We all strive to solve our problems through diplomacy, but sometimes war is the only way. Civilizations are able to declare war on one another to assert their dominance and attempt to prevent other Civilizations from completing Wonders. War is a PvP contest in which the goal is to destroy the enemies' Capitol or otherwise do as much damage as possible to Wonders and Structures.
Civilizations that are not at war CAN enter the server during wartime but CANNOT leave their Culture, this is to prevents other civilizations from being a meat shield.
Civilizations can be 'at war' whenever they upgraded from a City-State. They can only do damage to Structures, Wonders and Control Blocks during a two hour window on Saturday called WarTime. WarTime occurs every Saturday. The exact time is viewable by typing the '/civ time' command in-game. Civilizations can only declare war, of get war declared between the end of last WarTime and Wednesday (exactly 3 days before WarTime).
Whenever you are trying to declare war on another Civilization they will need to have at least 25% of your civ score else you are not allowed to war them.
Civilizations can declare war on each other up until 3 days before WarTime. If WarTime starts on 2pm Saturday, then the players get until Wednesday 2pm to declare war. The only exception to this rule is if you declare War on someone, their allies can join the fight and declare war on you up until 24 hours before WarTime. This allows allies to participate in war and prevents "War Sniping" by trying to declare war in the final seconds on Wednesday to prevent a nation's allies from helping. Your allies must join the battle with you on Wednesday.
Each Town in a Civilization must defend the control blocks in their Town Hall or Capitol structure. Once all of the control blocks are destroyed, the town will fall and be registered as 'pillaged'. When a Town is pillaged it won't generate any Hammers, Beakers and Culture. The pillager will also benefit from capturing a Town. You can view that at Pillaging Whenever you pillage a Civilization all your Towns, including the Capital town, will be pillaged.
Unlike other structures which can be destroyed by simply breaking blocks, the Town Hall and Capitol has special control blocks which must be destroyed before it is considered defeated.
In addition to the primary goal of capturing Towns and Civs, each structure has a set amount of hitpoints which allows it to be destroyed during war. To damage a structure, just attempt to break any block on it. If you're at war with the structure's owner, and its during WarTime, some red sparks will appear and you'll damage the structure. Continue to hit it until it explodes.
After a war, structures can be repaired for half of their cost. Until then the structures remain destroyed and non-functional.
No matter where you set your bed. If you die during a war you will respawn in your Capitol's war room. The war room is a blocked off room, located at the top of your Capitol. You will remain in this room until your 'respawn time' has elapsed. After which you will get teleported to the respawn target which you've selected. Each time you die in your own or allied culture while defending, your respawn time will increase by 3 seconds. Your respawn target also has a base respawn time.
You can spawn on the following structures:
During WarTime you can place all blocks in eachother's Cultural and claimed town borders, however every block besides some will have gravity such as the sand blocks.
Blocks that won't have gravity:
Additionally, all block breaks/placements will be logged and once WarTime has ended, every block broken and placed by the enemies will be restored. Chests, Furnaces, and Dispensers will be breakable, but the loot from them will not drop. The loot inside the chests will be restored when the WarTime ends. Water and Lava will not be place-able in the enemy's town.
There also is a negative point of War since you can gain Unhappiness for declaring War. If the agressor has more points that the defending civ, the agressor will get 0.0001 unhappiness point per score difference. This rounds up to the nearest full number. The maximum of unhappiness you can gain is 2 per war.
To start a war, you must be the founder, leader or adviser of a Civilization and declare war on another Civilization using Diplomacy. When two Civilizations are at war, all of the towns underneath them are at war with each other as well. Once war is declared, you will be able to PvP with members of that Civilization in any of the towns that belong to either civ. While PvP will always be enabled for enemies once war starts, you will only be able to damage structures during the WarTime. Defense structures will always defend your town, even when it is not WarTime.
In order to declare war on another civilization, just send them a diplomatic message with a declaration of war.
/civ dip change |
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Once the command has been issued, the two Civilizations are immediately at war with one another. The enemy Civilizations does not need to 'accept' a war. War can be declared by only one party. Once war is declared PvP will then be enabled in each others towns. Additionally defensive structures such as Arrow Towers and Cannon Towers will target and attack enemies in their respective towns.
NOTE: You must declare war 3 days prior to the next WarTime.
Sometimes, your Civilization can get into a state of Forced War. This happens when an event happens on the server which has major influence on your Civilization or another Civilization.
Below is a list with the events.
The only way to stop a Forced War is to wage war the next War-Time. These wars cannot be manually stopped and can only end at the end of War-Time.
There are two ways to end a war.
Whenever you pillage a Town the Town will go into a "revolt" state for 3 days. This means that it won't generate any Culture, Hammers and Beakers. You will also gain every Trade Goodie built by this Town. This includes Trade Goods that has been traded away to other Civilizations. Towers of pillaged Towns become disabled. This is very helpful to advance further into the enemy civilization. Pillaging an entire Civilization will bring more benefits than pillaging only a Town. After WarTime you will gain 3 technologies that they have discovered which you haven't. If they don't have any technologies to give then you won't receive any bonusses. You will also gain 1 Victory Point for pillaging them. You will also steal 25% of their Victory Points (Wonder and dynamic victory points are not counted).
Instead of finishing a war and declaring a winner/loser, the two civilizations can also agree to a peace treaty or cease fire. A peace treaty is more of a declaration of friendship, but at this time is no different than a cease fire.
Command | Example |
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/civ dip request [civ] ally | /civ dip request SpawnEmpire ally |
Command | Example |
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/civ dip request [civ] peace | /civ dip request SpawnEmpire peace |
Command | Example |
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/civ dip request [civ] neutral | /civ dip request Art neutral |