Nations can ally with each other, and they can go to war. War is a point campaign: there is
no accept step and no siege to hold — you declare, both sides race for war score over a fixed
window, and whoever is ahead at the deadline wins and loots the loser’s treasury.
Alliances are proposed and accepted between nations. Allies can join each other’s wars.
How many alliances you can hold depends on your reputation tier:
| Tier | Max alliances |
|---|---|
| Reviled / Infamous | 0 |
| Distrusted | 1 |
| Neutral | 2 |
| Respected | 3 |
| Honored | 4 |
| Exalted | 5 |
Both sides need a free slot at the moment the alliance forms. If your reputation later drops
below the tier that allowed your current alliances, nothing is force-broken — you simply
cannot add more until you recover.
Forming an alliance grants both nations +15 reputation. Breaking one costs the breaker
−50 — betrayal is expensive, and it is recorded against you and not your partner. Every ally
you hold also feeds you passive reputation over time.
/etnation war declare <player>
Only your Sovereign may declare, and it targets that player’s nation.
Declaring costs treasury cash, scaled +25% for every nation level you are above your target.
Punching down is deliberately expensive.
You will be blocked from declaring if:
Declaring on a nation far weaker than you is bullying: it is allowed, but it costs the
attacker −30 reputation immediately.
| Phase | Length | What happens |
|---|---|---|
| Warmup | 24 hours | No scoring. The defender gets notice. Allies may join either side |
| Active | 72 hours | Scoring is live |
| Resolution | — | Spoils, titles, reputation, history snapshot |
| Cooldown | 2 hours | The pair cannot re-declare on each other |
The loser additionally gets 24 hours of grace, during which nobody may declare on them.
This stops a defeated nation being farmed by a queue of opportunists.
A war can also end early by surrender, or by a nation disbanding — which forfeits.
| Source | Points |
|---|---|
| Killing an enemy | 10 |
| Killing them inside their own claimed territory | ×2 |
| Repeat kill on the same victim (2nd within an hour) | ×0.5 |
| Repeat kill on the same victim (3rd+ within an hour) | ×0.25 |
| Regicide — kill the enemy Sovereign | 50 |
| First Blood — first kill of the rotation | 15 |
| Rampage — 3 different enemy victims in one rotation | 30 |
| Claiming a leader bounty | 20, plus the cash |
Two things follow from this table:
Raiding pays double. Kills inside enemy claims are worth twice as much, so sitting at home
defending is worth less than pushing into their territory.
Farming one player does not work. The same killer hitting the same victim repeatedly decays
to a quarter value within the hour. Spread your targets.
Objectives rotate automatically every 4 hours, the same for both sides, and each rotation is
announced by the Voice of the World. Regicide and Rampage can each be claimed
once per side per rotation.
If one side pulls ahead by 100 points, a one-time “brink of defeat” warning goes out to the
world.
Ally kills feed the side they joined. Individual contributions are tracked and shown as top
contributors.
/etnation war bounty <player> <amount>
Sovereign only, minimum $1000. This escrows treasury cash on a specific enemy player’s head.
Any killer on your side collects the entire escrow into their personal bank account, plus 20
points for the side. Re-placing a bounty tops up the existing one. Unclaimed escrow is refunded
when the war ends.
These are war-only and distinct from the public
contract bounties — a victim can have both on them at once, and a
qualifying kill pays both.
At the deadline, the higher score wins. A tie is a draw with no spoils.
The winner takes a percentage of the loser’s treasury as spoils, paid to the winning
principal — allies fight for score and bounties, not for a cut of the treasury.
Reputation moves too: +60 for winning, an extra +20 if the winner was the defender, and
−40 for losing or surrendering. War titles are awarded to participants on both sides.
Note that treasury withdrawals are locked during a war on most servers, so you cannot empty
the vault to deny your conqueror. Build your war chest before you declare, not after.
| Command | Effect |
|---|---|
/etnation war declare <player> |
Declare war (Sovereign) |
/etnation war join attacker\|defender |
Join a war as an ally |
/etnation war surrender |
Concede immediately |
/etnation war bounty <player> <amount> |
Place a leader bounty (Sovereign) |
/etnation war status |
Phase, countdown, score, objective, bounties, contributors |
Server admins have a full management set under /etadmin war.