> For the complete documentation index, see [llms.txt](https://geofront.gitbook.io/geofront-wiki/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://geofront.gitbook.io/geofront-wiki/general-information/war-rules.md).

# War Rules

## GEOPOL WAR SYSTEM

### War Pipeline

**Declaration & Justification → Front Planning → Battle → Peace Deal**

***

## 1. Declaration & Justification

Once a war declaration is approved by staff, the attacking nation must publicly declare war. After the declaration is posted, a justification period begins (length decided by staff). During this time, the defender is warned and both sides can prepare for the upcoming battle.

#### Declaration Format

**Aggressor:** \[Nation]

**Allies Called In:** \[Any nations joining the attack]

**Target:** \[Nation being attacked]

**Direction of Attack:** \[Land border, ally territory, or naval invasion]

**War Goals:** \[List of demands if the war is won]

#### Important Rules

* War goals are locked when the declaration is posted.
* You cannot demand anything in the peace deal that was not listed as a war goal.
* Attacker allies must be called in when the war is declared.
* Attacker allies cannot join later.
* Defender allies may join at any time before the battle begins.

***

## 2. The Front – Geographic Battle Zones

Staff create a frontline consisting of **6 battle zones** based on the attacker's chosen direction of attack. These zones are based on real locations, borders, cities, and player-built settlements.

#### Example

If Germany attacks France for Alsace-Lorraine, the front might move through Lorraine and eventually reach Paris.

If France attacks Germany instead, the front would be reversed and move toward Berlin.

#### Battle Zone Structure

Each side has three zones:

**Border Battle**

* Closest to the enemy.
* Usually near a border town, river crossing, mountain pass, or similar location.

**Turning Point**

* A major battle deeper inside the nation.

**Capital Defence**

* The nation's capital or another major city.
* The final defensive position.

#### Capture Points

Every zone contains one capture point.

* Size: 16x5x16 blocks.
* Marked by a beacon beam.
* The owner of the zone chooses the exact location within that zone.

#### Fortifications

Players may build defenses anywhere before the battle, including:

* Trenches
* Bunkers
* Barbed wire
* Gun emplacements
* Other defensive structures

Dig in. This is designed to feel like WW1 warfare.

#### Military Access & Allied Routes

Military access only exists if that nation joins the war.

There is no such thing as neutral military access.

If an attack moves through an ally's territory:

* That ally must be called into the war during declaration.
* The frontline may run through their land.
* Their players fight as full participants.

All allies follow all battle rules, including death bans.

#### Example

If the UK attacks Germany through Poland, Poland becomes a belligerent and joins the war. Some attacker-side battle zones may be placed inside Polish territory.

#### Naval Invasions

A nation may launch a naval invasion if it owns a port.

The first battle zone will be placed at a coastal city near the landing area. The rest of the frontline then moves inland toward the defender's territory.

***

## 3. War Scheduling

Once the declaration period ends, staff finalize the six battle zones.

Both sides then choose a battle date and time.

Battles should normally be scheduled **2–5 days after declaration**.

If both sides cannot agree on a time, the battle automatically takes place on:

**Saturday at 8:00 PM GMT**

***

## 4. The Battle

The frontline consists of six connected zones.

**\[1] — \[2] — \[3] || \[4] — \[5] — \[6]**

**Attacker Side:** Zones 1–3

**Defender Side:** Zones 4–6

At the start of the war:

* The attacker controls Zones 1–3.
* The defender controls Zones 4–6.

The battle lasts a maximum of **180 minutes (3 hours).**

#### Pushing the Front

The frontline can move in either direction.

This means:

* Attackers can push into defender territory.
* Defenders can launch counterattacks and push into attacker territory.

A defender can win the war completely by capturing all six zones.

#### Capture Order

Zones must be captured in order.

You cannot capture a zone behind one that is still controlled by the enemy.

The frontline must advance one zone at a time.

***

### Rules of Engagement

During wartime:

* PvP is legal anywhere on the map.
* Ambushes are allowed.
* Raids are allowed.
* Spawn pressure is allowed.
* There are no player limits.

Bring as many soldiers as your nation can field.

#### Alt Accounts

One player = one account.

Using alternate accounts in battle is forbidden and may result in punishment.

#### Combat Logging

Logging out during combat counts as a death.

The normal death ban will be applied.

#### Server Problems

If the server crashes or a large number of players disconnect, staff may pause the battle and capture timers until the issue is fixed.

***

### Capture Mechanics

Each zone requires **600 capture points** to change ownership.

This equals **10 minutes of completely uncontested capture time.**

| Situation                              | Capture Rate    |
| -------------------------------------- | --------------- |
| Only attackers on point                | +1 point/sec    |
| Attackers outnumber defenders          | +0.5 points/sec |
| Defenders equal or outnumber attackers | No progress     |
| No attackers on point                  | -1 point/sec    |

#### Additional Notes

* Capture progress carries over.
* Removing attackers from a point does not reset progress.
* Progress only stops or slowly drains.
* The fastest possible zone capture is 10 minutes.

***

### Death Ban

Dying during a war results in:

* A 15-minute ban from the server.
* Respawning at your side's rearmost controlled zone after the ban expires.

Deaths matter because reinforcements take time to return to the frontline.

***

### Victory Conditions

#### Decisive Victory

Capture all six zones in under 90 minutes.

#### Victory

Capture all six zones in 90–180 minutes or control more zones when the timer expires.

#### White Peace

The war ends in a 3–3 split after 180 minutes.

These victory conditions apply to both attackers and defenders.

***

### No-Shows

If the defender does not show up, the battle still happens.

An undefended frontline will normally fall in under 90 minutes, giving the attacker a Decisive Victory.

***

### Surrender & Withdrawal

#### Defender Surrender

The defender may surrender at any time.

Doing so immediately ends the war and applies normal Victory-level terms.

#### Attacker Withdrawal

The attacker may withdraw from the war, but this counts as a Defender Victory.

The attacker:

* Pays reparations.
* Loses the CB used.
* Receives a 4-week truce.

Starting a war and quitting has consequences.

***

## 5. Peace Deals

Only declared war goals may be enforced.

#### Decisive Victory

The winner may enforce all declared war goals.

#### Victory

The winner may enforce up to half of their declared war goals (rounded down).

#### White Peace

No demands are enforced.

The borders remain unchanged.

***

### Defender Victories

Defenders do not declare war goals.

Instead, special penalties automatically apply if they win.

#### Defender Victory

(Timeout win, full victory after 90 minutes, or attacker withdrawal)

The attacker:

* Pays reparations.
* Loses the CB they used.
* Receives a 4-week truce.

#### Defender Decisive Victory

(All six zones captured in under 90 minutes)

The attacker suffers all normal penalties, plus:

* The defender can declare on the opposer immediately.
* The defender may demand up to 10% of the attacker's claimed territory.

Attacking is a risk. Losing has consequences.

***

### Allowed War Goals

#### Land Transfer

* Up to 25% of territory with a Decisive Victory.
* Up to 10% with a normal Victory.

#### Reparations

* Lump-sum payments or installments.
* Amount determined by staff.

#### Demilitarization

* Loser cannot declare war for 30 days.

#### Drop Claims

* Loser abandons a specific contested region.

#### Apology or Retraction

* Used for Insult or Threat CBs.

Staff may reject demands they consider unreasonable.

***

### Transferred Land

When land changes ownership:

* Residents are evicted.
* They have 1 week to move themselves and their belongings.
* After the week ends, the transfer becomes permanent.

***

### Annexation Rule

A nation cannot normally be fully annexed in a single war.

Full annexation requires at least two separate wars with the required truce period in between.

In special cases, server owners may allow exceptions for very small nations that have been completely defeated.

***

### Truces

After every war:

* A normal truce lasts 2 weeks.
* If the attacker loses, the truce lasts 4 weeks.

No new CBs may be requested between those nations during the truce.

#### Exception

The loser may prepare and justify a Revenge CB during the truce, but cannot declare war until the truce expires.

***

## 6. General Rules

#### One War at a Time

A nation may only participate as a main belligerent in one active war at a time.

If a nation is already fighting a war, any new CBs against them must wait until their current war and truce obligations are finished.

#### New Nation Protection

Newly founded nations are protected from war declarations and CBs for their first week.

#### WW1 Theme

This server is built around WW1-style warfare.

* Guns are the primary weapons.
* Totems are disabled.
* Fortifications are encouraged.
* Large-scale battles are expected.

#### Staff Authority

All disputes, edge cases, loopholes, and disagreements are decided by staff.

Staff rulings are final.


---

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