Next World Wiki:War Rules



The War System will be operated on the official Wiki Discord Server. (the invite will be on the sidebar)

Rules and Stuff

 * OP moves are absolutely not allowed. Example; I nuke [city] and kill every troop and civilian possible.
 * Using Private Messages to ask others to join or telling the Host to do something is not allowed. Example; Contacting someone and telling them to join on your side, telling the host to buff you or nerf the opponent.
 * The war host’s word is final on the matter. Example; You lose a war, you can’t complain about how “unfair” it was.
 * We use the Discord bot "RPBot", from 0 to 10, the Host determines Based on the Number how much a Nation did. Example; 1 means no advancement, 2-3 means very small or no advancement, 4-6 (depends) means little damage, 6-8 is good damage and advancement, 9 means extreme advancement and 10 means intense and huge advancement.
 * If a nation with a decent size and power in any continent supports any side of the war, the other nations that are fighting on the side supported by said nation will get a +1 buff. This means that they can roll using an extra number. Say, two nations are supporting another faction in a war, whenever the countries fighting for a faction roll the dice it will be from 0 to 12 instead of 0 to 10. The Nation Supporting has to not be in the war for them to support.
 * Small countries (say, random islands in the pacific ocean) supporting other nations will not count as buff since these countries are small and will not do much for the faction.
 * The players can do fewer than 12 Actions in a move.
 * Capturing the enemy's capital city gives the Nation who's Capital was Captured a -1 every action in the move they are without their Capital until they have -9, Keep your Capital safe with all costs
 * Placing a defensive line means that your enemy has to get more than what you rolled for to push through it, getting a 10 means that the Enemy has to get a 10, you cannot replace or strengthen your defensive line once it is in place, the defensive line buff exists for 3 moves before it is removed, after that you have to wait for one move to place another one.
 * Rebellions: Funding a rebellion or revolution means that you have to get 8 or above, 8 is a small rebellion, 9 is a decent sized rebellion and 10 is a large rebellion, but rebellions cannot be too large. You cannot fund another rebellion after funding one already.

Environmental Buffs
Environmental Buffs do exist but not as a Buff or Debuff, if a Player/Country rolls let’s say 5 then it will count as 5 but the gains will be greater or lesser depending on the Environment, the scale of this will be decided by the host.

This means that getting through the Tibet-Nepal mountains and the Amazon Rainforest in a war will be hard

ok ignore this since it's basically just retaking ur land but idk if it should stay in the page
As requested by Drew/CAE in the last wiki, the idea of defending is a pretty good idea and easy to remember and pull, it does not have any flaw but you can’t use it that much in wars.

Example:

China is about to invade Vietnam, it is China’s turn, their turn is pulled decently, they get a 5 on invasion, their land however is on hold and the invasion itself has to wait until the next turn.

The map shows that Vietnam’s territory is invaded, but in reality it is on hold and it will wait until the next round to see if Vietnam decides to defend.

In many cases, countries would not defend but in here, Vietnam decides to use a particular move called “Defend”, like it was mentioned before, the territory is on hold and it waited until the defensive was pulled.

The invasion got a 5, and the defensive got a 7, so the Invasion is defended by Vietnam and the Chinese troops don’t go anywhere, keep in mind if China got a 5 and Vietnam got a number higher than 5, it defends the territory but if Vietnam had gotten a number under 5, the invasion would have carried out normally.

If Vietnam gets a 5 too, then another dice will be rolled and say the dice is on 6, turning the 5 into a 5.6 and the defensive is carried out well. However, if the dice had gotten a number under 5, the defensive would have failed.