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_____ Community Rules and Mechanics
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- In order for major community changes to occur
(such as the admittance of a clan to the community)
, at least a majority vote must be ruled. One vote is given to each clan currently in community. The threadholder may only vote in order to break a tie.
- Land Gifts and Trades are allowed to occur should both parties accept. However, a gift/trade cannot end with the result of one of the clans being above their land claim cap.
- A clan may choose to relinquish control of a claim in order to decrease their holdings and make room for more claims under the cap requirements. However, the clan must not create a "hole" in their land claim area. That is to say, they must choose a claim that lies on the perimeter of their area, not on the inside.
- In order to declare war, the clan must have ownership of a claim which borders the desired claim to be staked.
- A clan may declare war once per week. The clan who declares chooses the desired land from their opponent, and automatically forfeits the standard claim cost upon declaration. If the defending clan wins, they keep the claim. If the attacking (declaring) clan wins, they gain ownership of the claim declared on.
- By default, wars must be fought 1 clan vs. 1 clan. Only if BOTH clans agree may more than one clan be allowed to war on either side.
- A clan that is declared on MUST accept a war (and schedule a date within 3 weeks of the declaration) or risk forfeiting the land, unless they are given special war amnesty ahead of time.
- Wars may only be fought via the optional duel mechanic if all warring clans agree on using the duel mechanic.
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Cain Izrail |
Court Jester
of
The Menaphite Empire
20-Jul-2016 22:36:49
- Last edited on
20-Jul-2016 22:57:38
by
An Epic Fool