We make War that we may ascend in peace
- Misquoted Aristotle
War & Peace:
Diplomacy is key to success in Arkheim. Look around you on the map and you will see dozens of neighboring Realms. Each of them has its own goals, strategies, and intentions, just like you. Can you benefit from each other? Or are you standing in each other's way? In a world where you can't know what other Realms are up to, it's important to have allies who can cover your back and help you fight mutual enemies. You know what they say: "My enemy's enemy is my friend" (at least sometimes).
The War&Peace system allows you to set diplomatic statuses. Diplomatic statuses are extremely important for your Realm members (and for other Realms) to know what your relationship is towards those Realms. There are four statuses:
- Neutral: This status is the default. It allows Realms to attack (Raid) each other and with each raid get 50% of the Orbs stored in a Tower.
- War: A moderated war is fought between two Realms. To win the war a certain amount of the enemy's Orbs or towers must be claimed. The loser of the war will have to pay tribute to the winner.
- NAP: During NAP, it is not possible to start attacks on the other Realms towers
- Truce: This status cannot be selected by a Realm. The Truce status is the time of peace after a war is over. It is a 5 days period for Realms to recover and for the loser to pay tribute to the winner after the war.
Changing a diplomatic status
- At the beginning of the game, all Realms are in a neutral status towards each other.
- The option to change the diplomatic status becomes available as of Midiata (island2).
- The status can be changed by a Realm Leader
- Initiating a status change will always start a timer before the new status applies.
The neutral status is the starting-status for all Realms. In neutral status...
- Other towers can be raided, but not claimed.
- Towers can be destroyed only while they are in construction phase. The same goes for Portals in donation and construction phase.
- During a tower raid, only 50% of the Orbs stored in the tower can be stolen.
Status: Non-Aggression Pact
A Non-Aggression Pact is a diplomatic status between two Realms that prohibits attacks against each other.
- A leader can request a NAP to another Realm. Leaders of the other Realm can accept or decline it. The moment the NAP is accepted it is active.
- While the NAP is active, it is not possible to start attacks on the other Realm (except for Towers or Portals in construction/donation phase).
- A Realm can have a NAP with up to 3 other Realms at the same time.
- A NAP can be canceled. The cancellation of a NAP immediately notifies the other Realm and initiates an 8-hours timer. After 8 hours, the status changes back to Neutral.
If you are ready to go all-out against another Realm, you declare war to them.
- War can be declared only if the diplomatic status between the respective Realms is neutral.
- To declare war, the own and the enemy Realm both must own at least 6 Towers and 2000 Orbs.
Every Realm can declare at least one war at a time. The war declaration is free if the enemy Realm has more War Potential than the own realm.
- If the enemy Realms is weaker than your Realm (=if they have less War Potential), declaring war on them will cost you some Ark Energy.
- If your Realm wants to declare multiple wars, it also costs additional Ark Energy (see description of Ark Energy further below).
- Each declared war can last for up to 5 days.
- Once the war is declared, an 8 hours timer begins. The other Realm is notified about the war declaration immediately. When the timer runs out, the diplomatic status changes to War and the two Realms can now conquer each other’s Towers.
- A Realm has the option to abandon the war by surrendering. In that case, the surrendering Realm loses immediately. The surrender can be triggered only 48 hours after the beginning of a war.
Once a Realm decides to surrender, an 8-hours timer begins.
During those 8 hours, the surrendering Realm can no longer attack but only defend their own towers.
A Realm wins a war by being the first to reach one of the two following War Goals:
Option 1: Victory by Orb Raids
The War is won if a Realm steals a certain amount of Orbs from the enemy. The needed number of Orbs to be looted is 25% of the number of own Orbs (at the beginning of the war), but never less than 1000, and never more than 50% of the enemy’s total number of Orbs (Overflowing Orbs do count towards this number).
Option 2: Victory by Tower Conquers
The War is won if a Realm conquers a certain number of enemy Towers. The needed number of Towers to be conquered is 15% of the number of own Towers (at the beginning of the war), but never less than 3 and never more than 50% of the enemy’s total number of Towers.
The first Realm to successfully achieve its goal wins the war. The goals are based on the absolute number of Orbs/Towers acquired from the enemy, not the difference between them.
Possible outcomes of a war:
A war is over if:
- One of the Realms reaches a goal and wins.
- No Realm reaches the goal after 5 days. In this case, the aggressor Realm that declared the war loses. The defender wins.
- One of the Realms surrenders. In that case, the other Realm wins.
- One of the Realms uses Retreat. Once the Realm retreats, it loses automatically.
- One of the Realms does not have enough Orbs or Towers anymore for the other Realm to be able to win. In that case, the other Realm wins automatically.
- One of the Realms ascends during the war, leading to a tie.
- One of the Realms gets dissolved. In that case, the other Realm wins.
- The endgame begins before a war is over. The war ends automatically in a tie.
Special Rules during a War:
- Damage dealt on Towers/Portals will now be doubled (halving the conquering times)
- A Realm that declared war on another Realm cannot get any new members during the War period.
- Furthermore, a war cannot be declared while a Realm is ascending or retreating
After the War: Truce
Once the war is over, a War Chest goes to both Realms (see description below). Furthermore, a 5 days Truce period is established between the 2 Realms. The Truce period works like a NAP: Aggressive missions are not possible, unless to towers/portals in construction/donation phase. During the Truce period the Realm that lost the war has to pay Tribute to the Realm that won (see description below).
Beware that missions started during a war will not cancel if the diplomatic status changes. So if a conquer or raid mission is launched during a war, it will be finished, even if the diplomatic status changes while the troops are on the way.
Wars on a big scale through Ark Energy:
Ark Energy is gained through PvP, like Soul Energy. The difference is: Soul Energy is for individual use of the player, while Ark Energy is a currency for the entire Realm, used for Realm-wide decisions and can be spent only by leaders. For now, Ark Energy can be spent on two actions:
Additional Wars: Each Realm has one "War Slot" to declare war. For additional Wars the Realm wants to declare at the same time, the Realm has to pay Ark Energy. The amount of Ark Energy it has to pay is dependent on the island and on the number of wars that were already declared by this Realm and are still running. The Ark Energy costs to declare war depend on three factors:
- The number of the island (higher island = higher costs)
- The War Potential of the enemy Realm (the weaker the enemy Realm, the higher the Ark Energy costs).
- The number of wars your Realm has already declared and that are still ongoing.
- Tower influence upgrades: A Realm can upgrade one or more Towers once to turn them to "Enhanced Towers" and give them 2 extra fields of influence in all directions. The Ark Energy costs for this are exponentially based on the number of Enhanced Towers the Realm already owns. On higher islands, the costs start at a higher price point. Enhanced Towers that are conquered by an enemy, keep their Enhanced Tower status.
Note that the Realm's Ark Energy is reset after the Realm ascends to a new island.
The War Chest
In addition to the loot a Realm gains from its enemy during a war, there is a reward for all players who participated in the war (from its beginning to the end. So, players who joined a Realm while it was at war, won't receive the chest).
The War Chest contains XP and Soul Energy that is distributed between all Realm members. The content of the War Chest is influenced by the ratio in War Potential between both sides, as well as the outcome of the war.
Calculation of XP and Soul Energy in the War Chest
All XP and Soul Energy that is earned during the war (by both Realms) gets summed up in a pot.
The stronger the Realm that you fight against, the bigger will be the share for you. If you win a war, you will also get an additional +50% of your share ontop.
P = Total content of the pot gathered during the war
R = WP relation between the 2 Realms (Higher WP divided by lower WP)
n = War result; can be 1 or 1,5
The final percentage of XP and Ark Energy inside the War Chest for the Realms is:
For the stronger Realm: [0,5 + (R-1) x (-0,2)] x n
For the weaker Realm: [0,5 + (R-1) x 0,2] x n
(n = 1,5 in case of victory, otherwise n = 1)
This total amount of XP and Soul Energy provided to each Realm will be divided by 15 (even if there are not 15 members in the Realm) and distributed to the members.
Along with the War Chest, every player who participated in the full war receives a tome.
Players of the losing Realm receive an uncommon tome.
Players of the winning Realm receive an epic tome.
After a war ends, a 5 days Truce period begins. During this Truce period, the winner receives a Tribute from the loser. 20% of the production of all supplies of the losing Realm will be transferred to a Tribute Chest which is located in the center of your town. The Tribute chest works like a supply. As soon as one resource-cycle is complete, the Tribute can be picked up by you, and a new cycle begins.
Each Realm can only lose a maximum of 20% of Tribute to other Realms. How the 20% is distributed between those other Realms depends on how many own troops were defeated by which of the other Realms.
- During each war, the XP value of the troops lost to each Realm is saved.
- All Realms that gain Tribute from the Realm that lost, gain a share of the 20% based on the weight of the saved losses in XP.
- The Tribute payment stays active for the same time as the Truce Period between the two Realms.
Realm A has lost a war against Realm B and Realm C and has to pay Tribute to both.
During the War:
- Realm B killed troops from Realm A worth 200K XP.
- Realm C killed troops from Realm A worth 400K XP (twice as many).
--> As a result, Realm C also receives twice as much Tribute. (So 33% goes to Realm B, while 66% goes to Realm C)
-->From the perspective of Realm A. The Realm pays a total of 20% of the own supply production, of which 1/3 goes to Realm B, and 2/3 goes to Realm C)
How does the Tribute Chest work?
- For each war a Realm wins, it gets a Tribute Chest for the time of the Truce Period.
- It works like a supply that contains all troop-types and resource-types in one.
- The Scroll Times of Need can be used for the Tribute Chest, just like with Supply fields.
- Once the Tribute finishes, all remaining troops and resources are delivered to the players.
Rules during Endgame
During Endgame, the total war breaks loose. All Realms will be at war with all other Realms. Other diplomatic statuses are not possible.
Important Rule change for Portals
With the introduction of the War & Peace system, the territory of the Portal will have to be connected to the Ark in order to function. A Portal that gets ‘cut-off’ from the Realm’s main territory (e.g. because an enemy conquered some towers that lie between the Portal and the Ark) will stop functioning for the time it is disconnected. However, it will still be possible to station troops at disconnected Portals (but they will have to walk).