Relations
In a world where battle is a common occurance, it appears natural that at times strife between kingdoms will increase. Attacks increase the level of conflict between two kingdoms and continued conflict will raise your relations with a kingdom to Unfriendly and then to Hostile. Sometimes, a kingdom will receive the option to Declare War on another which is strongly hostile to them. If declared, war will commence immediately, but the bonuses and drawbacks slowly go into effect over the course of the first 24 hours of war. War is designed to allow kingdoms to enter a mutual conflict with limited interference from other kingdoms. When in war, all other diplomatic relations cease for the duration of the war. War will last for no less than 48 hours, and no kingdom can ever declare war with a kingdom less than half their networth. Two kingdoms' Monarchs may also agree to a mutual Ceasefire at any time. Ceasefires can be cancelled at any time but can serve to cease hostilities between kingdoms.
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Kingdom Relations
Each of these four relations types has various benefits and drawbacks as follows:
Ceasefire
- No Attacks, Spells, or Thievery between kingdoms
Unfriendly
- Unlocks some spells and thievery operations for the Recipient Kingdom
- No Effects - Serves as an intermediary state before Hostility
Hostile
- Wider Access to Conquest
- +10% Combat Gains for Recipient Kingdom
- Mana & Stealth costs for offensive spells/ops reduced to 2%
War
- -10% Attack Time (start of war) phases into -20% (reached after 12 hours)
- -25% Military Training Time & Military Losses
- +100% Exploration Costs
- No Paradise Spell
- Raze destroys buildings instead of land
- Enhanced Massacre Destroys Buildings
- Science Research Limited to "Active" Level or Below
- No Distance Penalties for Attacks
- Traditional Marches gain an additional 10% land from the opposing kingdom's exploration pool (needs confirmation)
- Attacks generate new honor
- -75% Gains and Effectiveness for operations to and from other Kingdoms
- Mana & Stealth costs for offensive spells/ops reduced to 2%
- 1% Honor Loss each Utopian Month
- Minimum Time: 48 Utopian Days
Ending a War
War can only be halted through Diplomatic decisions by the Kingdoms' Monarchs. War can be ended in one of two ways. In both of these cases, neither kingdom may have any relations for one Utopian month after the war ends, and will be placed in an automatic 24 hour end of war ceasefire. Both kingdoms will remain in war relations during this time, continuing the protections from outside interference while the war concludes and each party rebuilds. Each side will also receive +50% birth rates during this postwar babyboom.
Mutual Peace
This option requires consent by both parties and simply settles the war with no winner. This is an excellent option when both kingdoms simply lose interest in the war or find it more beneficial to simply move on.
Withdrawal
Once the minimum time limit is reached, either kingdom can unilaterally withdraw from war - an admission that victory is not likely to be achieved. Withdrawal will cost the losing kingdom 3% of their total honor, distributed evenly amongst the provinces of the winning kingdom. Withdrawals can only occur if the declaring kingdom has not committed any attacks within the past two Utopian Days.
Note: During war, a temporary War Forum will be created in which both kingdoms' members can interact in a single forum. Monarchs and pages from each kingdom will have the ability to moderate the forums, and it is expected that provinces interact respectfully, or the Utopian Lords may look to take appropriate action.