> For the complete documentation index, see [llms.txt](https://vincere.gitbook.io/vincere-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://vincere.gitbook.io/vincere-docs/combat-1/wars.md).

# Wars

Vincere uses a fluid war system driven by the players rather than the staff.

Read [the War Rules](/vincere-docs/combat-1/war-rules.md) before declaring!

### Pre-war

Firstly, to declare war, you must type a declaration in [the War Declarations channel.](https://discord.com/channels/1531479518907203778/1543474882661064775) Follow the format in the pins. Once you declare your war, make a [ticket](https://discord.com/channels/1531479518907203778/1537785207497957416) in the discord, add the opposing side's leader(s), and work out a time for your war. Before joining or starting a war, a nation must send a picture of it's /f show to prevent factionhopping.

**Wars must be on weekends so that staff are able to moderate properly! If it takes too long (48h+) to decide on a time, a staff member will be able to force a time.**&#x20;

Secondly, you should spend the time leading up to your war rallying allies (maximum of 5) and preparing your own armor, weapons, and defenses.&#x20;

### Battles

Each soldier only has one life per battle!

Every war will consist of a series of several different battles. Before your war day, you must tell a high staff member which towns you'd like to attack. You may attack up to 3 at once, and the specific towns you plan on attacking will **not** be relayed to the defender until 1 hour before the war starts. This ensures that defenders will prepare for all opportunities and defend broadly rather than having the war be focused on a specific town.&#x20;

All battles will have a beacon placed in a location of the defender's choice, to be approved by staff. To capture the beacon, the attackers must have 3 or more soldiers standing around the beacon for at least 120 seconds. Capturing the beacon means a victory and a move onto the next town or field.&#x20;

Further, there are two types of battles. There are **field battles**, which happen outside of towns, where a victory for the attackers means the defenders must retreat into a town, forcing a **town battle,** where the attackers must siege a town. If the attackers are victorious, they take the town and are able to move onto the next field or town, where the process repeats. This will continue until the attackers take every town (T2 or higher) or until the defenders surrender. If the defenders win any battle, the momentum shifts, and they will have the option to either A) counter-attack the closest attacker's or ally's town (if none are available or any would require a journey over sea, the front ends there) or B) end the front as it is in a stalemate and force the attackers to either end the war or attack a completely different area.&#x20;

**A more one-sided battle means the attackers will be able to be harsher in the treaty! Surrendering earlier could prevent major losses in peace accords.**

### **Post-war**

After a war, the two sides should come together in the original war ticket and discuss a peace treaty, with the proposal needing to be signed by both sides. Only the sides that declared the war or was directly targeted can have territory taken from them, and all allies can only be responsible for monetary reparations. The fairness of a peace treaty will be judged by staff. **Refusing to sign anything as the defending side will result in a treaty being forced!**

All towns will be rolled back once the war ends to get rid of destruction.


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