039;&#039;Population&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 72px;&amp;quot; |&#039;&#039;&#039;Denizens&#039;&#039;&#039;&lt;br /&gt;
| [[bca_]]&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Demonym&#039;&#039;&#039;&lt;br /&gt;
| Mundan&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Coordinates&#039;&#039;&#039;&lt;br /&gt;
| {{Coordinates|x=-2350|y=750|inInfobox=yes}}&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Capital&#039;&#039;&#039;&lt;br /&gt;
| Fort Munda&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Nation Type&#039;&#039;&#039;&lt;br /&gt;
| Tribal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Munda&#039;&#039;&#039; is a small tribal nation in the dense jungle of the [[Lakes of Mondego|Mondego Lakes]] region. It is almost entirely surrounded by [[Ashannar]], which called it the &amp;quot;&#039;&#039;&#039;bca_ Containment Zone&#039;&#039;&#039;&amp;quot; prior to declaring war in August, 2024.&lt;br /&gt;
&lt;br /&gt;
==Etymology==&lt;br /&gt;
&lt;br /&gt;
Munda is the archaic, Hispano-Celtic word for Mondego and roughly translates to transparency, clarity, or purity. This word refers to both the lakes that surround Munda and to the waters that Mundans seek to bring forth from it.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Discovery and Settlement===&lt;br /&gt;
[[file:TheSinkhole.png|thumb|230px|left|The Sinkhole, one of the few locations still flooded due to the first Mondego flood.]]&lt;br /&gt;
&lt;br /&gt;
Munda was first explored on the first day of the server, when bca_ passed through the Mondego Lakes region on her way to found the town of [[Anneimd]] in the far West. The location would remain largely untouched until the first Mondego flood, when large sections of the jungle were placed underwater, and the Sinkhole was flooded. The waters of the sinkhole now serve as the boundary between Ashannar and Munda territory. &lt;br /&gt;
&lt;br /&gt;
After the gods banished the waters, in May 2024 bca_ returned to the area to act as a base of operations for future flooding. Simultaneously, the people of Ashannar came to the area, settling in the region and constructing numerous structures. A verbal agreement to preclude conflict was reached between Ashannar and Munda with the following terms:&lt;br /&gt;
# Munda cannot expand towards any other islands&lt;br /&gt;
# Munda cannot expand the island or modify the surrounding terrain and ocean&lt;br /&gt;
# If Munda joins Ashannar the first term is void&lt;br /&gt;
&lt;br /&gt;
===Growing Tensions with Ashannar===&lt;br /&gt;
Beginning in early May, Ashannar began showing Munda as claimed by Ashannar on maps and referred to it as the &amp;quot;bca_ Containment Zone&amp;quot;. Soon after, the first sign of real-world conflict would break out when Ashannar stole three sniffers living in the jungle and transported them across the sinkhole. One of these sniffers was found tied up in Durial and was recovered. This theft prompted Munda to place bamboo spikes and warning signs around the island of Munda. Over the next few months very little changed and the settlement of Magma was slightly expanded.&lt;br /&gt;
&lt;br /&gt;
By early August the tidings of war were apparent. As Munda first began asserting itself on the international stage, both through further development and by being placed on a map, warnings of a possible invasion by Ashannar were commonplace. As a result, Mundans began work on Fort Munda as a safe location in case of a prolonged siege. This and an obstinate attitude towards foreigners only increased scrutiny however, and soon two wars would begin.&lt;br /&gt;
&lt;br /&gt;
===Declaration of War===&lt;br /&gt;
&lt;br /&gt;
[[file:FortMunda.png|thumb|230px|right|Fort Munda in lockdown soon after Ashannar declared war.]]&lt;br /&gt;
&lt;br /&gt;
In early August 2024, tensions escalated when [[Danrejk]], a representative of [[Danouvia-Scneimunt]], triggered a lockdown at Fort Munda by repeatedly pressing a clearly marked button despite the stated warning:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; text-align: center; border: 1px solid #f0f0f0; background-color: #f8f8f8; width: 12em&lt;br /&gt;
| ⚠WARNING⚠&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;Press this Button&amp;lt;/br&amp;gt;and I Declare WAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This act was interpreted as a declaration of war, as per the sign. Danrejk was quickly attacked and fled the scene. Munda—desiring not to be bullied by more powerful nations—cited previous hostilities such as the theft of sniffers by Ashannar, and responded by declaring war on Danouvia. Fort Munda was subsequently sealed to all foreigners as Munda prepared for war.&lt;br /&gt;
&lt;br /&gt;
Following the incident with Danouvia, the Ashannari Empire declared war on Munda under the pretext of quelling a &amp;quot;minor rebellion.&amp;quot; This action violated the prior verbal agreement between Munda and Ashannar, which had maintained peace in the region. While the Ashannari dismissed Munda—not directly mentioning Munda in the declaration and scrubbing the island from later maps—bca_ emphasized Munda&#039;s resolve to resist aggression. Munda offered terms of surrender to Ashannar, demanding recognition of Munda’s sovereignty, the return of any occupied lands, and a symbolic Heart of the Sea. &lt;br /&gt;
&lt;br /&gt;
After the declaration by Ashannar, Munda shifted its focus away from Danouvia-Scneimunt, so bca_ and Danrejk agreed to settle the dispute in a duel for honor that took place on the island of Dagma. Danrejk won the duel, ending the war, pushed the button one more time, and gave bca_ a Dwarven horn as a reminder of his victory. For a time, he referred to bca_ as an &amp;quot;honorary elf.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===War Against Ashannar===&lt;br /&gt;
&lt;br /&gt;
(Work in progress)&lt;br /&gt;
&lt;br /&gt;
First battle (Day 12 morning): Magma falls.&lt;br /&gt;
&lt;br /&gt;
Second battle (Day 12 afternoon): Ashannari siege warfare takes Fort Munda. Ashannar declares victory. Munda reiterates terms.&lt;br /&gt;
&lt;br /&gt;
All of Munda was looted, bca_ fled west to Dagma.&lt;br /&gt;
&lt;br /&gt;
Construction of Fort Dagma.&lt;br /&gt;
&lt;br /&gt;
Redeclaration of war (Day 70).&lt;br /&gt;
&lt;br /&gt;
===War Against Adraria===&lt;br /&gt;
&lt;br /&gt;
Third battle (Day 86): Ashannar/Adraria joint forces lose Isussa and Attalica; Mundan forces are repelled from Fort Munda.&lt;br /&gt;
&lt;br /&gt;
Fourth battle (Day 93): Adraria use Ashannari siege tactics to take Fort Munda. Adraria declares victory. Munda reiterates terms.&lt;br /&gt;
&lt;br /&gt;
Day 96: Ashannar formally dissolves&lt;br /&gt;
&lt;br /&gt;
Day 97: Adraria declares peace treaty and describes Munda as the **Formerly Independent Republic of Munda (FIROM)**.&lt;br /&gt;
&lt;br /&gt;
===Second Mondego Flood===&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
&lt;br /&gt;
[[file:Munda2024Oct26.png|thumb|230px|right|A map of Munda and surrounding territories, published October 26, 2024.]]&lt;br /&gt;
&lt;br /&gt;
Munda is located on several jungle islands on the boundary Middle and Little Mondego. &lt;br /&gt;
&lt;br /&gt;
The easternmost and most developed island is called Munda, and it is home to the town of Magma and Fort Munda. It is artificially separated from the mainland Ashannari town of Durial by the remnants of the first Mondego flood, most notably in the Sinkhole.&lt;br /&gt;
&lt;br /&gt;
The northernmost island is Dagma and was first settled by the Ashannaris in the north, before the construction of Fort Dagma in the south. It is mostly plains and is by far the least forested of the islands. Another island in the south is thus far unsettled by the Mundans, though it has the abandoned Ashannari building called Isussa on it.&lt;br /&gt;
&lt;br /&gt;
Finally, the most recently settled island is Split Island in the west. Named as such because of the Split Island Slough that divides it between a dense jungle in the eastern half and a beach in the west. A small settlement was created on the western beach during the last days of the Mondego War.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
[[file:MundaHut.png|thumb|230px|left|A typical Mundan hut, showcasing the use of local building materials and stilts.]]&lt;br /&gt;
&lt;br /&gt;
Munda is a self-sustaining community that relies heavily on its natural resources. The residents of Munda manually farm almost all of their produce and raw materials, including cacao beans, bamboo, kelp, wheat, and exotic flowers. The land is rich in biodiversity, with Munda being the only known location where pitcher plants grow in the wild.&lt;br /&gt;
&lt;br /&gt;
The architecture in Munda reflects the community’s resource pool and cultural beliefs. A strong belief in the inevitability of another great flood shapes much of Mundan life and has led to the construction of buildings on stilts in Mundan towns and villages. Typical Mundan huts are constructed from bamboo frames with roofs made of woven kelp and are high enough off the ground to be walked under, adding to Munda&#039;s unique aesthetic. Mundan villages are often centered around giant jungle trees, which serve as natural landmarks and community gathering points. The terrain is left largely untouched.&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Munda&amp;diff=2121</id>
		<title>Munda</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Munda&amp;diff=2121"/>
		<updated>2025-02-02T19:45:06Z</updated>

		<summary type="html">&lt;p&gt;BCA: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float: right; margin: 0 0 0 0.5em; text-align: center; background-color: light-gray; font-size: 85%; border: 1px solid gray; padding: 0.2em; width: 250px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 250px; background-color: #A4C471; font-size:125%&amp;quot; | Munda&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[file:Munda.png|230px]] The settlement of Magma at dusk.&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[file:MundaInfoboxMap.png|230px]] A map of north–central Cinder with Munda shown in dark green.&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 72px;&amp;quot; |&#039;&#039;&#039;Population&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 72px;&amp;quot; |&#039;&#039;&#039;Denizens&#039;&#039;&#039;&lt;br /&gt;
| [[bca_]]&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Demonym&#039;&#039;&#039;&lt;br /&gt;
| Mundan&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Coordinates&#039;&#039;&#039;&lt;br /&gt;
| {{Coordinates|x=-2350|y=750|inInfobox=yes}}&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Capital&#039;&#039;&#039;&lt;br /&gt;
| Fort Munda&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Nation Type&#039;&#039;&#039;&lt;br /&gt;
| Tribal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Munda&#039;&#039;&#039; is a small tribal nation in the dense jungle of the [[Lakes of Mondego|Mondego Lakes]] region. It is almost entirely surrounded by [[Ashannar]], which called it the &amp;quot;&#039;&#039;&#039;bca_ Containment Zone&#039;&#039;&#039;&amp;quot; prior to declaring war in August, 2024.&lt;br /&gt;
&lt;br /&gt;
==Etymology==&lt;br /&gt;
&lt;br /&gt;
Munda is the archaic, Hispano-Celtic word for Mondego and roughly translates to transparency, clarity, or purity. This word refers to both the lakes that surround Munda and to the waters that Mundans seek to bring forth from it.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Discovery and Settlement===&lt;br /&gt;
[[file:TheSinkhole.png|thumb|230px|left|The Sinkhole, one of the few locations still flooded due to the first Mondego flood.]]&lt;br /&gt;
&lt;br /&gt;
Munda was first explored on the first day of the server, when bca_ passed through the Mondego Lakes region on her way to found the town of [[Anneimd]] in the far West. The location would remain largely untouched until the first Mondego flood, when large sections of the jungle were placed underwater, and the Sinkhole was flooded. The waters of the sinkhole now serve as the boundary between Ashannar and Munda territory. &lt;br /&gt;
&lt;br /&gt;
After the gods banished the waters, in May 2024 bca_ returned to the area to act as a base of operations for future flooding. Simultaneously, the people of Ashannar came to the area, settling in the region and constructing numerous structures. A verbal agreement to preclude conflict was reached between Ashannar and Munda with the following terms:&lt;br /&gt;
# Munda cannot expand towards any other islands&lt;br /&gt;
# Munda cannot expand the island or modify the surrounding terrain and ocean&lt;br /&gt;
# If Munda joins Ashannar the first term is void&lt;br /&gt;
&lt;br /&gt;
===Growing Tensions with Ashannar===&lt;br /&gt;
Beginning in early May, Ashannar began showing Munda as claimed by Ashannar on maps and referred to it as the &amp;quot;bca_ Containment Zone&amp;quot;. Soon after, the first sign of real-world conflict would break out when Ashannar stole three sniffers living in the jungle and transported them across the sinkhole. One of these sniffers was found tied up in Durial and was recovered. This theft prompted Munda to place bamboo spikes and warning signs around the island of Munda. Over the next few months very little changed and the settlement of Magma was slightly expanded.&lt;br /&gt;
&lt;br /&gt;
By early August the tidings of war were apparent. As Munda first began asserting itself on the international stage, both through further development and by being placed on a map, warnings of a possible invasion by Ashannar were commonplace. As a result, Mundans began work on Fort Munda as a safe location in case of a prolonged siege. This and an obstinate attitude towards foreigners only increased scrutiny however, and soon two wars would begin.&lt;br /&gt;
&lt;br /&gt;
===Declaration of War===&lt;br /&gt;
&lt;br /&gt;
[[file:FortMunda.png|thumb|230px|right|Fort Munda in lockdown soon after Ashannar declared war.]]&lt;br /&gt;
&lt;br /&gt;
In early August 2024, tensions escalated when [[Danrejk]], a representative of [[Danouvia-Scneimunt]], triggered a lockdown at Fort Munda by repeatedly pressing a clearly marked button despite the stated warning:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; text-align: center; border: 1px solid #f0f0f0; background-color: #f8f8f8; width: 12em&lt;br /&gt;
| ⚠WARNING⚠&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;Press this Button&amp;lt;/br&amp;gt;and I Declare WAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This act was interpreted as a declaration of war, as per the sign. Danrejk was quickly attacked and fled the scene. Munda—desiring not to be bullied by more powerful nations—cited previous hostilities such as the theft of sniffers by Ashannar, and responded by declaring war on Danouvia. Fort Munda was subsequently sealed to all foreigners as Munda prepared for war.&lt;br /&gt;
&lt;br /&gt;
Following the incident with Danouvia, the Ashannari Empire declared war on Munda under the pretext of quelling a &amp;quot;minor rebellion.&amp;quot; This action violated the prior verbal agreement between Munda and Ashannar, which had maintained peace in the region. While the Ashannari dismissed Munda—not directly mentioning Munda in the declaration and scrubbing the island from later maps—bca_ emphasized Munda&#039;s resolve to resist aggression. Munda offered terms of surrender to Ashannar, demanding recognition of Munda’s sovereignty, the return of any occupied lands, and a symbolic Heart of the Sea. &lt;br /&gt;
&lt;br /&gt;
After the declaration by Ashannar, Munda shifted its focus away from Danouvia-Scneimunt, so bca_ and Danrejk agreed to settle the dispute in a duel for honor that took place on the island of Dagma. Danrejk won the duel, ending the war, pushed the button one more time, and gave bca_ a Dwarven horn as a reminder of his victory. For a time, he referred to bca_ as an &amp;quot;honorary elf.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===War Against Ashannar===&lt;br /&gt;
&lt;br /&gt;
(Work in progress)&lt;br /&gt;
First battle (Day 12 morning): Magma falls.&lt;br /&gt;
Second battle (Day 12 afternoon): Ashannari siege warfare takes Fort Munda. Ashannar declares victory. Munda reiterates terms.&lt;br /&gt;
All of Munda was looted, bca_ fled west to Dagma.&lt;br /&gt;
Construction of Fort Dagma.&lt;br /&gt;
Redeclaration of war (Day 70).&lt;br /&gt;
&lt;br /&gt;
===War Against Adraria===&lt;br /&gt;
Third battle (Day 86): Ashannar/Adraria joint forces lose Isussa and Attalica; Mundan forces are repelled from Fort Munda&lt;br /&gt;
Fourth battle (Day 93): Adraria use Ashannari siege tactics to take Fort Munda. Adraria declares victory. Munda reiterates terms.&lt;br /&gt;
Day 96: Ashannar formally dissolves&lt;br /&gt;
Day 97: Adraria declares peace treaty and describes Munda as the **Formerly Independent Republic of Munda (FIROM)**.&lt;br /&gt;
&lt;br /&gt;
===Second Mondego Flood===&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
&lt;br /&gt;
[[file:Munda2024Oct26.png|thumb|230px|right|A map of Munda and surrounding territories, published October 26, 2024.]]&lt;br /&gt;
&lt;br /&gt;
Munda is located on several jungle islands on the boundary Middle and Little Mondego. &lt;br /&gt;
&lt;br /&gt;
The easternmost and most developed island is called Munda, and it is home to the town of Magma and Fort Munda. It is artificially separated from the mainland Ashannari town of Durial by the remnants of the first Mondego flood, most notably in the Sinkhole.&lt;br /&gt;
&lt;br /&gt;
The northernmost island is Dagma and was first settled by the Ashannaris in the north, before the construction of Fort Dagma in the south. It is mostly plains and is by far the least forested of the islands. Another island in the south is thus far unsettled by the Mundans, though it has the abandoned Ashannari building called Isussa on it.&lt;br /&gt;
&lt;br /&gt;
Finally, the most recently settled island is Split Island in the west. Named as such because of the Split Island Slough that divides it between a dense jungle in the eastern half and a beach in the west. A small settlement was created on the western beach during the last days of the Mondego War.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
[[file:MundaHut.png|thumb|230px|left|A typical Mundan hut, showcasing the use of local building materials and stilts.]]&lt;br /&gt;
&lt;br /&gt;
Munda is a self-sustaining community that relies heavily on its natural resources. The residents of Munda manually farm almost all of their produce and raw materials, including cacao beans, bamboo, kelp, wheat, and exotic flowers. The land is rich in biodiversity, with Munda being the only known location where pitcher plants grow in the wild.&lt;br /&gt;
&lt;br /&gt;
The architecture in Munda reflects the community’s resource pool and cultural beliefs. A strong belief in the inevitability of another great flood shapes much of Mundan life and has led to the construction of buildings on stilts in Mundan towns and villages. Typical Mundan huts are constructed from bamboo frames with roofs made of woven kelp and are high enough off the ground to be walked under, adding to Munda&#039;s unique aesthetic. Mundan villages are often centered around giant jungle trees, which serve as natural landmarks and community gathering points. The terrain is left largely untouched.&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Munda&amp;diff=2119</id>
		<title>Munda</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Munda&amp;diff=2119"/>
		<updated>2025-02-02T19:22:48Z</updated>

		<summary type="html">&lt;p&gt;BCA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float: right; margin: 0 0 0 0.5em; text-align: center; background-color: light-gray; font-size: 85%; border: 1px solid gray; padding: 0.2em; width: 250px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 250px; background-color: #A4C471; font-size:125%&amp;quot; | Munda&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[file:Munda.png|230px]] The settlement of Magma at dusk.&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[file:MundaInfoboxMap.png|230px]] A map of north–central Cinder with Munda shown in dark green.&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 72px;&amp;quot; |&#039;&#039;&#039;Population&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 72px;&amp;quot; |&#039;&#039;&#039;Denizens&#039;&#039;&#039;&lt;br /&gt;
| [[bca_]]&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Demonym&#039;&#039;&#039;&lt;br /&gt;
| Mundan&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Coordinates&#039;&#039;&#039;&lt;br /&gt;
| {{Coordinates|x=-2350|y=750|inInfobox=yes}}&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Capital&#039;&#039;&#039;&lt;br /&gt;
| Fort Munda&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Nation Type&#039;&#039;&#039;&lt;br /&gt;
| Tribal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Munda&#039;&#039;&#039; is a small tribal nation in the dense jungle of the [[Lakes of Mondego|Mondego Lakes]] region. It is almost entirely surrounded by [[Ashannar]], which called it the &amp;quot;&#039;&#039;&#039;bca_ Containment Zone&#039;&#039;&#039;&amp;quot; prior to declaring war in August, 2024.&lt;br /&gt;
&lt;br /&gt;
==Etymology==&lt;br /&gt;
&lt;br /&gt;
Munda is the archaic, Hispano-Celtic word for Mondego and roughly translates to transparency, clarity, or purity. This word refers to both the lakes that surround Munda and to the waters that Mundans seek to bring forth from it.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Discovery and Settlement===&lt;br /&gt;
[[file:TheSinkhole.png|thumb|230px|left|The Sinkhole, one of the few locations still flooded due to the first Mondego flood.]]&lt;br /&gt;
&lt;br /&gt;
Munda was first explored on the first day of the server, when bca_ passed through the Mondego Lakes region on her way to found the town of [[Anneimd]] in the far West. The location would remain largely untouched until the first Mondego flood, when large sections of the jungle were placed underwater, and the Sinkhole was flooded. The waters of the sinkhole now serve as the boundary between Ashannar and Munda territory. &lt;br /&gt;
&lt;br /&gt;
After the gods banished the waters, in May 2024 bca_ returned to the area to act as a base of operations for future flooding. Simultaneously, the people of Ashannar came to the area, settling in the region and constructing numerous structures. A verbal agreement to preclude conflict was reached between Ashannar and Munda with the following terms:&lt;br /&gt;
# Munda cannot expand towards any other islands&lt;br /&gt;
# Munda cannot expand the island or modify the surrounding terrain and ocean&lt;br /&gt;
# If Munda joins Ashannar the first term is void&lt;br /&gt;
&lt;br /&gt;
===Growing Tensions with Ashannar===&lt;br /&gt;
Beginning in early May, Ashannar began showing Munda as claimed by Ashannar on maps and referred to it as the &amp;quot;bca_ Containment Zone&amp;quot;. Soon after, the first sign of real-world conflict would break out when Ashannar stole three sniffers living in the jungle and transported them across the sinkhole. One of these sniffers was found tied up in Durial and was recovered. This theft prompted Munda to place bamboo spikes and warning signs around the island of Munda. Over the next few months very little changed and the settlement of Magma was slightly expanded.&lt;br /&gt;
&lt;br /&gt;
By early August the tidings of war were apparent. As Munda first began asserting itself on the international stage, both through further development and by being placed on a map, warnings of a possible invasion by Ashannar were commonplace. As a result, Mundans began work on Fort Munda as a safe location in case of a prolonged siege. This and an obstinate attitude towards foreigners only increased scrutiny however, and soon two wars would begin.&lt;br /&gt;
&lt;br /&gt;
===War===&lt;br /&gt;
&lt;br /&gt;
[[file:FortMunda.png|thumb|230px|right|Fort Munda in lockdown soon after Ashannar declared war.]]&lt;br /&gt;
&lt;br /&gt;
In early August 2024, tensions escalated when [[Danrejk]], a representative of [[Danouvia-Scneimunt]], triggered a lockdown at Fort Munda by repeatedly pressing a clearly marked button despite the stated warning:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; text-align: center; border: 1px solid #f0f0f0; background-color: #f8f8f8; width: 12em&lt;br /&gt;
| ⚠WARNING⚠&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;Press this Button&amp;lt;/br&amp;gt;and I Declare WAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This act was interpreted as a declaration of war, as per the sign. Danrejk was quickly attacked and fled the scene. Munda—desiring not to be bullied by more powerful nations—cited previous hostilities such as the theft of sniffers by Ashannar, and responded by declaring war on Danouvia. Fort Munda was subsequently sealed to all foreigners as Munda prepared for war.&lt;br /&gt;
&lt;br /&gt;
Following the incident with Danouvia, the Ashannari Empire declared war on Munda under the pretext of quelling a &amp;quot;minor rebellion.&amp;quot; This action violated the prior verbal agreement between Munda and Ashannar, which had maintained peace in the region. While the Ashannari dismissed Munda—not directly mentioning Munda in the declaration and scrubbing the island from later maps—bca_ emphasized Munda&#039;s resolve to resist aggression. Munda offered terms of surrender to Ashannar, demanding recognition of Munda’s sovereignty, the return of any occupied lands, and a symbolic Heart of the Sea. &lt;br /&gt;
&lt;br /&gt;
As of August 10, both wars are ongoing.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
&lt;br /&gt;
[[file:Munda2024Oct26.png|thumb|230px|right|A map of Munda and surrounding territories, published October 26, 2024.]]&lt;br /&gt;
&lt;br /&gt;
Munda is located on several jungle islands on the boundary Middle and Little Mondego. &lt;br /&gt;
&lt;br /&gt;
The easternmost and most developed island is called Munda, and it is home to the town of Magma and Fort Munda. It is artificially separated from the mainland Ashannari town of Durial by the remnants of the first Mondego flood, most notably in the Sinkhole.&lt;br /&gt;
&lt;br /&gt;
The northernmost island is Dagma and was first settled by the Ashannaris in the north, before the construction of Fort Dagma in the south. It is mostly plains and is by far the least forested of the islands. Another island in the south is thus far unsettled by the Mundans, though it has the abandoned Ashannari building called Isussa on it.&lt;br /&gt;
&lt;br /&gt;
Finally, the most recently settled island is Split Island in the west. Named as such because of the Split Island Slough that divides it between a dense jungle in the eastern half and a beach in the west. A small settlement was created on the western beach during the last days of the Mondego War.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
[[file:MundaHut.png|thumb|230px|left|A typical Mundan hut, showcasing the use of local building materials and stilts.]]&lt;br /&gt;
&lt;br /&gt;
Munda is a self-sustaining community that relies heavily on its natural resources. The residents of Munda manually farm almost all of their produce and raw materials, including cacao beans, bamboo, kelp, wheat, and exotic flowers. The land is rich in biodiversity, with Munda being the only known location where pitcher plants grow in the wild.&lt;br /&gt;
&lt;br /&gt;
The architecture in Munda reflects the community’s resource pool and cultural beliefs. A strong belief in the inevitability of another great flood shapes much of Mundan life and has led to the construction of buildings on stilts in Mundan towns and villages. Typical Mundan huts are constructed from bamboo frames with roofs made of woven kelp and are high enough off the ground to be walked under, adding to Munda&#039;s unique aesthetic. Mundan villages are often centered around giant jungle trees, which serve as natural landmarks and community gathering points. The terrain is left largely untouched.&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=File:Munda2024Oct26.png&amp;diff=2118</id>
		<title>File:Munda2024Oct26.png</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=File:Munda2024Oct26.png&amp;diff=2118"/>
		<updated>2025-02-02T19:07:51Z</updated>

		<summary type="html">&lt;p&gt;BCA: BCA uploaded a new version of File:Munda2024Oct26.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A map of Munda and Surrounding Territories made on October 26, 2024.&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=File:Munda2024Oct26.png&amp;diff=2117</id>
		<title>File:Munda2024Oct26.png</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=File:Munda2024Oct26.png&amp;diff=2117"/>
		<updated>2025-02-02T19:04:55Z</updated>

		<summary type="html">&lt;p&gt;BCA: A map of Munda and Surrounding Territories made on October 26, 2024.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A map of Munda and Surrounding Territories made on October 26, 2024.&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=File:MundaInfoboxMap.png&amp;diff=2114</id>
		<title>File:MundaInfoboxMap.png</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=File:MundaInfoboxMap.png&amp;diff=2114"/>
		<updated>2025-02-02T19:01:09Z</updated>

		<summary type="html">&lt;p&gt;BCA: BCA uploaded a new version of File:MundaInfoboxMap.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A map of the settlement of Munda, showing its location relative to north–central cinder.&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Munda&amp;diff=1674</id>
		<title>Munda</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Munda&amp;diff=1674"/>
		<updated>2024-08-10T18:45:04Z</updated>

		<summary type="html">&lt;p&gt;BCA: /* Culture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float: right; margin: 0 0 0 0.5em; text-align: center; background-color: light-gray; font-size: 85%; border: 1px solid gray; padding: 0.2em; width: 250px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 250px; background-color: #A4C471; font-size:125%&amp;quot; | Munda&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[file:Munda.png|230px]] The settlement of Magma at dusk.&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[file:MundaInfoboxMap.png|230px]] A map of north–central Cinder with Munda shown in dark green.&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 72px;&amp;quot; |&#039;&#039;&#039;Population&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 72px;&amp;quot; |&#039;&#039;&#039;Denizens&#039;&#039;&#039;&lt;br /&gt;
| [[bca_]]&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Demonym&#039;&#039;&#039;&lt;br /&gt;
| Mundan&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Coordinates&#039;&#039;&#039;&lt;br /&gt;
| {{Coordinates|x=-2350|y=750|inInfobox=yes}}&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Capital&#039;&#039;&#039;&lt;br /&gt;
| Fort Munda&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Nation Type&#039;&#039;&#039;&lt;br /&gt;
| Tribal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Munda&#039;&#039;&#039; is a small tribal nation in the dense jungle of the [[Lakes of Mondego|Mondego Lakes]] region. It is almost entirely surrounded by [[Ashannar]], which called it the &amp;quot;&#039;&#039;&#039;bca_ Containment Zone&#039;&#039;&#039;&amp;quot; prior to declaring war in August, 2024.&lt;br /&gt;
&lt;br /&gt;
==Etymology==&lt;br /&gt;
&lt;br /&gt;
Munda is the archaic, Hispano-Celtic word for Mondego and roughly translates to transparency, clarity, or purity. This word refers to both the lakes that surround Munda and to the waters that Mundans seek to bring forth from it.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Discovery and Settlement===&lt;br /&gt;
[[file:TheSinkhole.png|thumb|230px|left|The Sinkhole, one of the few locations still flooded due to the first Mondego flood.]]&lt;br /&gt;
&lt;br /&gt;
Munda was first explored on the first day of the server, when bca_ passed through the Mondego Lakes region on her way to found the town of [[Anneimd]] in the far West. The location would remain largely untouched until the first Mondego flood, when large sections of the jungle were placed underwater, and the Sinkhole was flooded. The waters of the sinkhole now serve as the boundary between Ashannar and Munda territory. &lt;br /&gt;
&lt;br /&gt;
After the gods banished the waters, in May 2024 bca_ returned to the area to act as a base of operations for future flooding. Simultaneously, the people of Ashannar came to the area, settling in the region and constructing numerous structures. A verbal agreement to preclude conflict was reached between Ashannar and Munda with the following terms:&lt;br /&gt;
# Munda cannot expand towards any other islands&lt;br /&gt;
# Munda cannot expand the island or modify the surrounding terrain and ocean&lt;br /&gt;
# If Munda joins Ashannar the first term is void&lt;br /&gt;
&lt;br /&gt;
===Growing Tensions with Ashannar===&lt;br /&gt;
Beginning in early May, Ashannar began showing Munda as claimed by Ashannar on maps and referred to it as the &amp;quot;bca_ Containment Zone&amp;quot;. Soon after, the first sign of real-world conflict would break out when Ashannar stole three sniffers living in the jungle and transported them across the sinkhole. One of these sniffers was found tied up in Durial and was recovered. This theft prompted Munda to place bamboo spikes and warning signs around the island of Munda. Over the next few months very little changed and the settlement of Magma was slightly expanded.&lt;br /&gt;
&lt;br /&gt;
By early August the tidings of war were apparent. As Munda first began asserting itself on the international stage, both through further development and by being placed on a map, warnings of a possible invasion by Ashannar were commonplace. As a result, Mundans began work on Fort Munda as a safe location in case of a prolonged siege. This and an obstinate attitude towards foreigners only increased scrutiny however, and soon two wars would begin.&lt;br /&gt;
&lt;br /&gt;
===War===&lt;br /&gt;
&lt;br /&gt;
[[file:FortMunda.png|thumb|230px|right|Fort Munda in lockdown soon after Ashannar declared war.]]&lt;br /&gt;
&lt;br /&gt;
In early August 2024, tensions escalated when [[Danrejk]], a representative of [[Danouvia-Scneimunt]], triggered a lockdown at Fort Munda by repeatedly pressing a clearly marked button despite the stated warning:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; text-align: center; border: 1px solid #f0f0f0; background-color: #f8f8f8; width: 12em&lt;br /&gt;
| ⚠WARNING⚠&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;Press this Button&amp;lt;/br&amp;gt;and I Declare WAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This act was interpreted as a declaration of war, as per the sign. Danrejk was quickly attacked and fled the scene. Munda—desiring not to be bullied by more powerful nations—cited previous hostilities such as the theft of sniffers by Ashannar, and responded by declaring war on Danouvia. Fort Munda was subsequently sealed to all foreigners as Munda prepared for war.&lt;br /&gt;
&lt;br /&gt;
Following the incident with Danouvia, the Ashannari Empire declared war on Munda under the pretext of quelling a &amp;quot;minor rebellion.&amp;quot; This action violated the prior verbal agreement between Munda and Ashannar, which had maintained peace in the region. While the Ashannari dismissed Munda—not directly mentioning Munda in the declaration and scrubbing the island from later maps—bca_ emphasized Munda&#039;s resolve to resist aggression. Munda offered terms of surrender to Ashannar, demanding recognition of Munda’s sovereignty, the return of any occupied lands, and a symbolic Heart of the Sea. &lt;br /&gt;
&lt;br /&gt;
As of August 10, both wars are ongoing.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
&lt;br /&gt;
[[file:MundaMap.png|thumb|230px|right|A map of Munda and surrounding territories, published August 4, 2024.]]&lt;br /&gt;
&lt;br /&gt;
Munda is located on a jungle island on the boundary between the lakes of Small and Little Mondego. This island is artificially separated from the mainland by the remnants of the first Mondego flood.&lt;br /&gt;
[[Category: Towns]]&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
[[file:MundaHut.png|thumb|230px|left|A typical Mundan hut, showcasing the use of local building materials and stilts.]]&lt;br /&gt;
&lt;br /&gt;
Munda is a self-sustaining community that relies heavily on its natural resources. The residents of Munda manually farm almost all of their produce and raw materials, including cacao beans, bamboo, kelp, wheat, and exotic flowers. The land is rich in biodiversity, with Munda being the only known location where pitcher plants grow in the wild.&lt;br /&gt;
&lt;br /&gt;
The architecture in Munda reflects the community’s resource pool and cultural beliefs. A strong belief in the inevitability of another great flood shapes much of Mundan life and has led to the construction of buildings on stilts in Mundan towns and villages. Typical Mundan huts are constructed from bamboo frames with roofs made of woven kelp and are high enough off the ground to be walked under, adding to Munda&#039;s unique aesthetic. Mundan villages are often centered around giant jungle trees, which serve as natural landmarks and community gathering points. The terrain is left largely untouched.&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Munda&amp;diff=1673</id>
		<title>Munda</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Munda&amp;diff=1673"/>
		<updated>2024-08-10T18:44:19Z</updated>

		<summary type="html">&lt;p&gt;BCA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float: right; margin: 0 0 0 0.5em; text-align: center; background-color: light-gray; font-size: 85%; border: 1px solid gray; padding: 0.2em; width: 250px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 250px; background-color: #A4C471; font-size:125%&amp;quot; | Munda&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[file:Munda.png|230px]] The settlement of Magma at dusk.&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[file:MundaInfoboxMap.png|230px]] A map of north–central Cinder with Munda shown in dark green.&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 72px;&amp;quot; |&#039;&#039;&#039;Population&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 72px;&amp;quot; |&#039;&#039;&#039;Denizens&#039;&#039;&#039;&lt;br /&gt;
| [[bca_]]&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Demonym&#039;&#039;&#039;&lt;br /&gt;
| Mundan&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Coordinates&#039;&#039;&#039;&lt;br /&gt;
| {{Coordinates|x=-2350|y=750|inInfobox=yes}}&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Capital&#039;&#039;&#039;&lt;br /&gt;
| Fort Munda&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Nation Type&#039;&#039;&#039;&lt;br /&gt;
| Tribal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Munda&#039;&#039;&#039; is a small tribal nation in the dense jungle of the [[Lakes of Mondego|Mondego Lakes]] region. It is almost entirely surrounded by [[Ashannar]], which called it the &amp;quot;&#039;&#039;&#039;bca_ Containment Zone&#039;&#039;&#039;&amp;quot; prior to declaring war in August, 2024.&lt;br /&gt;
&lt;br /&gt;
==Etymology==&lt;br /&gt;
&lt;br /&gt;
Munda is the archaic, Hispano-Celtic word for Mondego and roughly translates to transparency, clarity, or purity. This word refers to both the lakes that surround Munda and to the waters that Mundans seek to bring forth from it.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Discovery and Settlement===&lt;br /&gt;
[[file:TheSinkhole.png|thumb|230px|left|The Sinkhole, one of the few locations still flooded due to the first Mondego flood.]]&lt;br /&gt;
&lt;br /&gt;
Munda was first explored on the first day of the server, when bca_ passed through the Mondego Lakes region on her way to found the town of [[Anneimd]] in the far West. The location would remain largely untouched until the first Mondego flood, when large sections of the jungle were placed underwater, and the Sinkhole was flooded. The waters of the sinkhole now serve as the boundary between Ashannar and Munda territory. &lt;br /&gt;
&lt;br /&gt;
After the gods banished the waters, in May 2024 bca_ returned to the area to act as a base of operations for future flooding. Simultaneously, the people of Ashannar came to the area, settling in the region and constructing numerous structures. A verbal agreement to preclude conflict was reached between Ashannar and Munda with the following terms:&lt;br /&gt;
# Munda cannot expand towards any other islands&lt;br /&gt;
# Munda cannot expand the island or modify the surrounding terrain and ocean&lt;br /&gt;
# If Munda joins Ashannar the first term is void&lt;br /&gt;
&lt;br /&gt;
===Growing Tensions with Ashannar===&lt;br /&gt;
Beginning in early May, Ashannar began showing Munda as claimed by Ashannar on maps and referred to it as the &amp;quot;bca_ Containment Zone&amp;quot;. Soon after, the first sign of real-world conflict would break out when Ashannar stole three sniffers living in the jungle and transported them across the sinkhole. One of these sniffers was found tied up in Durial and was recovered. This theft prompted Munda to place bamboo spikes and warning signs around the island of Munda. Over the next few months very little changed and the settlement of Magma was slightly expanded.&lt;br /&gt;
&lt;br /&gt;
By early August the tidings of war were apparent. As Munda first began asserting itself on the international stage, both through further development and by being placed on a map, warnings of a possible invasion by Ashannar were commonplace. As a result, Mundans began work on Fort Munda as a safe location in case of a prolonged siege. This and an obstinate attitude towards foreigners only increased scrutiny however, and soon two wars would begin.&lt;br /&gt;
&lt;br /&gt;
===War===&lt;br /&gt;
&lt;br /&gt;
[[file:FortMunda.png|thumb|230px|right|Fort Munda in lockdown soon after Ashannar declared war.]]&lt;br /&gt;
&lt;br /&gt;
In early August 2024, tensions escalated when [[Danrejk]], a representative of [[Danouvia-Scneimunt]], triggered a lockdown at Fort Munda by repeatedly pressing a clearly marked button despite the stated warning:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; text-align: center; border: 1px solid #f0f0f0; background-color: #f8f8f8; width: 12em&lt;br /&gt;
| ⚠WARNING⚠&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;Press this Button&amp;lt;/br&amp;gt;and I Declare WAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This act was interpreted as a declaration of war, as per the sign. Danrejk was quickly attacked and fled the scene. Munda—desiring not to be bullied by more powerful nations—cited previous hostilities such as the theft of sniffers by Ashannar, and responded by declaring war on Danouvia. Fort Munda was subsequently sealed to all foreigners as Munda prepared for war.&lt;br /&gt;
&lt;br /&gt;
Following the incident with Danouvia, the Ashannari Empire declared war on Munda under the pretext of quelling a &amp;quot;minor rebellion.&amp;quot; This action violated the prior verbal agreement between Munda and Ashannar, which had maintained peace in the region. While the Ashannari dismissed Munda—not directly mentioning Munda in the declaration and scrubbing the island from later maps—bca_ emphasized Munda&#039;s resolve to resist aggression. Munda offered terms of surrender to Ashannar, demanding recognition of Munda’s sovereignty, the return of any occupied lands, and a symbolic Heart of the Sea. &lt;br /&gt;
&lt;br /&gt;
As of August 10, both wars are ongoing.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
&lt;br /&gt;
[[file:MundaMap.png|thumb|230px|right|A map of Munda and surrounding territories, published August 4, 2024.]]&lt;br /&gt;
&lt;br /&gt;
Munda is located on a jungle island on the boundary between the lakes of Small and Little Mondego. This island is artificially separated from the mainland by the remnants of the first Mondego flood.&lt;br /&gt;
[[Category: Towns]]&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Munda is a self-sustaining community that relies heavily on its natural resources. The residents of Munda manually farm almost all of their produce and raw materials, including cacao beans, bamboo, kelp, wheat, and exotic flowers. The land is rich in biodiversity, with Munda being the only known location where pitcher plants grow in the wild.&lt;br /&gt;
&lt;br /&gt;
[[file:MundaHut.png|thumb|230px|left|A typical Mundan hut, showcasing the use of local building materials and stilts.]]&lt;br /&gt;
&lt;br /&gt;
The architecture in Munda reflects the community’s resource pool and cultural beliefs. A strong belief in the inevitability of another great flood shapes much of Mundan life and has led to the construction of buildings on stilts in Mundan towns and villages. Typical Mundan huts are constructed from bamboo frames with roofs made of woven kelp and are high enough off the ground to be walked under, adding to Munda&#039;s unique aesthetic. Mundan villages are often centered around giant jungle trees, which serve as natural landmarks and community gathering points. The terrain is left largely untouched.&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=File:MundaMap.png&amp;diff=1672</id>
		<title>File:MundaMap.png</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=File:MundaMap.png&amp;diff=1672"/>
		<updated>2024-08-10T18:33:03Z</updated>

		<summary type="html">&lt;p&gt;BCA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Munda&amp;diff=1671</id>
		<title>Munda</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Munda&amp;diff=1671"/>
		<updated>2024-08-10T18:32:39Z</updated>

		<summary type="html">&lt;p&gt;BCA: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float: right; margin: 0 0 0 0.5em; text-align: center; background-color: light-gray; font-size: 85%; border: 1px solid gray; padding: 0.2em; width: 250px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 250px; background-color: #A4C471; font-size:125%&amp;quot; | Munda&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[file:Munda.png|230px]] The settlement of Magma at dusk.&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[file:MundaInfoboxMap.png|230px]] A map of north–central Cinder with Munda shown in dark green.&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 72px;&amp;quot; |&#039;&#039;&#039;Population&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 72px;&amp;quot; |&#039;&#039;&#039;Denizens&#039;&#039;&#039;&lt;br /&gt;
| [[bca_]]&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Demonym&#039;&#039;&#039;&lt;br /&gt;
| Mundan&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Coordinates&#039;&#039;&#039;&lt;br /&gt;
| {{Coordinates|x=-2350|y=750|inInfobox=yes}}&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Capital&#039;&#039;&#039;&lt;br /&gt;
| Fort Munda&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Nation Type&#039;&#039;&#039;&lt;br /&gt;
| Tribal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Munda&#039;&#039;&#039; is a small tribal nation in the dense jungle of the [[Lakes of Mondego|Mondego Lakes]] region. It is almost entirely surrounded by [[Ashannar]], which called it the &amp;quot;&#039;&#039;&#039;bca_ Containment Zone&#039;&#039;&#039;&amp;quot; prior to declaring war in August, 2024.&lt;br /&gt;
&lt;br /&gt;
==Etymology==&lt;br /&gt;
&lt;br /&gt;
Munda is the archaic, Hispano-Celtic word for Mondego and roughly translates to transparency, clarity, or purity. This word refers to both the lakes that surround Munda and to the waters that Mundans seek to bring forth from it.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Discovery and Settlement===&lt;br /&gt;
[[file:TheSinkhole.png|thumb|230px|left|The Sinkhole, one of the few locations still flooded due to the first Mondego flood.]]&lt;br /&gt;
&lt;br /&gt;
Munda was first explored on the first day of the server, when bca_ passed through the Mondego Lakes region on her way to found the town of [[Anneimd]] in the far West. The location would remain largely untouched until the first Mondego flood, when large sections of the jungle were placed underwater, and the Sinkhole was flooded. The waters of the sinkhole now serve as the boundary between Ashannar and Munda territory. &lt;br /&gt;
&lt;br /&gt;
After the gods banished the waters, in May 2024 bca_ returned to the area to act as a base of operations for future flooding. Simultaneously, the people of Ashannar came to the area, settling in the region and constructing numerous structures. A verbal agreement to preclude conflict was reached between Ashannar and Munda with the following terms:&lt;br /&gt;
# Munda cannot expand towards any other islands&lt;br /&gt;
# Munda cannot expand the island or modify the surrounding terrain and ocean&lt;br /&gt;
# If Munda joins Ashannar the first term is void&lt;br /&gt;
&lt;br /&gt;
===Growing Tensions with Ashannar===&lt;br /&gt;
Beginning in early May, Ashannar began showing Munda as claimed by Ashannar on maps and referred to it as the &amp;quot;bca_ Containment Zone&amp;quot;. Soon after, the first sign of real-world conflict would break out when Ashannar stole three sniffers living in the jungle and transported them across the sinkhole. One of these sniffers was found tied up in Durial and was recovered. This theft prompted Munda to place bamboo spikes and warning signs around the island of Munda. Over the next few months very little changed and the settlement of Magma was slightly expanded.&lt;br /&gt;
&lt;br /&gt;
By early August the tidings of war were apparent. As Munda first began asserting itself on the international stage, both through further development and by being placed on a map, warnings of a possible invasion by Ashannar were commonplace. As a result, Mundans began work on Fort Munda as a safe location in case of a prolonged siege. This and an obstinate attitude towards foreigners only increased scrutiny however, and soon two wars would begin.&lt;br /&gt;
&lt;br /&gt;
===War===&lt;br /&gt;
&lt;br /&gt;
[[file:FortMunda.png|thumb|230px|right|Fort Munda in lockdown soon after Ashannar declared war.]]&lt;br /&gt;
&lt;br /&gt;
In early August 2024, tensions escalated when [[Danrejk]], a representative of [[Danouvia-Scneimunt]], triggered a lockdown at Fort Munda by repeatedly pressing a clearly marked button despite the stated warning:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; text-align: center; border: 1px solid #f0f0f0; background-color: #f8f8f8; width: 12em&lt;br /&gt;
| ⚠WARNING⚠&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;Press this Button&amp;lt;/br&amp;gt;and I Declare WAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This act was interpreted as a declaration of war, as per the sign. Danrejk was quickly attacked and fled the scene. Munda—desiring not to be bullied by more powerful nations—cited previous hostilities such as the theft of sniffers by Ashannar, and responded by declaring war on Danouvia. Fort Munda was subsequently sealed to all foreigners as Munda prepared for war.&lt;br /&gt;
&lt;br /&gt;
Following the incident with Danouvia, the Ashannari Empire declared war on Munda under the pretext of quelling a &amp;quot;minor rebellion.&amp;quot; This action violated the prior verbal agreement between Munda and Ashannar, which had maintained peace in the region. While the Ashannari dismissed Munda—not directly mentioning Munda in the declaration and scrubbing the island from later maps—bca_ emphasized Munda&#039;s resolve to resist aggression. Munda offered terms of surrender to Ashannar, demanding recognition of Munda’s sovereignty, the return of any occupied lands, and a symbolic Heart of the Sea. &lt;br /&gt;
&lt;br /&gt;
As of August 10, both wars are ongoing.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
&lt;br /&gt;
Munda is located on a jungle island on the boundary between the lakes of Small and Little Mondego. This island is artificially separated from the mainland by the remnants of the first Mondego flood.&lt;br /&gt;
[[Category: Towns]]&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=File:MundaHut.png&amp;diff=1670</id>
		<title>File:MundaHut.png</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=File:MundaHut.png&amp;diff=1670"/>
		<updated>2024-08-10T18:31:15Z</updated>

		<summary type="html">&lt;p&gt;BCA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=File:FortMunda.png&amp;diff=1669</id>
		<title>File:FortMunda.png</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=File:FortMunda.png&amp;diff=1669"/>
		<updated>2024-08-10T18:31:02Z</updated>

		<summary type="html">&lt;p&gt;BCA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
	<entry>
		<id>https://cindercivs.net/w/index.php?title=Munda&amp;diff=1668</id>
		<title>Munda</title>
		<link rel="alternate" type="text/html" href="https://cindercivs.net/w/index.php?title=Munda&amp;diff=1668"/>
		<updated>2024-08-10T18:28:22Z</updated>

		<summary type="html">&lt;p&gt;BCA: /* War */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float: right; margin: 0 0 0 0.5em; text-align: center; background-color: light-gray; font-size: 85%; border: 1px solid gray; padding: 0.2em; width: 250px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 250px; background-color: #A4C471; font-size:125%&amp;quot; | Munda&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[file:Munda.png|230px]] The settlement of Magma at dusk.&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[file:MundaInfoboxMap.png|230px]] A map of north–central Cinder with Munda shown in dark green.&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 72px;&amp;quot; |&#039;&#039;&#039;Population&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 72px;&amp;quot; |&#039;&#039;&#039;Denizens&#039;&#039;&#039;&lt;br /&gt;
| [[bca_]]&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Demonym&#039;&#039;&#039;&lt;br /&gt;
| Mundan&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Coordinates&#039;&#039;&#039;&lt;br /&gt;
| {{Coordinates|x=-2350|y=750|inInfobox=yes}}&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Capital&#039;&#039;&#039;&lt;br /&gt;
| Fort Munda&lt;br /&gt;
|- style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Nation Type&#039;&#039;&#039;&lt;br /&gt;
| Tribal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Munda&#039;&#039;&#039; is a small tribal nation in the dense jungle of the [[Lakes of Mondego|Mondego Lakes]] region. It is almost entirely surrounded by [[Ashannar]], which called it the &amp;quot;&#039;&#039;&#039;bca_ Containment Zone&#039;&#039;&#039;&amp;quot; prior to declaring war in August, 2024.&lt;br /&gt;
&lt;br /&gt;
==Etymology==&lt;br /&gt;
&lt;br /&gt;
Munda is the archaic, Hispano-Celtic word for Mondego and roughly translates to transparency, clarity, or purity. This word refers to both the lakes that surround Munda and to the waters that Mundans seek to bring forth from it.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Discovery and Settlement===&lt;br /&gt;
[[file:TheSinkhole.png|thumb|230px|left|The Sinkhole, one of the few locations still flooded due to the first Mondego flood.]]&lt;br /&gt;
&lt;br /&gt;
Munda was first explored on the first day of the server, when bca_ passed through the Mondego Lakes region on her way to found the town of [[Anneimd]] in the far West. The location would remain largely untouched until the first Mondego flood, when large sections of the jungle were placed underwater, and the Sinkhole was flooded. The waters of the sinkhole now serve as the boundary between Ashannar and Munda territory. &lt;br /&gt;
&lt;br /&gt;
After the gods banished the waters, in May 2024 bca_ returned to the area to act as a base of operations for future flooding. Simultaneously, the people of Ashannar came to the area, settling in the region and constructing numerous structures. A verbal agreement to preclude conflict was reached between Ashannar and Munda with the following terms:&lt;br /&gt;
# Munda cannot expand towards any other islands&lt;br /&gt;
# Munda cannot expand the island or modify the surrounding terrain and ocean&lt;br /&gt;
# If Munda joins Ashannar the first term is void&lt;br /&gt;
&lt;br /&gt;
===Growing Tensions with Ashannar===&lt;br /&gt;
Beginning in early May, Ashannar began showing Munda as claimed by Ashannar on maps and referred to it as the &amp;quot;bca_ Containment Zone&amp;quot;. Soon after, the first sign of real-world conflict would break out when Ashannar stole three sniffers living in the jungle and transported them across the sinkhole. One of these sniffers was found tied up in Durial and was recovered. This theft prompted Munda to place bamboo spikes and warning signs around the island of Munda. Over the next few months very little changed and the settlement of Magma was slightly expanded.&lt;br /&gt;
&lt;br /&gt;
By early August the tidings of war were apparent. As Munda first began asserting itself on the international stage, both through further development and by being placed on a map, warnings of a possible invasion by Ashannar were commonplace. As a result, Mundans began work on Fort Munda as a safe location in case of a prolonged siege. This and an obstinate attitude towards foreigners only increased scrutiny however, and soon two wars would begin.&lt;br /&gt;
&lt;br /&gt;
===War===&lt;br /&gt;
&lt;br /&gt;
In early August 2024, tensions escalated when [[Danrejk]], a representative of [[Danouvia-Scneimunt]], triggered a lockdown at Fort Munda by repeatedly pressing a clearly marked button despite the stated warning:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; text-align: center; border: 1px solid #f0f0f0; background-color: #f8f8f8; width: 12em&lt;br /&gt;
| ⚠WARNING⚠&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;Press this Button&amp;lt;/br&amp;gt;and I Declare WAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This act was interpreted as a declaration of war, as per the sign. Danrejk was quickly attacked and fled the scene. Munda—desiring not to be bullied by more powerful nations—cited previous hostilities such as the theft of sniffers by Ashannar, and responded by declaring war on Danouvia. Fort Munda was subsequently sealed to all foreigners as Munda prepared for war.&lt;br /&gt;
&lt;br /&gt;
Following the incident with Danouvia, the Ashannari Empire declared war on Munda under the pretext of quelling a &amp;quot;minor rebellion.&amp;quot; This action violated the prior verbal agreement between Munda and Ashannar, which had maintained peace in the region. While the Ashannari dismissed Munda—not directly mentioning Munda in the declaration and scrubbing the island from later maps—bca_ emphasized Munda&#039;s resolve to resist aggression. Munda offered terms of surrender to Ashannar, demanding recognition of Munda’s sovereignty, the return of any occupied lands, and a symbolic Heart of the Sea. &lt;br /&gt;
&lt;br /&gt;
As of August 10, both wars are ongoing.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
&lt;br /&gt;
Munda is located on a jungle island on the boundary between the lakes of Small and Little Mondego. This island is artificially separated from the mainland by the remnants of the first Mondego flood.&lt;br /&gt;
[[Category: Towns]]&lt;/div&gt;</summary>
		<author><name>BCA</name></author>
	</entry>
</feed>