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	<id>https://wiki.eclesiar.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Cicero</id>
	<title>Eclesiar - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.eclesiar.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Cicero"/>
	<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=Special:Contributions/Cicero"/>
	<updated>2026-11-04T06:20:34Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=Main_Page&amp;diff=592</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=Main_Page&amp;diff=592"/>
		<updated>2026-10-25T21:46:21Z</updated>

		<summary type="html">&lt;p&gt;Cicero: Add Invasion Initiative to the homepage Warfare guides.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;eclesiar-wiki-main&amp;quot; style=&amp;quot;max-width:1180px; margin:0 auto; color:#24384c; line-height:1.65;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;eclesiar-main-art&amp;quot; style=&amp;quot;background:#102b43; border-bottom:4px solid #b99451; overflow:hidden; text-align:center; line-height:0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Eclesiar-wiki-main-hero-2026.png|frameless|1180px|link=https://eclesiar.com/|alt=Eclesiar Official Wiki. An ivory civic skyline and an open atlas in navy blue and brass.]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:20px 4px 14px; text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:18px; margin:0 0 12px;&amp;quot;&amp;gt;Your guide to the economic, military and political world of &#039;&#039;&#039;Eclesiar&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex; flex-wrap:wrap; justify-content:center; gap:10px 22px; font-size:14px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Start_your_journey|Start playing]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Economy|Economy]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Warfare|Warfare]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Politics|Politics]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Your_citizen|Your citizen]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Explore_the_game|Game guide]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex; flex-wrap:wrap; justify-content:space-between; gap:10px 20px; padding:12px 18px; margin-bottom:26px; background:#eff5fa; border:1px solid #d6e3ef; border-radius:6px; font-size:14px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&#039;&#039;&#039;Server guides&#039;&#039;&#039; &amp;amp;nbsp; [[Main_Page|Zeus]] &amp;amp;nbsp; · &amp;amp;nbsp; [[Apollo Server|Apollo]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[https://eclesiar.com/ Play Eclesiar →]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;eclesiar-main-starter&amp;quot; style=&amp;quot;border:1px solid #cdddeb; border-top:4px solid #327db6; background:#f4f8fc; padding:24px; margin-bottom:30px; border-radius:6px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;Start_your_journey&amp;quot; style=&amp;quot;margin:0 0 6px; padding:0; border:0; font-family:Georgia,serif; font-size:28px; color:#173a57;&amp;quot;&amp;gt;Start your journey&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:0 0 18px; color:#50677b;&amp;quot;&amp;gt;New to Eclesiar? Follow these guides from your first account to your first week.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex; flex-wrap:wrap; gap:14px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;eclesiar-main-step&amp;quot; style=&amp;quot;flex:1 1 220px; padding:16px 18px; box-sizing:border-box; background:#fff; border:1px solid #dbe5ee; border-radius:5px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:12px; font-weight:bold; letter-spacing:2px; color:#8d6b32; margin-bottom:7px;&amp;quot;&amp;gt;01 · BEGIN&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:18px; font-weight:bold; margin-bottom:4px;&amp;quot;&amp;gt;[[Creating an Account|Create your account]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:14px; color:#536b7e;&amp;quot;&amp;gt;Discover the world and get ready to play.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:10px; font-size:14px;&amp;quot;&amp;gt;[[What is Eclesiar?]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;eclesiar-main-step&amp;quot; style=&amp;quot;flex:1 1 220px; padding:16px 18px; box-sizing:border-box; background:#fff; border:1px solid #dbe5ee; border-radius:5px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:12px; font-weight:bold; letter-spacing:2px; color:#8d6b32; margin-bottom:7px;&amp;quot;&amp;gt;02 · BELONG&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:18px; font-weight:bold; margin-bottom:4px;&amp;quot;&amp;gt;[[Choosing a Country|Choose your country]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:14px; color:#536b7e;&amp;quot;&amp;gt;Find your place in the Eclesiar community.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:10px; font-size:14px;&amp;quot;&amp;gt;[[First Day Objectives|Your first day]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;eclesiar-main-step&amp;quot; style=&amp;quot;flex:1 1 220px; padding:16px 18px; box-sizing:border-box; background:#fff; border:1px solid #dbe5ee; border-radius:5px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:12px; font-weight:bold; letter-spacing:2px; color:#8d6b32; margin-bottom:7px;&amp;quot;&amp;gt;03 · GROW&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:18px; font-weight:bold; margin-bottom:4px;&amp;quot;&amp;gt;[[First 7 Days in Eclesiar|Plan your first week]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:14px; color:#536b7e;&amp;quot;&amp;gt;Build a routine and learn what to focus on next.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:10px; font-size:14px;&amp;quot;&amp;gt;[[Top50 Beginner Tips|50 beginner tips]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin:0 0 16px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin:0 0 4px; padding:0; border:0; font-family:Georgia,serif; font-size:28px; color:#173a57;&amp;quot;&amp;gt;Explore the world of Eclesiar&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:0; color:#536b7e;&amp;quot;&amp;gt;Build an economy, take part in conflicts and shape your country&#039;s future.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex; flex-wrap:wrap; gap:18px; align-items:stretch; margin-bottom:30px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1 1 330px; min-width:0; box-sizing:border-box; border:1px solid #d6e1eb; border-radius:6px; overflow:hidden; background:#fff;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;eclesiar-main-art&amp;quot; style=&amp;quot;background:#142f48; text-align:center; overflow:hidden; line-height:0;&amp;quot;&amp;gt;[[File:Eclesiar-wiki-economy-2026.png|frameless|400px|link=Companies|alt=An ivory industrial harbor and warehouse district with a ledger and brass coins in the foreground.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:20px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;Economy&amp;quot; style=&amp;quot;margin:0 0 6px; padding:0; border:0; font-family:Georgia,serif; font-size:25px; color:#173a57;&amp;quot;&amp;gt;Economy&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:0 0 14px; font-size:14px; color:#536b7e;&amp;quot;&amp;gt;Work, trade and build the foundations of your country.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex; flex-wrap:wrap; gap:4px 20px; font-size:14px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1 1 130px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;ul style=&amp;quot;margin:0; padding:0; list-style:none; line-height:2.1;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Companies]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[General Market]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Currency Market|Monetary Market]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Job Market]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Auctions]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Holding]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1 1 130px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;ul style=&amp;quot;margin:0; padding:0; list-style:none; line-height:2.1;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Region Buildings]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Storage]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Mining|Gold Mining]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[NPCs]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Pollution]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1 1 330px; min-width:0; box-sizing:border-box; border:1px solid #d6e1eb; border-radius:6px; overflow:hidden; background:#fff;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;eclesiar-main-art&amp;quot; style=&amp;quot;background:#142f48; text-align:center; overflow:hidden; line-height:0;&amp;quot;&amp;gt;[[File:Eclesiar-wiki-warfare-2026.png|frameless|400px|link=War Declarations|alt=An ivory fortified command city, blue banners and a campaign map with brass instruments.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:20px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;Warfare&amp;quot; style=&amp;quot;margin:0 0 6px; padding:0; border:0; font-family:Georgia,serif; font-size:25px; color:#173a57;&amp;quot;&amp;gt;Warfare&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:0 0 14px; font-size:14px; color:#536b7e;&amp;quot;&amp;gt;Prepare your forces and understand the conflicts you join.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#edf4fb; border-left:3px solid #b99451; padding:9px 12px; margin-bottom:10px; font-size:15px;&amp;quot;&amp;gt;&#039;&#039;&#039;[[War Declarations]]&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;ul style=&amp;quot;margin:0; padding:0; list-style:none; line-height:2.1; font-size:14px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Invasion Initiative]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Military Unit]] &amp;amp;nbsp; · &amp;amp;nbsp; [[Military Ranks]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Weapons]] &amp;amp;nbsp; · &amp;amp;nbsp; [[Equipments|Equipment]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Terrain Types]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Tournaments]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1 1 330px; min-width:0; box-sizing:border-box; border:1px solid #d6e1eb; border-radius:6px; overflow:hidden; background:#fff;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;eclesiar-main-art&amp;quot; style=&amp;quot;background:#142f48; text-align:center; overflow:hidden; line-height:0;&amp;quot;&amp;gt;[[File:Eclesiar-wiki-politics-2026.png|frameless|400px|link=Congress|alt=A neoclassical congress hall with blue drapery and an ivory and brass ballot desk.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:20px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;Politics&amp;quot; style=&amp;quot;margin:0 0 6px; padding:0; border:0; font-family:Georgia,serif; font-size:25px; color:#173a57;&amp;quot;&amp;gt;Politics&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:0 0 14px; font-size:14px; color:#536b7e;&amp;quot;&amp;gt;Take part in public life and learn how your country is governed.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul style=&amp;quot;margin:0; padding:0; list-style:none; line-height:2.1; font-size:14px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Congress]] &amp;amp;nbsp; · &amp;amp;nbsp; [[Taxes &amp;amp; Laws]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Political Parties]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Political Ideologies]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Political Positions]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Elections]] &amp;amp;nbsp; · &amp;amp;nbsp; [[Newspaper]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex; flex-wrap:wrap; gap:18px; margin-bottom:28px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1 1 340px; padding:22px; box-sizing:border-box; background:#eff5fa; border:1px solid #d6e3ef; border-radius:6px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;Your_citizen&amp;quot; style=&amp;quot;margin:0 0 6px; padding:0; border:0; font-family:Georgia,serif; font-size:24px; color:#173a57;&amp;quot;&amp;gt;Your citizen&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:0 0 12px; font-size:14px; color:#536b7e;&amp;quot;&amp;gt;Find the guides for your daily activities and personal progress.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:0 0 8px;&amp;quot;&amp;gt;&#039;&#039;&#039;[[Training|Train]]&#039;&#039;&#039; &amp;amp;nbsp; · &amp;amp;nbsp; &#039;&#039;&#039;[[Work]]&#039;&#039;&#039; &amp;amp;nbsp; · &amp;amp;nbsp; &#039;&#039;&#039;[[War|Fight]]&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:0; font-size:14px;&amp;quot;&amp;gt;[[Quests]] &amp;amp;nbsp; · &amp;amp;nbsp; [[University]] &amp;amp;nbsp; · &amp;amp;nbsp; [[Referrals]] &amp;amp;nbsp; · &amp;amp;nbsp; [[Special items shop]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1 1 340px; padding:22px; box-sizing:border-box; background:#f8fafc; border:1px solid #d6e3ef; border-radius:6px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;Explore_the_game&amp;quot; style=&amp;quot;margin:0 0 6px; padding:0; border:0; font-family:Georgia,serif; font-size:24px; color:#173a57;&amp;quot;&amp;gt;Explore the game&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:0 0 12px; font-size:14px; color:#536b7e;&amp;quot;&amp;gt;Navigate the menus and stay connected with the community.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:0 0 8px; font-size:14px;&amp;quot;&amp;gt;[[My Places]] &amp;amp;nbsp; · &amp;amp;nbsp; [[Wars|Warfare menu]] &amp;amp;nbsp; · &amp;amp;nbsp; [[Market|Markets menu]] &amp;amp;nbsp; · &amp;amp;nbsp; [[Community]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:0; font-size:14px;&amp;quot;&amp;gt;[[Rules]] &amp;amp;nbsp; · &amp;amp;nbsp; [[Updates]] &amp;amp;nbsp; · &amp;amp;nbsp; [[Social Media]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-top:1px solid #d6e1eb; padding:14px 4px 8px; text-align:center; color:#536b7e; font-size:13px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Official Eclesiar Wiki&#039;&#039;&#039; &amp;amp;nbsp; · &amp;amp;nbsp; [[Rules]] &amp;amp;nbsp; · &amp;amp;nbsp; [[Updates]] &amp;amp;nbsp; · &amp;amp;nbsp; [https://eclesiar.com/ eclesiar.com]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cicero</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=War_Declarations&amp;diff=591</id>
		<title>War Declarations</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=War_Declarations&amp;diff=591"/>
		<updated>2026-10-25T21:45:20Z</updated>

		<summary type="html">&lt;p&gt;Cicero: Link the detailed Invasion Initiative guide from Opening battles.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1100px; margin:0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Eclesiar-war-declarations-hero-2026.png|frameless|center|1100px|alt=A blue and gold strategic planning desk overlooking a civic skyline, with the title War Declarations.]]&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;war declaration&#039;&#039;&#039; creates a timed conflict between two countries. [[Congress]] decides whom to fight, how long the war lasts and which regions may become permanent prizes. Individual &#039;&#039;&#039;battles&#039;&#039;&#039; determine who controls a region during that conflict.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#edf5fc; border-left:5px solid #327fbb; padding:14px 18px; margin:18px 0;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Two rules to remember&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Capturing a region is not the same as keeping it permanently.&#039;&#039;&#039; Only the winner&#039;s declared goal regions are awarded as victory prizes.&lt;br /&gt;
* &#039;&#039;&#039;A defender without purchased war goals must hold out until the deadline.&#039;&#039;&#039; Recaptures alone do not give it an early strategic victory.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== At a glance ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Choice or rule !! What it means&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;War duration&#039;&#039;&#039; || 8, 14, 21 or 30 days, counted from enactment of the declaration.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attacker&#039;s goals&#039;&#039;&#039; || Choose 0, 1 or 2 regions. Choosing none is allowed, but gives no permanent territory prize.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defender&#039;s goals&#039;&#039;&#039; || The defender may purchase 1 or 2 offensive goals through Congress, if eligible. Otherwise it defends until the deadline.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Victory&#039;&#039;&#039; || Meet the conquest requirement and hold every declared goal before the deadline.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Normal post-war protection&#039;&#039;&#039; || A seven-day non-aggression pact (NAP) follows victory or expiry. A voided declaration has different rules.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== How to declare war ==&lt;br /&gt;
# Open your &#039;&#039;&#039;Country&#039;&#039;&#039; page and its &#039;&#039;&#039;Congress&#039;&#039;&#039; section. The President or a Congress member can propose &#039;&#039;&#039;Declare War&#039;&#039;&#039;.&lt;br /&gt;
# Choose the target country, one of the four durations and up to two goal regions.&lt;br /&gt;
# Review the country&#039;s Gold cost and submit the proposal for Congress to vote on. Treat the proposal as public information: the opponent can see your political preparations.&lt;br /&gt;
# Wait for the bill to pass and be enacted. The standard voting window is &#039;&#039;&#039;24 hours&#039;&#039;&#039;; server fast-law settings can allow earlier resolution. Use the bill&#039;s displayed voting deadline.&lt;br /&gt;
# After enactment, the &#039;&#039;&#039;President, Vice President or Minister of Defense&#039;&#039;&#039; can open eligible regional battles. The declaration starts the conflict; it does not automatically capture a region or win a battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Before submitting:&#039;&#039;&#039;&lt;br /&gt;
* The target must own contestable land, even if other countries temporarily occupy all of it. Your own country may own no land.&lt;br /&gt;
* An active alliance, existing war or NAP between the countries can prevent a new declaration.&lt;br /&gt;
* Named goals must be distinct, visible, contestable regions owned by the target. A third country may temporarily occupy them; regions already controlled by your own country cannot be selected as new goals.&lt;br /&gt;
* Eligibility is checked again when the vote resolves. If the proposed goals become invalid before enactment, the bill can be denied and its fee refunded.&lt;br /&gt;
&lt;br /&gt;
Server administration can temporarily disable new declarations, invasions or revolutions independently. Follow the availability shown in the game.&lt;br /&gt;
&lt;br /&gt;
=== Opening battles ===&lt;br /&gt;
A complete &#039;&#039;&#039;nine-round battle&#039;&#039;&#039; must fit before the declaration&#039;s deadline. Exact round timing follows server settings, so new invasions become unavailable when too little time remains.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;attacker initiative&#039;&#039;&#039; is enabled, the declaring country has first-battle priority for up to &#039;&#039;&#039;24 hours after approval&#039;&#039;&#039;. That restriction ends once the first battle starts; afterwards either side may launch eligible invasions. Check initiative and battle availability when planning the first attack.&lt;br /&gt;
&lt;br /&gt;
For the full rules on first-battle priority, loss delays and simultaneous attacks on occupied regions, see &#039;&#039;&#039;[[Invasion Initiative]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Gold cost and duration ==&lt;br /&gt;
The base proposal cost is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#f3f6f9; border:1px solid #d5e1eb; padding:12px 16px; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Gold cost = (10 + 0.2 × combined fully active civilians of both countries) × war duration ÷ 8&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The proposing Congress&#039;s ideology can modify this amount. Eligible first-proposal exemptions apply only to the 8-day tier. &#039;&#039;&#039;Use the in-game quote for the final amount payable from the country treasury.&#039;&#039;&#039; “Fully active civilians” is the game&#039;s population measure, not the number of registered accounts or players currently online.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
! Duration !! Duration multiplier&lt;br /&gt;
|-&lt;br /&gt;
| 8 days || ×1&lt;br /&gt;
|-&lt;br /&gt;
| 14 days || ×1.75&lt;br /&gt;
|-&lt;br /&gt;
| 21 days || ×2.625&lt;br /&gt;
|-&lt;br /&gt;
| 30 days || ×3.75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A longer declaration provides a longer objective window and costs more. It does &#039;&#039;&#039;not&#039;&#039;&#039; increase the maximum number of goal regions or guarantee victory.&lt;br /&gt;
&lt;br /&gt;
== Goals and the conquest requirement ==&lt;br /&gt;
&#039;&#039;&#039;Goals&#039;&#039;&#039; are the regions your Congress names as possible permanent prizes. The &#039;&#039;&#039;conquest requirement&#039;&#039;&#039; is how many qualifying regions your side must capture and still hold to win.&lt;br /&gt;
&lt;br /&gt;
The normal requirement is the &#039;&#039;&#039;smaller&#039;&#039;&#039; of the opponent&#039;s contestable &#039;&#039;&#039;owned&#039;&#039;&#039; region count when the declaration is enacted and the cap below. &#039;&#039;&#039;Temporarily occupied regions still count as the owner&#039;s land&#039;&#039;&#039;, including regions held by other countries. That starting count is frozen; it is not recalculated after every battle. Permanent ownership is separate from a region&#039;s original geographic country.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Your side&#039;s declared goals !! Normal conquest cap !! Permanent victory prizes&lt;br /&gt;
|-&lt;br /&gt;
| No goals (attacker only) || 6 regions || None&lt;br /&gt;
|-&lt;br /&gt;
| Exactly 1 goal || 3 regions || That goal region&lt;br /&gt;
|-&lt;br /&gt;
| Exactly 2 goals || 6 regions || Those two goal regions&lt;br /&gt;
|-&lt;br /&gt;
| Your own rightful capital as your &#039;&#039;&#039;only&#039;&#039;&#039; goal || 1 region || Recovery of that capital&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Every named goal must be among your qualifying captures and still be held by your country.&#039;&#039;&#039; Adding a second goal to a capital-recovery war restores the ordinary two-goal cap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
* Against a country owning 10 contestable regions, naming 1 ordinary goal normally requires &#039;&#039;&#039;3&#039;&#039;&#039; qualifying captures, including the goal. Only the named goal is a permanent prize.&lt;br /&gt;
* Against a country owning 4 contestable regions, naming 2 goals normally requires &#039;&#039;&#039;4&#039;&#039;&#039; qualifying captures, including both goals.&lt;br /&gt;
* Naming only your own rightful capital can make recovering and holding that capital sufficient for victory.&lt;br /&gt;
&lt;br /&gt;
=== Which captures count? ===&lt;br /&gt;
* Your country must make a qualifying capture during this declared war and &#039;&#039;&#039;still control the region&#039;&#039;&#039; when victory is checked. Losing it removes it from your held progress.&lt;br /&gt;
* A region counts once, even if it changes hands repeatedly.&lt;br /&gt;
* Capturing the opponent&#039;s land can count. Recovering your own land from that opponent can also count.&lt;br /&gt;
* A third country&#039;s captures do not contribute to your country&#039;s progress. Capturing unrelated third-country land does not automatically count against this opponent.&lt;br /&gt;
&lt;br /&gt;
There is also a limited &#039;&#039;&#039;wipe&#039;&#039;&#039; route: a side eligible for offensive victory can complete the count requirement if it holds all contestable land the opponent still owns, with at least one qualifying retained conquest. &#039;&#039;&#039;All named goals remain mandatory.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temporary occupation and permanent conquest have different effects:&#039;&#039;&#039;&lt;br /&gt;
* If several countries temporarily occupy all the opponent&#039;s regions between them, the opponent still owns that land. Having no regions left under its direct control does &#039;&#039;&#039;not, by itself, end every declaration&#039;&#039;&#039;.&lt;br /&gt;
* If a third country wins its own declaration and &#039;&#039;&#039;permanently receives&#039;&#039;&#039; a region, the opponent no longer owns that region. Your side can then win by holding all the opponent&#039;s remaining contestable land, even below your original conquest quota, provided you hold all your own named goals. Wars can therefore finish &#039;&#039;&#039;one after another&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Selecting goals on occupied land:&#039;&#039;&#039; You may name a region that a third country temporarily occupies, provided the country you are declaring war on still owns it. You do not need a separate war against the occupier to contest your common enemy&#039;s territory, although normal invasion requirements still apply. The target cannot offer land it only temporarily occupies from another owner. Regions your own country already controls are not eligible as new goals. The same ownership rule applies to purchased defender objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example: competing for a common enemy&#039;s regions.&#039;&#039;&#039; Country A temporarily occupies five of Country B&#039;s six regions. Country C may declare war on B and name two of those occupied regions as goals, because they still belong to B. Country C must capture and hold both goals itself; A&#039;s captures do not complete C&#039;s objectives. If A and C temporarily occupy all six regions between them, each declaration still resolves under its own victory conditions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example: six owned regions, five temporarily occupied.&#039;&#039;&#039;&lt;br /&gt;
Country B owns six contestable regions. Country A temporarily occupies five of them, while B directly controls the last one. If Country C declares war on B now, &#039;&#039;&#039;B still owns all six&#039;&#039;&#039;. Country C therefore needs &#039;&#039;&#039;3 qualifying captures for 1 ordinary goal&#039;&#039;&#039;, or &#039;&#039;&#039;6 qualifying captures for 2 goals&#039;&#039;&#039;, including every named goal.&lt;br /&gt;
&lt;br /&gt;
Capturing B&#039;s last directly controlled region gives C only one capture. To meet its requirement, C must also take B-owned regions from A and hold them, including C&#039;s goals. C does not need a separate declaration against A to contest B&#039;s land; normal invasion requirements still apply. A and C temporarily occupying all six regions between them does not automatically win either declaration.&lt;br /&gt;
&lt;br /&gt;
Only a &#039;&#039;&#039;permanent award&#039;&#039;&#039; changes who owns a region. A third country&#039;s temporary occupation cannot reduce B&#039;s owned-region baseline for a new declaration.&lt;br /&gt;
&lt;br /&gt;
== Defending and buying offensive goals ==&lt;br /&gt;
[[File:Eclesiar-war-objectives-2026.png|thumb|right|360px|Plan around your capital, objective regions and the remaining war window. Concept artwork, not a gameplay screenshot.|alt=Blue themed strategic map with a fortified capital, a shield and gold objective markers.]]&lt;br /&gt;
&lt;br /&gt;
The defender can fight, recapture regions and prevent the attacker from completing its objective. &#039;&#039;&#039;Without purchased offensive goals, the defender cannot end the declaration early through conquests, recaptures or a wipe.&#039;&#039;&#039; It succeeds defensively by lasting until the deadline; expiry awards no permanent victory prizes.&lt;br /&gt;
&lt;br /&gt;
To pursue an early offensive victory, the defender can propose &#039;&#039;&#039;Add War Objective&#039;&#039;&#039; in Congress, once per declaration:&lt;br /&gt;
* Select &#039;&#039;&#039;1 or 2&#039;&#039;&#039; eligible regions of the attacking country.&lt;br /&gt;
* The objective uses the &#039;&#039;&#039;existing declaration deadline&#039;&#039;&#039;. It does not restart or extend the war.&lt;br /&gt;
* There must be enough time remaining for a complete battle. An objective cannot be bought against a declarer that owned no contestable regions when the declaration was enacted.&lt;br /&gt;
* Its cost uses the same population formula and the declaration&#039;s &#039;&#039;&#039;original duration&#039;&#039;&#039;, rather than only the remaining days, with applicable ideology adjustments or exemptions.&lt;br /&gt;
* Once enacted, the defender must satisfy its own conquest requirement and hold its named goals within the remaining window.&lt;br /&gt;
&lt;br /&gt;
The attacker and defender can therefore have different goals and different requirements. Check your own side&#039;s progress.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Occupation, taxes and buildings ==&lt;br /&gt;
A battle victory can create a &#039;&#039;&#039;temporary occupation&#039;&#039;&#039;. The occupier controls the region during the war, while permanent ownership and war settlement remain separate questions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Work tax:&#039;&#039;&#039; the default occupied-region split is &#039;&#039;&#039;80% to the occupier and 20% to the recorded owner before occupation&#039;&#039;&#039;. The server can configure this split.&lt;br /&gt;
* &#039;&#039;&#039;Temporary occupation:&#039;&#039;&#039; occupying a region does not itself reduce its regional building levels.&lt;br /&gt;
* &#039;&#039;&#039;Permanent ruler change:&#039;&#039;&#039; when a conquest becomes permanent, each regional building above level 0 loses &#039;&#039;&#039;one level&#039;&#039;&#039;, once for that transition. A battle recapture that ends an occupation can also be a permanent transition.&lt;br /&gt;
* &#039;&#039;&#039;Release at settlement:&#039;&#039;&#039; returning a temporary occupation causes no additional building damage. Construction orders belonging to a displaced ruler can be cancelled when control is settled.&lt;br /&gt;
&lt;br /&gt;
== How a declaration ends ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Ending !! Territory and protection&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Objective victory&#039;&#039;&#039; || The winner receives its declared goal regions as permanent prizes. Other provisional occupations governed by that war are released. A seven-day NAP follows.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Deadline expires&#039;&#039;&#039; || No victory prizes are awarded. Occupations governed by the ending war are released and a seven-day NAP follows. Holding out does not award the defender permanent territory.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Agreed peace&#039;&#039;&#039; || Congress can pursue peace terms. An armistice requires both congresses, releases occupations and signs a seven-day NAP. Territorial concessions depend on the accepted terms.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;A mandatory goal is permanently awarded in another war&#039;&#039;&#039; || The affected declaration is voided without prizes or a new NAP. Goals are not silently waived.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If another active declaration still governs an occupation, its release can wait for that conflict to end. Ongoing battles can also delay final territorial settlement. Use the declaration&#039;s actual status and remaining time rather than assuming every region will change at the exact deadline second.&lt;br /&gt;
&lt;br /&gt;
=== If a third country takes a goal ===&lt;br /&gt;
A third country &#039;&#039;&#039;temporarily occupying&#039;&#039;&#039; your goal does not remove that goal from your declaration. Opponent-owned land can remain attackable under the war against its owner, with the current occupier defending the battle.&lt;br /&gt;
&lt;br /&gt;
If another war instead &#039;&#039;&#039;permanently awards&#039;&#039;&#039; a mandatory goal, the affected declaration is voided as described above. Temporary control and permanent ownership have different consequences.&lt;br /&gt;
&lt;br /&gt;
== Planning checklist ==&lt;br /&gt;
* Choose goals you can reach, capture and hold before the deadline.&lt;br /&gt;
* Budget for the declaration and the campaign; declaring war does not pay the costs of every battle.&lt;br /&gt;
* Check first-battle initiative and whether a complete battle still fits before the deadline.&lt;br /&gt;
* Watch both the conquest count and the mandatory goal regions.&lt;br /&gt;
* If defending, decide whether to hold out or purchase an offensive objective while enough time remains.&lt;br /&gt;
* Remember: winning with no goals grants no permanent territory, and ordinary extra captures are released at settlement.&lt;br /&gt;
&lt;br /&gt;
== Interface reference ==&lt;br /&gt;
[[File:Declaration of war 26-9.png|thumb|center|600px|Earlier declaration interface. Current controls, prices and availability may differ.|alt=An earlier Eclesiar Declare War proposal form.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-top:1px solid #d5e1eb; color:#52677b; padding-top:10px; margin-top:20px; font-size:90%;&amp;quot;&amp;gt;&lt;br /&gt;
Rules reviewed against the game backend on &#039;&#039;&#039;12 October 2026&#039;&#039;&#039;. Server settings and deployed updates can affect availability, prices and voting speed; always check the current in-game proposal and declaration readout.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cicero</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=Invasion_Initiative&amp;diff=590</id>
		<title>Invasion Initiative</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=Invasion_Initiative&amp;diff=590"/>
		<updated>2026-10-25T21:40:53Z</updated>

		<summary type="html">&lt;p&gt;Cicero: Create Invasion Initiative guide with battle-pair rules, occupied-region examples, parallel invasions and matching banner.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1100px; margin:0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Eclesiar-invasion-initiative-hero-2026.png|center|frameless|1100px|alt=Invasion Initiative: a strategy table with campaign markers and an hourglass in Eclesiar&#039;s navy, ivory and brass style.]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&#039;&#039;Concept artwork illustrating campaign planning; not a gameplay screenshot.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative rules determine which country may start the next ordinary invasion against a particular opponent.&#039;&#039;&#039; They concern starting a regional battle, not choosing a side or dealing damage in a battle already running.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The key rule: initiative follows the two countries named as attacker and defender in the battle.&#039;&#039;&#039; If your country attacks a Greek-owned region occupied by Croatia, the battle is between your country and Croatia. Its initiative consequences concern Croatia, even though a qualifying capture can advance your declaration against Greece.&lt;br /&gt;
&lt;br /&gt;
Initiative is not a global resource shared across all your wars. It also does not replace the declaration, diplomatic, treasury or deadline requirements for an invasion. For the broader campaign rules, see [[War Declarations]].&lt;br /&gt;
&lt;br /&gt;
== At a glance ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Situation !! What it means&lt;br /&gt;
|-&lt;br /&gt;
| A declaration has just been enacted || If opening initiative is enabled, the declarer has first-battle priority for up to 24 hours.&lt;br /&gt;
|-&lt;br /&gt;
| An ordinary battle is already running between two countries || Neither can open another ordinary invasion against the other while that battle is active.&lt;br /&gt;
|-&lt;br /&gt;
| Your country loses an ordinary battle || It cannot launch another invasion against that opponent for nine configured round lengths after the completed battle&#039;s final round.&lt;br /&gt;
|-&lt;br /&gt;
| Your country decisively wins || The opponent receives the loss restriction. Your country may launch another eligible invasion, subject to all other checks.&lt;br /&gt;
|-&lt;br /&gt;
| You attack another country || That is a different country pair, with its own battle and loss restrictions.&lt;br /&gt;
|-&lt;br /&gt;
| You fight on land occupied by a third country || The current occupier defends the battle. The legal owner&#039;s identity remains important for declaration progress and occupation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== First-battle priority ==&lt;br /&gt;
When opening initiative is enabled, the country that declared war has priority to start the first ordinary battle for up to &#039;&#039;&#039;24 hours after the declaration is enacted&#039;&#039;&#039;. This does not prevent the other country or its supporters from defending that battle.&lt;br /&gt;
&lt;br /&gt;
The opening restriction ends when the first ordinary battle between those two countries starts, or when the 24-hour period expires. Starting the first battle does not permit a second simultaneous battle between the same pair: the active-battle restriction still applies. After it finishes, the result and any applicable loss delay determine who can launch next.&lt;br /&gt;
&lt;br /&gt;
This opening priority belongs to that country pair. A declaration against Greece does not create one shared 24-hour freeze covering every other country occupying Greek land. An invasion against a third-country occupier is checked against that occupier&#039;s pair with the invading country.&lt;br /&gt;
&lt;br /&gt;
== Initiative after a battle ==&lt;br /&gt;
After a decisive ordinary battle, the losing country must wait before launching another invasion against the winner. This applies whether the losing country was the attacker or the defender.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loss delay = 9 × the configured round duration.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For example, &#039;&#039;&#039;if rounds are configured to last 150 minutes&#039;&#039;&#039;, the delay is 1,350 minutes: &#039;&#039;&#039;22 hours and 30 minutes&#039;&#039;&#039; after the completed battle&#039;s final round. This is separate from the opening 24-hour priority; do not assume the two timers are identical.&lt;br /&gt;
&lt;br /&gt;
During that delay, the winner may launch another eligible invasion against the loser. The loser can still defend, fight in existing battles and launch eligible invasions against other countries. When the delay expires, either country may launch the next eligible invasion; there is no permanent initiative token and no automatic territorial change.&lt;br /&gt;
&lt;br /&gt;
The restriction is against the &#039;&#039;&#039;country&#039;&#039;&#039;, not just the region where the loss happened. Losing to Croatia on one region can therefore prevent a new invasion of another region currently held by Croatia.&lt;br /&gt;
&lt;br /&gt;
=== Exceptions and details ===&lt;br /&gt;
* &#039;&#039;&#039;Individual participation is not national initiative.&#039;&#039;&#039; Fighting as a player in another country&#039;s battle does not give your nationality initiative against the opposing country. The named attacking and defending countries determine the pair.&lt;br /&gt;
* &#039;&#039;&#039;Revolutions do not grant ordinary war initiative.&#039;&#039;&#039; Revolution battles are excluded from these opening-priority battle checks and loss-delay checks.&lt;br /&gt;
* &#039;&#039;&#039;Equal round-win totals block both countries.&#039;&#039;&#039; If the completed battle has the same number of won rounds on each side, both countries receive the launch restriction, even though the battle is awarded to the defender.&lt;br /&gt;
* &#039;&#039;&#039;A later win does not erase an earlier unexpired loss.&#039;&#039;&#039; Any qualifying recent loss against that opponent can still block a new invasion.&lt;br /&gt;
* &#039;&#039;&#039;Ordinary invasions run through all nine rounds.&#039;&#039;&#039; Taking an unbeatable lead does not end an ordinary invasion early.&lt;br /&gt;
&lt;br /&gt;
== Legal owner and current occupier ==&lt;br /&gt;
Temporary occupation separates ownership from control. A region can still belong to Greece while Croatia controls it on the map. Here, &amp;quot;owner&amp;quot; means the country&#039;s legal ownership before the temporary occupation, not necessarily the region&#039;s original geographic country.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Question !! Which country matters?&lt;br /&gt;
|-&lt;br /&gt;
| Who defends an invasion of the region? || Its current holder: Croatia in this example.&lt;br /&gt;
|-&lt;br /&gt;
| Against whom are active-battle limits and loss delays checked? || The current holder: your country versus Croatia.&lt;br /&gt;
|-&lt;br /&gt;
| Can taking this Greek-owned region advance my war against Greece? || Yes, if your country makes a qualifying capture during its active declaration against Greece and still holds it when victory is checked.&lt;br /&gt;
|-&lt;br /&gt;
| Do I need to declare war on Croatia just to contest this Greek-owned region? || A valid war against Greece can authorize the attack. You must still pass the other invasion checks, including any alliance or NAP with Croatia.&lt;br /&gt;
|-&lt;br /&gt;
| Does winning give me permission to attack Croatia&#039;s own land? || No. That land needs its own applicable war authorization.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you have an active declaration against the holder, that declaration governs the battle-launch deadline check. Otherwise, an applicable declaration against the owner can supply it. A complete nine-round battle must fit before the governing deadline.&lt;br /&gt;
&lt;br /&gt;
You must still have a valid active war against the legal owner to retain someone else&#039;s temporarily occupied land. Winning a battle against an occupier alone does not let you keep the owner&#039;s region: without that owner war, the region returns to its owner. Permanent annexations are a different situation.&lt;br /&gt;
&lt;br /&gt;
== Common questions ==&lt;br /&gt;
=== Will fighting Croatia over Greek land give or cost me initiative against Croatia? ===&lt;br /&gt;
&#039;&#039;&#039;Yes, if your country and Croatia are the battle&#039;s named opponents.&#039;&#039;&#039; The fact that both countries are at war with Greece does not change who fought that battle.&lt;br /&gt;
&lt;br /&gt;
* If your country decisively wins, Croatia receives the loss delay against your country.&lt;br /&gt;
* If your country loses, your country receives the loss delay against Croatia.&lt;br /&gt;
* That result does not transfer initiative to, or remove initiative against, Greece.&lt;br /&gt;
&lt;br /&gt;
If you and Croatia merely fight Greece in separate battles, those are separate pairs: your country–Greece and Croatia–Greece. If you personally fight in Croatia&#039;s battle against Greece, that does not create a battle between your country and Croatia.&lt;br /&gt;
&lt;br /&gt;
=== Can I fight North Macedonia for one Greek region while also fighting Greece for another? ===&lt;br /&gt;
&#039;&#039;&#039;Yes, provided both invasions independently meet the requirements.&#039;&#039;&#039; The first battle is your country versus North Macedonia, because North Macedonia holds that region. The second is your country versus Greece. They are different pairs and can run at the same time.&lt;br /&gt;
&lt;br /&gt;
You cannot open two ordinary invasions at once against North Macedonia simply because the two target regions legally belong to different countries. The current holder is the same in both.&lt;br /&gt;
&lt;br /&gt;
=== Can I occupy two Greek regions at the same time? ===&lt;br /&gt;
&#039;&#039;&#039;Yes.&#039;&#039;&#039; The limit concerns simultaneous battles against the same opponent; it is not a limit of one occupied region per owner. You can capture regions in parallel from different holders, or capture several regions from the same holder through successive battles, and hold them together while the relevant war remains active.&lt;br /&gt;
&lt;br /&gt;
Those captures must still qualify for your declaration, and your country must retain them for them to contribute to held progress. Another country&#039;s occupation does not count as your capture.&lt;br /&gt;
&lt;br /&gt;
=== If six Greek regions are held by six different countries, can one occupier take the other five in parallel? ===&lt;br /&gt;
&#039;&#039;&#039;Potentially, yes.&#039;&#039;&#039; If your country holds one region and five different countries hold the other five, those five invasions use five different country pairs. Initiative does not impose one shared battle limit across all six Greek-owned regions.&lt;br /&gt;
&lt;br /&gt;
Every target still needs to be available. An active battle, a loss delay against that particular holder, a protected diplomatic relationship, insufficient funds, a recovery reservation or an approaching declaration deadline can block a launch.&lt;br /&gt;
&lt;br /&gt;
=== Does that mean Greece can be conquered in two days? ===&lt;br /&gt;
&#039;&#039;&#039;A fast declaration victory can be possible; permanently taking all six regions through one declaration is not.&#039;&#039;&#039; Separate the time needed for battles, the conditions for victory and the permanent prizes.&lt;br /&gt;
&lt;br /&gt;
For example, suppose Greece owned six contestable regions when your declaration was enacted, your country chose two valid goals, and its conquest requirement is six:&lt;br /&gt;
&lt;br /&gt;
# Your country makes its first qualifying capture during that declaration.&lt;br /&gt;
# Five different countries hold Greece&#039;s other five regions. Your country can immediately launch five eligible invasions, one against each holder.&lt;br /&gt;
# Your country wins all five, retains all six qualifying captures and holds both named goals when victory is checked.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If rounds last 150 minutes&#039;&#039;&#039;, an ordinary nine-round battle lasts &#039;&#039;&#039;22 hours and 30 minutes&#039;&#039;&#039;. One initial battle followed by five parallel battles is therefore approximately &#039;&#039;&#039;45 hours of battle time from the first invasion&#039;s start&#039;&#039;&#039;. If your first qualifying capture is already held, the five remaining parallel battles need one battle length, not another two days.&lt;br /&gt;
&lt;br /&gt;
This is an illustration, not a guaranteed schedule. It assumes successful battles, immediate eligible launches, an active declaration with enough time remaining and no loss of the required territory. Voting and other delays are additional. A region occupied before your declaration does not automatically become a qualifying capture for it.&lt;br /&gt;
&lt;br /&gt;
At victory, &#039;&#039;&#039;only the two named goal regions become permanent prizes&#039;&#039;&#039;. The other temporary occupations are handled by the settlement rules in [[War Declarations]]. Having six Greek regions temporarily occupied does not itself mean that all six have been permanently annexed.&lt;br /&gt;
&lt;br /&gt;
== Before launching an invasion ==&lt;br /&gt;
Initiative is only one check. You also need:&lt;br /&gt;
&lt;br /&gt;
* An authorized government official: the President, Vice President or Minister of Defense.&lt;br /&gt;
* An applicable active war declaration and a valid, contestable target that your country does not already control.&lt;br /&gt;
* No alliance or NAP protecting the current holder from your attack.&lt;br /&gt;
* No conflicting active battle on that region or between the same pair of countries, and no recovery reservation blocking an ordinary launch.&lt;br /&gt;
* Enough country treasury Gold for the invasion.&lt;br /&gt;
* Enough time for all nine rounds before the governing declaration&#039;s deadline.&lt;br /&gt;
* Invasions to be enabled by the server.&lt;br /&gt;
&lt;br /&gt;
Check the current in-game availability and timers. Server settings determine round duration and whether opening initiative is enabled.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[War Declarations]] — declarations, goals, qualifying captures, occupation and settlement.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-top:1px solid #d5e1eb; color:#52677b; padding-top:10px; margin-top:20px; font-size:90%;&amp;quot;&amp;gt;&lt;br /&gt;
Rules reviewed against the game backend on &#039;&#039;&#039;25 October 2026&#039;&#039;&#039;. Numerical timing examples assume 150-minute rounds; check the current in-game timers and invasion availability.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cicero</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=File:Eclesiar-invasion-initiative-hero-2026.png&amp;diff=589</id>
		<title>File:Eclesiar-invasion-initiative-hero-2026.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=File:Eclesiar-invasion-initiative-hero-2026.png&amp;diff=589"/>
		<updated>2026-10-25T21:21:35Z</updated>

		<summary type="html">&lt;p&gt;Cicero: Original AI-generated Eclesiar wiki hero for Invasion Initiative, created on 25 October 2026. Navy, ivory and brass campaign-planning scene with strategy markers and an hourglass. Concept artwork, not a gameplay screenshot or rules diagram.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Original AI-generated Eclesiar wiki hero for [[Invasion Initiative]], created on 25 October 2026. Navy, ivory and brass campaign-planning scene with strategy markers and an hourglass. Concept artwork, not a gameplay screenshot or rules diagram.&lt;/div&gt;</summary>
		<author><name>Cicero</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=Pollution&amp;diff=587</id>
		<title>Pollution</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=Pollution&amp;diff=587"/>
		<updated>2026-10-12T17:40:50Z</updated>

		<summary type="html">&lt;p&gt;Cicero: Redesign Pollution with illustrated blue-and-gold guide, clearer formulas and examples; correct capacity, NPC consumption and production rules from current backend.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;eclesiar-wiki-guide&amp;quot; style=&amp;quot;max-width:1100px; margin:0 auto; color:#24384c; line-height:1.65;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;eclesiar-guide-art&amp;quot; style=&amp;quot;background:#102b43; border-bottom:4px solid #b99451; overflow:hidden; line-height:0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Eclesiar-pollution-hero-2026.png|frameless|1100px|link=|alt=Eclesiar Pollution. A blue-and-gold industrial city with light atmospheric haze and a regional planning desk.]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:18px; margin:20px 0 16px;&amp;quot;&amp;gt;&#039;&#039;&#039;Pollution&#039;&#039;&#039; reduces production efficiency in a region. It compares the recent output of the [[Companies|companies]] located there with the region&#039;s pollution capacity. Product type, quality, worldwide activity and regional infrastructure all affect that balance.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex; flex-wrap:wrap; gap:14px; margin-bottom:20px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1 1 240px; padding:15px 18px; box-sizing:border-box; background:#edf5fc; border:1px solid #d3e1ee; border-left:4px solid #327db6; border-radius:5px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family:Georgia,serif; font-size:21px; color:#173a57;&amp;quot;&amp;gt;Recent production&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;Employee, NPC and manager output all contribute to the region&#039;s production points.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1 1 240px; padding:15px 18px; box-sizing:border-box; background:#edf5fc; border:1px solid #d3e1ee; border-left:4px solid #327db6; border-radius:5px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family:Georgia,serif; font-size:21px; color:#173a57;&amp;quot;&amp;gt;100% maximum&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;The pollution percentage stops at &#039;&#039;&#039;100%&#039;&#039;&#039;. Reaching capacity does not stop production.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1 1 240px; padding:15px 18px; box-sizing:border-box; background:#f7f5ee; border:1px solid #e3dccb; border-left:4px solid #b99451; border-radius:5px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family:Georgia,serif; font-size:21px; color:#173a57;&amp;quot;&amp;gt;Industrial Zone&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;Each level adds &#039;&#039;&#039;10% of base capacity&#039;&#039;&#039; to its region, up to &#039;&#039;&#039;+50%&#039;&#039;&#039; at level 5.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex; flex-wrap:wrap; gap:8px 20px; padding:12px 18px; margin-bottom:24px; border:1px solid #d6e3ef; background:#f5f8fb; border-radius:5px; font-size:14px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#How_pollution_affects_production|Production effect]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Production_points|Points by product]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Regional_capacity|Regional capacity]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Worked_examples|Worked examples]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Managing_pollution|Managing pollution]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Common_questions|Common questions]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How pollution affects production ==&lt;br /&gt;
&lt;br /&gt;
Use the map&#039;s &#039;&#039;&#039;Economic&#039;&#039;&#039; view to compare pollution across regions. Open a region&#039;s details to see its &#039;&#039;&#039;Pollution&#039;&#039;&#039; percentage.&lt;br /&gt;
&lt;br /&gt;
For a normal &#039;&#039;&#039;employee shift&#039;&#039;&#039;, the pollution step uses:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Production after pollution = production before pollution × (1 − 0.9 × p)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here, &#039;&#039;&#039;p&#039;&#039;&#039; is the region&#039;s pollution percentage divided by 100. For example, &#039;&#039;&#039;30% pollution means p = 0.30&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; margin:12px 0;&amp;quot;&lt;br /&gt;
! Regional pollution !! Output retained at this step !! From a base of 100 units&lt;br /&gt;
|-&lt;br /&gt;
| 0% || 100% || 100&lt;br /&gt;
|-&lt;br /&gt;
| 10% || 91% || 91&lt;br /&gt;
|-&lt;br /&gt;
| 30% || 73% || 73&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 55% || 55&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 10% || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These figures isolate the &#039;&#039;&#039;pollution step&#039;&#039;&#039;. Other production bonuses, penalties and rounding still affect the final result. A region at 30% pollution therefore does not simply remove 30% of employee output.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Work as Manager is calculated separately.&#039;&#039;&#039; Personally owned companies apply 20% less pollution in their WAM calculation; country and holding WAM use the full regional percentage. Ownership and the other production modifiers matter when comparing final output. See [[Companies#Work_as_Manager|Work as Manager]].&lt;br /&gt;
&lt;br /&gt;
== Production points ==&lt;br /&gt;
&lt;br /&gt;
The game adds up the actual goods produced by companies &#039;&#039;&#039;currently located in the region&#039;&#039;&#039;. This includes output from &#039;&#039;&#039;player employees, NPC employees and Work as Manager&#039;&#039;&#039;. Each product is converted into pollution points using its type and quality.&lt;br /&gt;
&lt;br /&gt;
The history window begins at &#039;&#039;&#039;midnight seven days before today&#039;&#039;&#039;, in server time, and includes production since then, including today&#039;s output. It is a calendar-based window rather than an exact rolling 168 hours.&lt;br /&gt;
&lt;br /&gt;
=== Points per unit ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x:auto;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; margin:12px 0;&amp;quot;&lt;br /&gt;
! Product !! Q1 !! Q2 !! Q3 !! Q4 !! Q5&lt;br /&gt;
|-&lt;br /&gt;
| Raw materials: Grain, Iron, Titanium and Fuel || colspan=&amp;quot;5&amp;quot; | &#039;&#039;&#039;1 point per unit&#039;&#039;&#039;, regardless of company quality&lt;br /&gt;
|-&lt;br /&gt;
| Ground weapons || 1.2 || 1.848 || 2.928 || 4.44 || 6.384&lt;br /&gt;
|-&lt;br /&gt;
| Food || 4 || 6.16 || 9.76 || 14.8 || 21.28&lt;br /&gt;
|-&lt;br /&gt;
| Aircraft weapons || 2.67 || 4.1118 || 6.5148 || 9.879 || 14.2044&lt;br /&gt;
|-&lt;br /&gt;
| Airplane tickets || 6 || 9.24 || 14.64 || 22.2 || 31.92&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For finished goods, the quality multiplier is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Points per unit = Q1 points × [1 + 0.18 × (Q² − 1)]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; 100 Q5 ground weapons contribute 100 × 6.384 = &#039;&#039;&#039;638.4 points&#039;&#039;&#039; before rounding. The game groups production by item and rounds each item&#039;s point total to a whole number before adding the regional total.&lt;br /&gt;
&lt;br /&gt;
Raw-material production and factory production both count. Producing Iron and later using it to make weapons creates production entries at &#039;&#039;&#039;both stages&#039;&#039;&#039; of that chain.&lt;br /&gt;
&lt;br /&gt;
== Regional capacity ==&lt;br /&gt;
&lt;br /&gt;
Capacity is the reference amount used to turn production points into a pollution percentage. It is &#039;&#039;&#039;not a hard production limit&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Regional pollution = min(100%, 100 × regional production points / regional capacity)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regions share a worldwide base capacity. The game calculates it from a player allowance, recent NPC market consumption and the server&#039;s configured pollution-capacity multiplier. The region&#039;s &#039;&#039;&#039;Industrial Zone&#039;&#039;&#039; then increases its own capacity.&lt;br /&gt;
&lt;br /&gt;
=== Player allowance ===&lt;br /&gt;
&lt;br /&gt;
Each counted player contributes a theoretical allowance of &#039;&#039;&#039;20,609.05 points per week&#039;&#039;&#039;. This is a fixed balancing allowance, not a measurement of what that player actually bought, consumed or produced.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; margin:12px 0;&amp;quot;&lt;br /&gt;
! Daily allowance component !! Quantity !! Pollution points&lt;br /&gt;
|-&lt;br /&gt;
| Raw materials || 200 of each of the four resources || 800&lt;br /&gt;
|-&lt;br /&gt;
| Q4 food || 20 || 296&lt;br /&gt;
|-&lt;br /&gt;
| Q4 aircraft weapons || 50 || 493.95&lt;br /&gt;
|-&lt;br /&gt;
| Q4 ground weapons || 180 || 799.2&lt;br /&gt;
|-&lt;br /&gt;
| Q4 airplane tickets || 25 || 555&lt;br /&gt;
|-&lt;br /&gt;
! Total per day !! !! 2,944.15&lt;br /&gt;
|-&lt;br /&gt;
! Total for seven days !! !! 20,609.05&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To count, an account must pass the game&#039;s active-account checks, normally be &#039;&#039;&#039;level 7 or above&#039;&#039;&#039;, and have at least &#039;&#039;&#039;two combined employee-work or manager-work history entries&#039;&#039;&#039; during the &#039;&#039;&#039;previous eight completed calendar days&#039;&#039;&#039;. Today&#039;s work is excluded from this population check. The level requirement is waived during the server&#039;s first release week.&lt;br /&gt;
&lt;br /&gt;
=== NPC market consumption ===&lt;br /&gt;
&lt;br /&gt;
Recorded &#039;&#039;&#039;NPC market purchases&#039;&#039;&#039; from the recent seven-day window add capacity using the same item weights as the table above. They increase the &#039;&#039;&#039;worldwide allowance&#039;&#039;&#039;, which is shared across eligible regions.&lt;br /&gt;
&lt;br /&gt;
For example, a recorded purchase of 100 Q1 ground weapons contributes &#039;&#039;&#039;120 points to worldwide capacity before division and multipliers&#039;&#039;&#039;. It does not directly subtract 120 points from the selling region&#039;s production history. Ordinary player purchases do not receive this NPC capacity treatment.&lt;br /&gt;
&lt;br /&gt;
=== Sharing capacity across regions ===&lt;br /&gt;
&lt;br /&gt;
The calculation uses:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;A&#039;&#039;&#039;: the number of qualifying active players.&lt;br /&gt;
* &#039;&#039;&#039;R&#039;&#039;&#039;: the number of regions associated with countries that are available in the game. This uses each region&#039;s original country, rather than its current ruler.&lt;br /&gt;
* &#039;&#039;&#039;N&#039;&#039;&#039;: weighted points from the recorded NPC purchases in the recent window.&lt;br /&gt;
* &#039;&#039;&#039;M&#039;&#039;&#039;: the server&#039;s configured pollution-capacity multiplier.&lt;br /&gt;
* &#039;&#039;&#039;L&#039;&#039;&#039;: the region&#039;s Industrial Zone level, from 0 to 5.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Base regional capacity ≈ [(20,609.05 × max(A, R) + N) / R] × M&lt;br /&gt;
Regional capacity = base regional capacity × (1 + 0.10 × L)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game rounds the shared per-region amount and the globally multiplied amount to whole points. The &#039;&#039;&#039;max(A, R)&#039;&#039;&#039; rule means the player allowance uses at least one counted player per eligible region, even when fewer players qualify.&lt;br /&gt;
&lt;br /&gt;
The live multiplier and NPC purchases can change capacity substantially. Use the region&#039;s current figures when planning; a player-count example alone is not a live capacity quote.&lt;br /&gt;
&lt;br /&gt;
== Worked examples ==&lt;br /&gt;
&lt;br /&gt;
=== Turning production into a percentage ===&lt;br /&gt;
&lt;br /&gt;
Suppose one company produces &#039;&#039;&#039;100 Q1 ground weapons per day&#039;&#039;&#039; for seven days, all within the current history window:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;700 weapons × 1.2 points = 840 production points&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the region has a chosen example capacity of &#039;&#039;&#039;10,000 points&#039;&#039;&#039;, and no other production, pollution is &#039;&#039;&#039;8.4%&#039;&#039;&#039;. A normal employee&#039;s pollution factor is then:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;1 − 0.9 × 0.084 = 0.9244 → 92.44% retained at the pollution step&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additional companies and NPC or manager shifts add their own points to the same regional total.&lt;br /&gt;
&lt;br /&gt;
=== How an Industrial Zone changes the percentage ===&lt;br /&gt;
&lt;br /&gt;
Suppose a region has &#039;&#039;&#039;6,000 production points&#039;&#039;&#039; and a &#039;&#039;&#039;10,000-point base capacity&#039;&#039;&#039;. Keeping those production points fixed:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; margin:12px 0;&amp;quot;&lt;br /&gt;
! Industrial Zone level !! Capacity multiplier !! Regional capacity !! Pollution&lt;br /&gt;
|-&lt;br /&gt;
| None || ×1.00 || 10,000 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| 1 || ×1.10 || 11,000 || 54.55%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || ×1.20 || 12,000 || 50%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || ×1.30 || 13,000 || 46.15%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || ×1.40 || 14,000 || 42.86%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || ×1.50 || 15,000 || 40%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The increase is &#039;&#039;&#039;additive against base capacity&#039;&#039;&#039;: level 5 means ×1.50, not 1.10 raised to the fifth power. It does not remove a fixed number of pollution percentage points.&lt;br /&gt;
&lt;br /&gt;
== Managing pollution ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex; flex-wrap:wrap; gap:22px; align-items:center; margin:16px 0;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;eclesiar-guide-art&amp;quot; style=&amp;quot;flex:1 1 340px; min-width:0; overflow:hidden; border-radius:5px; line-height:0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Eclesiar-pollution-industry-2026.png|frameless|540px|link=|alt=An orderly blue-and-gold industrial district with tree-lined corridors and waterfront infrastructure. Concept artwork.]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1 1 400px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Plan capacity alongside output.&#039;&#039;&#039; An Industrial Zone increases the region&#039;s pollution capacity by &#039;&#039;&#039;10% per level&#039;&#039;&#039;. It also has a separate finished-goods production bonus, so its effects should be assessed together. See [[Region Buildings]].&lt;br /&gt;
&lt;br /&gt;
Distributing companies across regions can spread their production points. Compare the destination&#039;s existing production, capacity, resources and buildings before moving.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#f7f5ee; border-left:4px solid #b99451; padding:14px 18px; margin:18px 0;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Relocation carries recent production with the company.&#039;&#039;&#039; Pollution history is assigned through the company&#039;s current region. Moving a company therefore moves its qualifying recent production into the destination&#039;s calculation; it does not erase that history. Relocation also has its own costs, restrictions and temporary output penalty. See [[Companies#Relocation_and_trading|Company relocation]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Practical checks before expanding:&lt;br /&gt;
&lt;br /&gt;
* Compare &#039;&#039;&#039;pollution-adjusted output&#039;&#039;&#039; and operating costs, rather than the pollution percentage alone.&lt;br /&gt;
* Include both raw-material and finished-goods production in your plan.&lt;br /&gt;
* Allow for production by &#039;&#039;&#039;other owners and NPCs&#039;&#039;&#039; in the same region.&lt;br /&gt;
* Consider an Industrial Zone upgrade or a less concentrated regional production mix.&lt;br /&gt;
* Remember that older production leaves the history window over time; reducing new output changes the balance gradually.&lt;br /&gt;
&lt;br /&gt;
== Common questions ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Does 100% pollution prevent work?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
No. The percentage is capped at 100%, and a normal employee retains 10% of the amount entering the pollution step. Other work requirements and production modifiers still apply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Does buying or consuming items as a player clean a region?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
No. The capacity addition described here comes from recorded NPC market purchases. Player purchases do not delete regional production history.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Will moving a company reset its pollution?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
No. Its qualifying recent production is counted in its current region.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why did the displayed figure not change immediately?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Pollution and population figures refresh periodically. A new shift, market purchase or newly qualifying player may not immediately change every displayed figure.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-top:1px solid #d6e3ef; padding-top:16px; margin-top:28px; font-size:13px; color:#576e82;&amp;quot;&amp;gt;&lt;br /&gt;
Rules reviewed against the game backend on &#039;&#039;&#039;12 October 2026&#039;&#039;&#039;. Numerical examples use the stated hypothetical capacities. Artwork is decorative concept illustration, rather than a gameplay screenshot. Related guides: [[Companies]] · [[Work]] · [[Region Buildings]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cicero</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=File:Eclesiar-pollution-industry-2026.png&amp;diff=586</id>
		<title>File:Eclesiar-pollution-industry-2026.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=File:Eclesiar-pollution-industry-2026.png&amp;diff=586"/>
		<updated>2026-10-12T17:40:02Z</updated>

		<summary type="html">&lt;p&gt;Cicero: Original AI-assisted Eclesiar Pollution guide illustration: an orderly Industrial Zone campus in navy blue, ivory and brass. Decorative concept artwork, not a gameplay screenshot. Trees and waterfront are scenery and do not represent separate game pollution mechanics.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Original AI-assisted Eclesiar Pollution guide illustration: an orderly Industrial Zone campus in navy blue, ivory and brass. Decorative concept artwork, not a gameplay screenshot. Trees and waterfront are scenery and do not represent separate game pollution mechanics.&lt;/div&gt;</summary>
		<author><name>Cicero</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=File:Eclesiar-pollution-hero-2026.png&amp;diff=585</id>
		<title>File:Eclesiar-pollution-hero-2026.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=File:Eclesiar-pollution-hero-2026.png&amp;diff=585"/>
		<updated>2026-10-12T17:39:18Z</updated>

		<summary type="html">&lt;p&gt;Cicero: Original AI-assisted Eclesiar Pollution guide header, generated for the wiki in the established navy blue, ivory and brass style. Industrial river city and regional planning desk. Decorative concept illustration, not a gameplay screenshot.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Original AI-assisted Eclesiar Pollution guide header, generated for the wiki in the established navy blue, ivory and brass style. Industrial river city and regional planning desk. Decorative concept illustration, not a gameplay screenshot.&lt;/div&gt;</summary>
		<author><name>Cicero</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=Companies&amp;diff=584</id>
		<title>Companies</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=Companies&amp;diff=584"/>
		<updated>2026-10-12T17:19:38Z</updated>

		<summary type="html">&lt;p&gt;Cicero: Redesign Companies with original blue-and-gold artwork, clear work-mode guidance and verified creation, production and relocation rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;eclesiar-wiki-guide&amp;quot; style=&amp;quot;max-width:1100px; margin:0 auto; color:#24384c; line-height:1.65;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;eclesiar-guide-art&amp;quot; style=&amp;quot;background:#102b43; border-bottom:4px solid #b99451; overflow:hidden; line-height:0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Eclesiar-companies-hero-2026.png|frameless|1100px|link=|alt=Eclesiar Companies. An ivory industrial harbor with a ledger, brass scales and gold coins.]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:18px; margin:20px 0 16px;&amp;quot;&amp;gt;&#039;&#039;&#039;Companies&#039;&#039;&#039; turn work shifts into raw materials or finished goods. You can own them personally, or manage them for a country or [[Holding|holding]]. Their quality, location and operating costs all matter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex; flex-wrap:wrap; gap:16px; margin-bottom:20px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1 1 300px; padding:16px 20px; box-sizing:border-box; background:#edf5fc; border:1px solid #d3e1ee; border-left:4px solid #327db6; border-radius:5px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family:Georgia,serif; font-size:21px; color:#173a57;&amp;quot;&amp;gt;Employee work&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;One paid shift per server day. Costs &#039;&#039;&#039;10 energy&#039;&#039;&#039;, pays a wage and increases economic skill.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1 1 300px; padding:16px 20px; box-sizing:border-box; background:#f7f5ee; border:1px solid #e3dccb; border-left:4px solid #b99451; border-radius:5px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family:Georgia,serif; font-size:21px; color:#173a57;&amp;quot;&amp;gt;Work as Manager&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;Work selected companies in one action. Costs &#039;&#039;&#039;10 energy per action&#039;&#039;&#039;; each company has its own Gold charge. Does &#039;&#039;&#039;not&#039;&#039;&#039; increase economic skill.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex; flex-wrap:wrap; gap:8px 20px; padding:12px 18px; margin-bottom:24px; border:1px solid #d6e3ef; background:#f5f8fb; border-radius:5px; font-size:14px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Create_a_company|Create &amp;amp; upgrade]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Managing_staff|Staff &amp;amp; jobs]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Work_as_Manager|Manager shifts]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Production|Production]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Relocation_and_trading|Relocation &amp;amp; trading]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Before_you_invest|Planning checklist]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#edf5fc; padding:14px 18px; margin-bottom:24px; border-left:4px solid #327db6;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Know where the stock belongs.&#039;&#039;&#039; Inputs are taken from the &#039;&#039;&#039;company owner&#039;s inventory&#039;&#039;&#039;, and output goes to that same owner: your account, the country or the holding. Companies do not have independent storage. Buying a company does not automatically include the seller&#039;s raw materials, finished goods or wallet.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Create a company ==&lt;br /&gt;
&lt;br /&gt;
# Open &#039;&#039;&#039;Work → My Companies → Create company&#039;&#039;&#039;.&lt;br /&gt;
# Choose who will own it: yourself, an eligible country or an eligible holding you manage.&lt;br /&gt;
# Choose a production line, then a &#039;&#039;&#039;raw-material company&#039;&#039;&#039; or a &#039;&#039;&#039;factory&#039;&#039;&#039;.&lt;br /&gt;
# Choose quality, enter a name and optionally add a logo.&lt;br /&gt;
# Check the displayed &#039;&#039;&#039;region&#039;&#039;&#039; and Gold cost, then confirm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New companies are built in your current region.&#039;&#039;&#039; Creation does not include a destination-region picker, so choose your location before founding the company. The selected owner pays the creation cost.&lt;br /&gt;
&lt;br /&gt;
=== Company types and production chains ===&lt;br /&gt;
&lt;br /&gt;
Raw-material companies produce resources without consuming another production item. Factories consume the matching raw material to produce finished goods.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x:auto;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; margin:12px 0;&amp;quot;&lt;br /&gt;
! Production line !! Raw-material company !! Resource !! Factory !! Finished product&lt;br /&gt;
|-&lt;br /&gt;
| Food || Farm || Grain || Food Factory || Food&lt;br /&gt;
|-&lt;br /&gt;
| Ground weapons || Iron Mine || Iron || Weapons Factory || Ground weapons&lt;br /&gt;
|-&lt;br /&gt;
| Aircraft || Titanium Mine || Titanium || Aerial Weapon Factory || Aircraft weapons&lt;br /&gt;
|-&lt;br /&gt;
| Tickets || Oil Well || Fuel || Airlines Company || Airplane tickets&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quality, creation costs and upgrades ===&lt;br /&gt;
&lt;br /&gt;
Company quality runs from &#039;&#039;&#039;Q1 to Q5&#039;&#039;&#039;, shown as stars. You may create a higher-quality company directly or upgrade an existing one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x:auto;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; margin:12px 0;&amp;quot;&lt;br /&gt;
! Quality !! Create a new company !! Base upgrade from the previous quality&lt;br /&gt;
|-&lt;br /&gt;
| Q1 || 10 Gold || —&lt;br /&gt;
|-&lt;br /&gt;
| Q2 || 20 Gold || Q1 → Q2: 10 Gold&lt;br /&gt;
|-&lt;br /&gt;
| Q3 || 60 Gold || Q2 → Q3: 40 Gold&lt;br /&gt;
|-&lt;br /&gt;
| Q4 || 170 Gold || Q3 → Q4: 110 Gold&lt;br /&gt;
|-&lt;br /&gt;
| Q5 || 370 Gold || Q4 → Q5: 200 Gold&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use the company&#039;s &#039;&#039;&#039;Upgrade&#039;&#039;&#039; action and review its next quality and price. Eligible completed [[University|university studies]] can reduce the upgrade cost; use the amount shown in the confirmation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#f7f5ee; border-left:4px solid #b99451; padding:12px 16px; margin:18px 0;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;More stars do not always mean more units.&#039;&#039;&#039; A higher-quality raw company produces more raw material. A higher-quality factory produces higher-quality finished goods, usually in smaller quantities and with greater raw-material requirements. Compare the full recipe before upgrading.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Managing staff ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex; flex-wrap:wrap; gap:22px; align-items:center; margin:16px 0;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;eclesiar-guide-art&amp;quot; style=&amp;quot;flex:1 1 320px; min-width:0; overflow:hidden; border-radius:5px; line-height:0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Eclesiar-companies-management-2026.png|frameless|540px|link=|alt=A company office with an open ledger, payroll envelopes and a brass clock overlooking an industrial yard.]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1 1 400px;&amp;quot;&amp;gt;&lt;br /&gt;
Open &#039;&#039;&#039;Manage&#039;&#039;&#039; to inspect the company and its &#039;&#039;&#039;Employees&#039;&#039;&#039;, &#039;&#039;&#039;Job offers&#039;&#039;&#039; and &#039;&#039;&#039;Management&#039;&#039;&#039; sections. Review wages and work activity, post offers, adjust staff pay or dismiss employees.&lt;br /&gt;
&lt;br /&gt;
Personal owners manage their own companies. A country&#039;s President, Vice President and Minister of Labor can manage its companies. Holding management is available to its CEO, vice and managers; creating a holding company requires CEO or manager permission.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hiring and wages ===&lt;br /&gt;
&lt;br /&gt;
* Set a &#039;&#039;&#039;gross wage&#039;&#039;&#039;, the number of open positions and any minimum economic-skill requirement.&lt;br /&gt;
* Follow the applicable &#039;&#039;&#039;minimum wage&#039;&#039;&#039; and permitted currency shown by the game. Ordinary job offers use the company region&#039;s ruling country&#039;s currency.&lt;br /&gt;
* Keep enough wage funds, raw inputs and [[Storage|storage space]] in the owning account, country or holding.&lt;br /&gt;
* Check employee activity before adding more positions: output per employee changes with how many employees have already worked in the company that day.&lt;br /&gt;
&lt;br /&gt;
An offer can be posted but remain unavailable on the [[Job Market]] if the employer lacks funds, materials or storage, if its currency is unsuitable, or if the owner&#039;s account is inactive or banned. Check the game&#039;s offer warnings.&lt;br /&gt;
&lt;br /&gt;
=== Employee work ===&lt;br /&gt;
&lt;br /&gt;
To become an employee, find an eligible offer in the &#039;&#039;&#039;Job Market&#039;&#039;&#039;. You must satisfy its economic-skill and location requirements and have no existing job. You cannot accept a paid job in your own personally owned company.&lt;br /&gt;
&lt;br /&gt;
An employee may work &#039;&#039;&#039;once per server calendar day&#039;&#039;&#039;. A successful shift:&lt;br /&gt;
&lt;br /&gt;
* spends &#039;&#039;&#039;10 energy&#039;&#039;&#039;;&lt;br /&gt;
* consumes the employer&#039;s required raw materials;&lt;br /&gt;
* delivers production to the employer&#039;s inventory;&lt;br /&gt;
* pays the worker the &#039;&#039;&#039;gross wage minus work tax&#039;&#039;&#039;;&lt;br /&gt;
* increases the worker&#039;s stored &#039;&#039;&#039;economic skill&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The next paid shift becomes available at &#039;&#039;&#039;midnight in server time&#039;&#039;&#039;. The game displays the remaining wait. Minimum wages and [[Taxes &amp;amp; Laws|work taxes]] are set through the country&#039;s [[Congress]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salary example:&#039;&#039;&#039; a gross wage of 25 with a 20% work tax pays the worker 20 in that currency. The employer still pays the full 25.&lt;br /&gt;
&lt;br /&gt;
For the broader employment guide, see [[Work]].&lt;br /&gt;
&lt;br /&gt;
=== Economic skill reference ===&lt;br /&gt;
&lt;br /&gt;
Economic-skill gains become smaller as stored skill increases. Before eligible study modifiers, the base increase uses:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Base skill gain = 1 / (ln(S + 2) × D)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here, &#039;&#039;&#039;S&#039;&#039;&#039; is the worker&#039;s current stored economic skill; &#039;&#039;&#039;ln&#039;&#039;&#039; is the natural logarithm.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Current skill S !! Divisor D&lt;br /&gt;
|-&lt;br /&gt;
| S ≤ 30 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 30 &amp;lt; S ≤ 40 || 8&lt;br /&gt;
|-&lt;br /&gt;
| 40 &amp;lt; S ≤ 50 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 50 &amp;lt; S ≤ 56 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 56 &amp;lt; S ≤ 60 || 20&lt;br /&gt;
|-&lt;br /&gt;
| S &amp;gt; 60 || 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Work as Manager ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Work as Manager (WAM)&#039;&#039;&#039; is separate from your paid employee shift. In &#039;&#039;&#039;My Companies&#039;&#039;&#039;, select the companies to work, review the inputs, output and &#039;&#039;&#039;Manager tax&#039;&#039;&#039;, then choose &#039;&#039;&#039;Work as Manager&#039;&#039;&#039; and confirm.&lt;br /&gt;
&lt;br /&gt;
=== Energy and Gold ===&lt;br /&gt;
&lt;br /&gt;
One submitted action costs &#039;&#039;&#039;10 energy in total&#039;&#039;&#039;, even when it includes several companies. Gold costs are calculated &#039;&#039;&#039;separately for each selected company&#039;&#039;&#039; and paid by that company&#039;s owner.&lt;br /&gt;
&lt;br /&gt;
At the standard ×1 production setting, each company&#039;s paid shifts that day follow this base sequence:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Paid WAM in that company today !! Base Gold charge, before work tax&lt;br /&gt;
|-&lt;br /&gt;
| First || 1 Gold&lt;br /&gt;
|-&lt;br /&gt;
| Second || 2 Gold&lt;br /&gt;
|-&lt;br /&gt;
| Third || 4 Gold&lt;br /&gt;
|-&lt;br /&gt;
| Fourth || 8 Gold&lt;br /&gt;
|-&lt;br /&gt;
| Further shifts || Continues doubling&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The production multiplier also scales paid WAM charges, and the applicable work tax is added. &#039;&#039;&#039;Use the displayed Manager tax for the amount payable.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The counter belongs to the &#039;&#039;&#039;company&#039;&#039;&#039;, rather than the person clicking. Another authorized manager&#039;s paid shift in the same company advances it too. Working a different company uses that company&#039;s own daily counter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Two-company example:&#039;&#039;&#039; if neither company has had a paid WAM today, selecting both costs a base 1 + 1 = &#039;&#039;&#039;2 Gold&#039;&#039;&#039;, plus applicable tax at ×1, and &#039;&#039;&#039;10 energy total&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== The daily personal free shift ===&lt;br /&gt;
&lt;br /&gt;
An eligible free WAM waives the &#039;&#039;&#039;Gold charge and work tax&#039;&#039;&#039;. It still requires &#039;&#039;&#039;10 energy&#039;&#039;&#039;, the raw materials and sufficient storage.&lt;br /&gt;
&lt;br /&gt;
* Select &#039;&#039;&#039;exactly one personally owned company&#039;&#039;&#039;.&lt;br /&gt;
* Your account must not have used its daily free WAM.&lt;br /&gt;
* That company must not have used its free WAM that day either.&lt;br /&gt;
&lt;br /&gt;
The free shift does &#039;&#039;&#039;not&#039;&#039;&#039; advance the paid-shift doubling counter. Selecting several companies does not qualify for this solo waiver. Country and holding companies do not receive the personal free shift.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#edf5fc; border-left:4px solid #327db6; padding:12px 16px; margin:18px 0;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Manager work has its own output rules.&#039;&#039;&#039; It does not increase economic skill and does not inherit employee skill, employee-count, resource-bonus or building production bonuses. Pollution, political modifiers, sale listings and recent relocation can still affect its output.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Production ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex; flex-wrap:wrap; gap:22px; align-items:center; margin:16px 0;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;eclesiar-guide-art&amp;quot; style=&amp;quot;flex:1 1 320px; min-width:0; overflow:hidden; border-radius:5px; line-height:0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Eclesiar-companies-production-2026.png|frameless|540px|link=|alt=An orderly blue and ivory industrial workshop with grain sacks, metal ingots, workers and finished supply crates.]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1 1 400px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base production&#039;&#039;&#039; is the starting recipe, not a promise of the final yield. Employee work and manager work apply different modifiers. Check your selected work mode, required materials and available storage before confirming.&lt;br /&gt;
&lt;br /&gt;
The tables below show base recipes at the &#039;&#039;&#039;standard ×1 production setting&#039;&#039;&#039;, before output modifiers. A server production multiplier can scale both output and consumption.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Base recipe reference ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x:auto;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Base units per shift !! Q1 !! Q2 !! Q3 !! Q4 !! Q5&lt;br /&gt;
|-&lt;br /&gt;
| Raw-material output || 19 || 39 || 58 || 78 || 97&lt;br /&gt;
|-&lt;br /&gt;
| Food output || 60 || 49 || 38 || 27 || 16&lt;br /&gt;
|-&lt;br /&gt;
| Ground-weapon output || 197 || 143 || 105 || 77 || 56&lt;br /&gt;
|-&lt;br /&gt;
| Aircraft-weapon output || 90 || 65 || 47 || 34 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Airplane-ticket output || 40 || 29 || 21 || 15 || 11&lt;br /&gt;
|-&lt;br /&gt;
| Raw input for a factory shift || 37 || 75 || 112 || 150 || 187&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The input row uses the factory&#039;s matching resource from its production chain. Raw-material companies consume no production input item. Eligible studies can modify employee production or its input cost; manager work uses its own recipe calculation.&lt;br /&gt;
&lt;br /&gt;
=== What affects employee output? ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Factor !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Company type and quality || Set the base recipe and the quality of finished goods.&lt;br /&gt;
|-&lt;br /&gt;
| Daily employee count || Includes player and NPC employee shifts already completed in that company today. WAM is excluded from this count.&lt;br /&gt;
|-&lt;br /&gt;
| Economic skill || Higher effective economic skill increases output. Active attributes may affect effective skill or manager leadership.&lt;br /&gt;
|-&lt;br /&gt;
| Regional resource bonus || Depends on the matching resource bonus of the company&#039;s region.&lt;br /&gt;
|-&lt;br /&gt;
| Owner-country resource bonus || Comes from the company owner&#039;s country: the account owner&#039;s nationality, owning country, or holding&#039;s country. It is not simply the worker&#039;s nationality or the country hosting the factory.&lt;br /&gt;
|-&lt;br /&gt;
| Pollution || Reduces output. See [[Pollution]].&lt;br /&gt;
|-&lt;br /&gt;
| Production Fields || Add 5% per level to raw-material output.&lt;br /&gt;
|-&lt;br /&gt;
| Industrial Zone || Adds 5% per level to finished-goods output and also provides regional pollution relief.&lt;br /&gt;
|-&lt;br /&gt;
| Military Base || At level 3 or higher, adds a 5% production bonus for ground and aircraft weapons.&lt;br /&gt;
|-&lt;br /&gt;
| Resource Depots || Add 10% per summed depot level in visible regions ruled by the company owner&#039;s country.&lt;br /&gt;
|-&lt;br /&gt;
| Recent relocation || Halves output for three days after moving.&lt;br /&gt;
|-&lt;br /&gt;
| Company listed for sale || Halves output while listed. This can stack with the relocation penalty.&lt;br /&gt;
|-&lt;br /&gt;
| Studies and political effects || Relevant completed studies and country ideologies can change production or costs; eligibility depends on the owner and work mode.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These effects include successive multipliers and rounding, so adding all percentages together does not reproduce the result. See [[Region Buildings]] and [[Political Ideologies]] for the related systems.&lt;br /&gt;
&lt;br /&gt;
=== Daily employee-count factor ===&lt;br /&gt;
&lt;br /&gt;
The employee-count factor uses the number of employee shifts &#039;&#039;&#039;already completed&#039;&#039;&#039; before the next worker starts:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Employee-count factor = 1.3 − min(previous employee shifts today, 10) / 10&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Next employee shift !! Factor before other modifiers&lt;br /&gt;
|-&lt;br /&gt;
| First || 130%&lt;br /&gt;
|-&lt;br /&gt;
| Second || 120%&lt;br /&gt;
|-&lt;br /&gt;
| Third || 110%&lt;br /&gt;
|-&lt;br /&gt;
| Fourth || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Eleventh and later || 30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; before other effects, a base output of 100 becomes 130 for the first employee shift and 100 for the fourth. Hiring more people increases total production, but each additional shift can have a lower yield.&lt;br /&gt;
&lt;br /&gt;
NPC-owned factories have a separate adjustment: their finished-goods base output is reduced because those owners do not supply ordinary raw inputs. This is distinct from an NPC employee working for a player-owned company.&lt;br /&gt;
&lt;br /&gt;
== Relocation and trading ==&lt;br /&gt;
&lt;br /&gt;
=== Move a company ===&lt;br /&gt;
&lt;br /&gt;
Use a &#039;&#039;&#039;Relocation Permit&#039;&#039;&#039; from [[Storage|My Storage]]. Choose a company of the permit&#039;s &#039;&#039;&#039;matching quality&#039;&#039;&#039;, then the destination country and region. Review the effects and confirm. Merely opening the permit does not consume it.&lt;br /&gt;
&lt;br /&gt;
The move requires:&lt;br /&gt;
&lt;br /&gt;
* management permission for the company;&lt;br /&gt;
* a matching-quality permit in the acting player&#039;s inventory;&lt;br /&gt;
* &#039;&#039;&#039;no player employees&#039;&#039;&#039; in that company;&lt;br /&gt;
* a different, visible region in a playable country;&lt;br /&gt;
* no active owner-relocation or recent-company-trade cooldown.&lt;br /&gt;
&lt;br /&gt;
The action consumes &#039;&#039;&#039;one permit&#039;&#039;&#039;, changes the company&#039;s region and removes its posted job offers. There is no separate Gold debit for the move itself; obtaining the permit has its own cost. Permits may be found in the [[Special items shop]] or [[Auctions]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After moving, production is halved for three days.&#039;&#039;&#039; The company also carries its recent production contribution to the destination&#039;s pollution; moving it does not erase its production history.&lt;br /&gt;
&lt;br /&gt;
=== Cooldowns and sale effects ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x:auto;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Event !! Market or contract transfer !! Relocation / production effect&lt;br /&gt;
|-&lt;br /&gt;
| Buy a company on the Business Market || A &#039;&#039;&#039;7-day trade lock&#039;&#039;&#039; blocks resale and contract transfer. || Relocation normally waits &#039;&#039;&#039;30 days from the trade&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| Receive a company through a contract || The transfer adds &#039;&#039;&#039;no new 7-day trade lock&#039;&#039;&#039;. Other existing restrictions still apply. || Relocation normally waits &#039;&#039;&#039;30 days from the trade&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| Relocate a company || Relocation itself does not add the market&#039;s 7-day trade lock. || Output is halved for &#039;&#039;&#039;3 days&#039;&#039;&#039;; the same owner normally waits &#039;&#039;&#039;30 days&#039;&#039;&#039; before relocating another company.&lt;br /&gt;
|-&lt;br /&gt;
| List a company for sale || It is available for purchase while its listing remains active. || Output is &#039;&#039;&#039;halved while listed&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The normal &#039;&#039;&#039;30-day relocation waits are adjustable by game settings&#039;&#039;&#039;; use the game&#039;s actual remaining cooldown. The owner-wide wait belongs to the account, country or holding that owns the company. Moving one holding company therefore affects that holding&#039;s other companies too.&lt;br /&gt;
&lt;br /&gt;
A market purchase or contract transfer changes the company&#039;s owner, while keeping its location and employees. The previous owner&#039;s inventory and wallet are separate assets. Country and holding transactions may also need the approvals shown by the game.&lt;br /&gt;
&lt;br /&gt;
=== Delete a company ===&lt;br /&gt;
&lt;br /&gt;
Deleting a company removes its offers and sale listing, dismisses its employees and gives &#039;&#039;&#039;no Gold refund&#039;&#039;&#039;. Review the deletion confirmation carefully.&lt;br /&gt;
&lt;br /&gt;
== Before you invest ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Choose the work mode.&#039;&#039;&#039; Employee production and WAM have different yields and costs.&lt;br /&gt;
* &#039;&#039;&#039;Compare quality and quantity.&#039;&#039;&#039; Higher-quality finished goods require more input and usually produce fewer units.&lt;br /&gt;
* &#039;&#039;&#039;Fund the correct owner.&#039;&#039;&#039; Keep materials, wage currency, WAM Gold and storage in the account, country or holding that owns the company.&lt;br /&gt;
* &#039;&#039;&#039;Check location.&#039;&#039;&#039; Resource bonuses, buildings, pollution and political effects can change the result.&lt;br /&gt;
* &#039;&#039;&#039;Count the next shift&#039;s cost.&#039;&#039;&#039; Repeated paid WAM doubles per company each day.&lt;br /&gt;
* &#039;&#039;&#039;Plan staffing.&#039;&#039;&#039; Daily employee-count effects make the next shift different from the first.&lt;br /&gt;
* &#039;&#039;&#039;Check the listing and relocation state.&#039;&#039;&#039; Both can reduce output, and the penalties can stack.&lt;br /&gt;
* &#039;&#039;&#039;Compare costs with expected sales.&#039;&#039;&#039; Creating or upgrading a company does not guarantee a profit.&lt;br /&gt;
&lt;br /&gt;
== Interface reference ==&lt;br /&gt;
&lt;br /&gt;
These screenshots show example interfaces and values. Use the current game&#039;s controls and quotes for your own company.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=&amp;quot;140&amp;quot; style=&amp;quot;margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
File:Company menu.png|Company creation&lt;br /&gt;
File:Company Upgrade.png|Upgrade confirmation&lt;br /&gt;
File:Company manage staff.png|Employee management&lt;br /&gt;
File:Work as manager.png|Manager-work example&lt;br /&gt;
File:Jobs no job.webp|Finding a job&lt;br /&gt;
File:Job offers.webp|Comparing job offers&lt;br /&gt;
File:Company Relocation.webp|Relocation example&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-top:1px solid #d6e1eb; padding:14px 4px 8px; margin-top:24px; color:#536b7e; font-size:13px;&amp;quot;&amp;gt;&lt;br /&gt;
Rules reviewed against the game backend on &#039;&#039;&#039;12 October 2026&#039;&#039;&#039;. Production settings, studies, taxes and regional conditions can change the final quote. Related guides: [[Work]] · [[Job Market]] · [[Storage]] · [[Region Buildings]] · [[Pollution]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cicero</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=MediaWiki:Common.css&amp;diff=583</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=MediaWiki:Common.css&amp;diff=583"/>
		<updated>2026-10-12T17:15:44Z</updated>

		<summary type="html">&lt;p&gt;Cicero: Add responsive artwork and table styles scoped to illustrated wiki guides&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
/* Eclesiar main-page artwork. All rules are scoped to its page wrapper. */&lt;br /&gt;
.mw-parser-output .eclesiar-wiki-main .eclesiar-main-art img {&lt;br /&gt;
	display: block;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	max-width: 100% !important;&lt;br /&gt;
	height: auto !important;&lt;br /&gt;
	margin: 0 auto;&lt;br /&gt;
}&lt;br /&gt;
.mw-parser-output .eclesiar-wiki-main .eclesiar-main-art p {&lt;br /&gt;
	margin: 0;&lt;br /&gt;
}&lt;br /&gt;
.mw-parser-output .eclesiar-wiki-main h2 {&lt;br /&gt;
	line-height: 1.25;&lt;br /&gt;
}&lt;br /&gt;
.mw-parser-output .eclesiar-wiki-main .eclesiar-main-step {&lt;br /&gt;
	min-width: 0;&lt;br /&gt;
}&lt;br /&gt;
@media (max-width: 720px) {&lt;br /&gt;
	.mw-parser-output .eclesiar-wiki-main .eclesiar-main-starter {&lt;br /&gt;
		padding: 16px !important;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Eclesiar guide styling. Scoped to the illustrated guide wrapper. */&lt;br /&gt;
.mw-parser-output .eclesiar-wiki-guide .eclesiar-guide-art img {&lt;br /&gt;
	display: block;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	max-width: 100% !important;&lt;br /&gt;
	height: auto !important;&lt;br /&gt;
	margin: 0 auto;&lt;br /&gt;
}&lt;br /&gt;
.mw-parser-output .eclesiar-wiki-guide .eclesiar-guide-art p {&lt;br /&gt;
	margin: 0;&lt;br /&gt;
}&lt;br /&gt;
.mw-parser-output .eclesiar-wiki-guide h2 {&lt;br /&gt;
	font-family: Georgia, serif;&lt;br /&gt;
	color: #173a57;&lt;br /&gt;
	line-height: 1.3;&lt;br /&gt;
}&lt;br /&gt;
.mw-parser-output .eclesiar-wiki-guide h3 {&lt;br /&gt;
	color: #244e71;&lt;br /&gt;
	line-height: 1.35;&lt;br /&gt;
}&lt;br /&gt;
.mw-parser-output .eclesiar-wiki-guide .wikitable {&lt;br /&gt;
	background: #fff;&lt;br /&gt;
	border-color: #cbd9e5;&lt;br /&gt;
}&lt;br /&gt;
.mw-parser-output .eclesiar-wiki-guide .wikitable th {&lt;br /&gt;
	background: #e9f1f8;&lt;br /&gt;
	color: #173a57;&lt;br /&gt;
	border-color: #cbd9e5;&lt;br /&gt;
	padding: 9px 12px;&lt;br /&gt;
}&lt;br /&gt;
.mw-parser-output .eclesiar-wiki-guide .wikitable td {&lt;br /&gt;
	border-color: #cbd9e5;&lt;br /&gt;
	padding: 8px 12px;&lt;br /&gt;
}&lt;br /&gt;
.mw-parser-output .eclesiar-wiki-guide pre {&lt;br /&gt;
	white-space: pre-wrap;&lt;br /&gt;
	overflow-wrap: anywhere;&lt;br /&gt;
	background: #f5f8fb;&lt;br /&gt;
	border-color: #d6e3ef;&lt;br /&gt;
	padding: 12px 16px;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Cicero</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=File:Eclesiar-companies-management-2026.png&amp;diff=582</id>
		<title>File:Eclesiar-companies-management-2026.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=File:Eclesiar-companies-management-2026.png&amp;diff=582"/>
		<updated>2026-10-12T17:13:51Z</updated>

		<summary type="html">&lt;p&gt;Cicero: Original AI-assisted concept artwork created for the Eclesiar Companies wiki guide. An ivory factory office, payroll envelopes, open ledger, brass pen and clock overlooking an industrial yard. Navy-and-blue game announcement palette. Decorative illustration, not a gameplay screenshot.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Original AI-assisted concept artwork created for the Eclesiar Companies wiki guide. An ivory factory office, payroll envelopes, open ledger, brass pen and clock overlooking an industrial yard. Navy-and-blue game announcement palette. Decorative illustration, not a gameplay screenshot.&lt;/div&gt;</summary>
		<author><name>Cicero</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=File:Eclesiar-companies-production-2026.png&amp;diff=581</id>
		<title>File:Eclesiar-companies-production-2026.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=File:Eclesiar-companies-production-2026.png&amp;diff=581"/>
		<updated>2026-10-12T17:13:15Z</updated>

		<summary type="html">&lt;p&gt;Cicero: Original AI-assisted concept artwork created for the Eclesiar Companies wiki guide. An orderly blue-and-ivory industrial workshop, grain sacks, metal ingots and finished supply crates, with brass equipment. Decorative illustration of production, not a literal recipe or gameplay screenshot.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Original AI-assisted concept artwork created for the Eclesiar Companies wiki guide. An orderly blue-and-ivory industrial workshop, grain sacks, metal ingots and finished supply crates, with brass equipment. Decorative illustration of production, not a literal recipe or gameplay screenshot.&lt;/div&gt;</summary>
		<author><name>Cicero</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=File:Eclesiar-companies-hero-2026.png&amp;diff=580</id>
		<title>File:Eclesiar-companies-hero-2026.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=File:Eclesiar-companies-hero-2026.png&amp;diff=580"/>
		<updated>2026-10-12T17:12:30Z</updated>

		<summary type="html">&lt;p&gt;Cicero: Original AI-assisted concept artwork created for the Eclesiar Companies wiki guide. An ivory industrial harbor, open ledger, brass scales and Gold coins in the navy-and-blue game announcement style. Decorative illustration, not a gameplay screenshot.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Original AI-assisted concept artwork created for the Eclesiar Companies wiki guide. An ivory industrial harbor, open ledger, brass scales and Gold coins in the navy-and-blue game announcement style. Decorative illustration, not a gameplay screenshot.&lt;/div&gt;</summary>
		<author><name>Cicero</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=Main_Page&amp;diff=579</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=Main_Page&amp;diff=579"/>
		<updated>2026-10-12T15:09:12Z</updated>

		<summary type="html">&lt;p&gt;Cicero: Redesign main page with original blue-and-gold artwork, new-player path and organized topic navigation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;eclesiar-wiki-main&amp;quot; style=&amp;quot;max-width:1180px; margin:0 auto; color:#24384c; line-height:1.65;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;eclesiar-main-art&amp;quot; style=&amp;quot;background:#102b43; border-bottom:4px solid #b99451; overflow:hidden; text-align:center; line-height:0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Eclesiar-wiki-main-hero-2026.png|frameless|1180px|link=https://eclesiar.com/|alt=Eclesiar Official Wiki. An ivory civic skyline and an open atlas in navy blue and brass.]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:20px 4px 14px; text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:18px; margin:0 0 12px;&amp;quot;&amp;gt;Your guide to the economic, military and political world of &#039;&#039;&#039;Eclesiar&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex; flex-wrap:wrap; justify-content:center; gap:10px 22px; font-size:14px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Start_your_journey|Start playing]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Economy|Economy]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Warfare|Warfare]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Politics|Politics]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Your_citizen|Your citizen]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Explore_the_game|Game guide]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex; flex-wrap:wrap; justify-content:space-between; gap:10px 20px; padding:12px 18px; margin-bottom:26px; background:#eff5fa; border:1px solid #d6e3ef; border-radius:6px; font-size:14px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&#039;&#039;&#039;Server guides&#039;&#039;&#039; &amp;amp;nbsp; [[Main_Page|Zeus]] &amp;amp;nbsp; · &amp;amp;nbsp; [[Apollo Server|Apollo]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[https://eclesiar.com/ Play Eclesiar →]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;eclesiar-main-starter&amp;quot; style=&amp;quot;border:1px solid #cdddeb; border-top:4px solid #327db6; background:#f4f8fc; padding:24px; margin-bottom:30px; border-radius:6px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;Start_your_journey&amp;quot; style=&amp;quot;margin:0 0 6px; padding:0; border:0; font-family:Georgia,serif; font-size:28px; color:#173a57;&amp;quot;&amp;gt;Start your journey&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:0 0 18px; color:#50677b;&amp;quot;&amp;gt;New to Eclesiar? Follow these guides from your first account to your first week.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex; flex-wrap:wrap; gap:14px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;eclesiar-main-step&amp;quot; style=&amp;quot;flex:1 1 220px; padding:16px 18px; box-sizing:border-box; background:#fff; border:1px solid #dbe5ee; border-radius:5px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:12px; font-weight:bold; letter-spacing:2px; color:#8d6b32; margin-bottom:7px;&amp;quot;&amp;gt;01 · BEGIN&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:18px; font-weight:bold; margin-bottom:4px;&amp;quot;&amp;gt;[[Creating an Account|Create your account]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:14px; color:#536b7e;&amp;quot;&amp;gt;Discover the world and get ready to play.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:10px; font-size:14px;&amp;quot;&amp;gt;[[What is Eclesiar?]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;eclesiar-main-step&amp;quot; style=&amp;quot;flex:1 1 220px; padding:16px 18px; box-sizing:border-box; background:#fff; border:1px solid #dbe5ee; border-radius:5px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:12px; font-weight:bold; letter-spacing:2px; color:#8d6b32; margin-bottom:7px;&amp;quot;&amp;gt;02 · BELONG&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:18px; font-weight:bold; margin-bottom:4px;&amp;quot;&amp;gt;[[Choosing a Country|Choose your country]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:14px; color:#536b7e;&amp;quot;&amp;gt;Find your place in the Eclesiar community.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:10px; font-size:14px;&amp;quot;&amp;gt;[[First Day Objectives|Your first day]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;eclesiar-main-step&amp;quot; style=&amp;quot;flex:1 1 220px; padding:16px 18px; box-sizing:border-box; background:#fff; border:1px solid #dbe5ee; border-radius:5px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:12px; font-weight:bold; letter-spacing:2px; color:#8d6b32; margin-bottom:7px;&amp;quot;&amp;gt;03 · GROW&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:18px; font-weight:bold; margin-bottom:4px;&amp;quot;&amp;gt;[[First 7 Days in Eclesiar|Plan your first week]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:14px; color:#536b7e;&amp;quot;&amp;gt;Build a routine and learn what to focus on next.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:10px; font-size:14px;&amp;quot;&amp;gt;[[Top50 Beginner Tips|50 beginner tips]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin:0 0 16px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin:0 0 4px; padding:0; border:0; font-family:Georgia,serif; font-size:28px; color:#173a57;&amp;quot;&amp;gt;Explore the world of Eclesiar&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:0; color:#536b7e;&amp;quot;&amp;gt;Build an economy, take part in conflicts and shape your country&#039;s future.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex; flex-wrap:wrap; gap:18px; align-items:stretch; margin-bottom:30px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1 1 330px; min-width:0; box-sizing:border-box; border:1px solid #d6e1eb; border-radius:6px; overflow:hidden; background:#fff;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;eclesiar-main-art&amp;quot; style=&amp;quot;background:#142f48; text-align:center; overflow:hidden; line-height:0;&amp;quot;&amp;gt;[[File:Eclesiar-wiki-economy-2026.png|frameless|400px|link=Companies|alt=An ivory industrial harbor and warehouse district with a ledger and brass coins in the foreground.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:20px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;Economy&amp;quot; style=&amp;quot;margin:0 0 6px; padding:0; border:0; font-family:Georgia,serif; font-size:25px; color:#173a57;&amp;quot;&amp;gt;Economy&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:0 0 14px; font-size:14px; color:#536b7e;&amp;quot;&amp;gt;Work, trade and build the foundations of your country.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex; flex-wrap:wrap; gap:4px 20px; font-size:14px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1 1 130px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;ul style=&amp;quot;margin:0; padding:0; list-style:none; line-height:2.1;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Companies]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[General Market]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Currency Market|Monetary Market]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Job Market]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Auctions]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Holding]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1 1 130px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;ul style=&amp;quot;margin:0; padding:0; list-style:none; line-height:2.1;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Region Buildings]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Storage]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Mining|Gold Mining]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[NPCs]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Pollution]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1 1 330px; min-width:0; box-sizing:border-box; border:1px solid #d6e1eb; border-radius:6px; overflow:hidden; background:#fff;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;eclesiar-main-art&amp;quot; style=&amp;quot;background:#142f48; text-align:center; overflow:hidden; line-height:0;&amp;quot;&amp;gt;[[File:Eclesiar-wiki-warfare-2026.png|frameless|400px|link=War Declarations|alt=An ivory fortified command city, blue banners and a campaign map with brass instruments.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:20px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;Warfare&amp;quot; style=&amp;quot;margin:0 0 6px; padding:0; border:0; font-family:Georgia,serif; font-size:25px; color:#173a57;&amp;quot;&amp;gt;Warfare&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:0 0 14px; font-size:14px; color:#536b7e;&amp;quot;&amp;gt;Prepare your forces and understand the conflicts you join.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#edf4fb; border-left:3px solid #b99451; padding:9px 12px; margin-bottom:10px; font-size:15px;&amp;quot;&amp;gt;&#039;&#039;&#039;[[War Declarations]]&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;ul style=&amp;quot;margin:0; padding:0; list-style:none; line-height:2.1; font-size:14px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Military Unit]] &amp;amp;nbsp; · &amp;amp;nbsp; [[Military Ranks]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Weapons]] &amp;amp;nbsp; · &amp;amp;nbsp; [[Equipments|Equipment]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Terrain Types]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Tournaments]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1 1 330px; min-width:0; box-sizing:border-box; border:1px solid #d6e1eb; border-radius:6px; overflow:hidden; background:#fff;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;eclesiar-main-art&amp;quot; style=&amp;quot;background:#142f48; text-align:center; overflow:hidden; line-height:0;&amp;quot;&amp;gt;[[File:Eclesiar-wiki-politics-2026.png|frameless|400px|link=Congress|alt=A neoclassical congress hall with blue drapery and an ivory and brass ballot desk.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:20px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;Politics&amp;quot; style=&amp;quot;margin:0 0 6px; padding:0; border:0; font-family:Georgia,serif; font-size:25px; color:#173a57;&amp;quot;&amp;gt;Politics&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:0 0 14px; font-size:14px; color:#536b7e;&amp;quot;&amp;gt;Take part in public life and learn how your country is governed.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul style=&amp;quot;margin:0; padding:0; list-style:none; line-height:2.1; font-size:14px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Congress]] &amp;amp;nbsp; · &amp;amp;nbsp; [[Taxes &amp;amp; Laws]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Political Parties]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Political Ideologies]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Political Positions]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Elections]] &amp;amp;nbsp; · &amp;amp;nbsp; [[Newspaper]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex; flex-wrap:wrap; gap:18px; margin-bottom:28px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1 1 340px; padding:22px; box-sizing:border-box; background:#eff5fa; border:1px solid #d6e3ef; border-radius:6px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;Your_citizen&amp;quot; style=&amp;quot;margin:0 0 6px; padding:0; border:0; font-family:Georgia,serif; font-size:24px; color:#173a57;&amp;quot;&amp;gt;Your citizen&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:0 0 12px; font-size:14px; color:#536b7e;&amp;quot;&amp;gt;Find the guides for your daily activities and personal progress.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:0 0 8px;&amp;quot;&amp;gt;&#039;&#039;&#039;[[Training|Train]]&#039;&#039;&#039; &amp;amp;nbsp; · &amp;amp;nbsp; &#039;&#039;&#039;[[Work]]&#039;&#039;&#039; &amp;amp;nbsp; · &amp;amp;nbsp; &#039;&#039;&#039;[[War|Fight]]&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:0; font-size:14px;&amp;quot;&amp;gt;[[Quests]] &amp;amp;nbsp; · &amp;amp;nbsp; [[University]] &amp;amp;nbsp; · &amp;amp;nbsp; [[Referrals]] &amp;amp;nbsp; · &amp;amp;nbsp; [[Special items shop]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1 1 340px; padding:22px; box-sizing:border-box; background:#f8fafc; border:1px solid #d6e3ef; border-radius:6px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;Explore_the_game&amp;quot; style=&amp;quot;margin:0 0 6px; padding:0; border:0; font-family:Georgia,serif; font-size:24px; color:#173a57;&amp;quot;&amp;gt;Explore the game&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:0 0 12px; font-size:14px; color:#536b7e;&amp;quot;&amp;gt;Navigate the menus and stay connected with the community.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:0 0 8px; font-size:14px;&amp;quot;&amp;gt;[[My Places]] &amp;amp;nbsp; · &amp;amp;nbsp; [[Wars|Warfare menu]] &amp;amp;nbsp; · &amp;amp;nbsp; [[Market|Markets menu]] &amp;amp;nbsp; · &amp;amp;nbsp; [[Community]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:0; font-size:14px;&amp;quot;&amp;gt;[[Rules]] &amp;amp;nbsp; · &amp;amp;nbsp; [[Updates]] &amp;amp;nbsp; · &amp;amp;nbsp; [[Social Media]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-top:1px solid #d6e1eb; padding:14px 4px 8px; text-align:center; color:#536b7e; font-size:13px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Official Eclesiar Wiki&#039;&#039;&#039; &amp;amp;nbsp; · &amp;amp;nbsp; [[Rules]] &amp;amp;nbsp; · &amp;amp;nbsp; [[Updates]] &amp;amp;nbsp; · &amp;amp;nbsp; [https://eclesiar.com/ eclesiar.com]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cicero</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=MediaWiki:Common.css&amp;diff=578</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=MediaWiki:Common.css&amp;diff=578"/>
		<updated>2026-10-12T15:07:36Z</updated>

		<summary type="html">&lt;p&gt;Cicero: Add responsive artwork styling scoped exclusively to the Eclesiar main-page wrapper&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
/* Eclesiar main-page artwork. All rules are scoped to its page wrapper. */&lt;br /&gt;
.mw-parser-output .eclesiar-wiki-main .eclesiar-main-art img {&lt;br /&gt;
	display: block;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	max-width: 100% !important;&lt;br /&gt;
	height: auto !important;&lt;br /&gt;
	margin: 0 auto;&lt;br /&gt;
}&lt;br /&gt;
.mw-parser-output .eclesiar-wiki-main .eclesiar-main-art p {&lt;br /&gt;
	margin: 0;&lt;br /&gt;
}&lt;br /&gt;
.mw-parser-output .eclesiar-wiki-main h2 {&lt;br /&gt;
	line-height: 1.25;&lt;br /&gt;
}&lt;br /&gt;
.mw-parser-output .eclesiar-wiki-main .eclesiar-main-step {&lt;br /&gt;
	min-width: 0;&lt;br /&gt;
}&lt;br /&gt;
@media (max-width: 720px) {&lt;br /&gt;
	.mw-parser-output .eclesiar-wiki-main .eclesiar-main-starter {&lt;br /&gt;
		padding: 16px !important;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Cicero</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=File:Eclesiar-wiki-politics-2026.png&amp;diff=577</id>
		<title>File:Eclesiar-wiki-politics-2026.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=File:Eclesiar-wiki-politics-2026.png&amp;diff=577"/>
		<updated>2026-10-12T15:04:06Z</updated>

		<summary type="html">&lt;p&gt;Cicero: Original AI-assisted concept artwork created for the official Eclesiar Wiki main page. A neoclassical congress hall, blue drapery and a ballot envelope with a brass seal. Navy, ivory and brass palette matching the game announcement banner style. Decorative artwork, not a gameplay screenshot.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Original AI-assisted concept artwork created for the official Eclesiar Wiki main page. A neoclassical congress hall, blue drapery and a ballot envelope with a brass seal. Navy, ivory and brass palette matching the game announcement banner style. Decorative artwork, not a gameplay screenshot.&lt;/div&gt;</summary>
		<author><name>Cicero</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=File:Eclesiar-wiki-warfare-2026.png&amp;diff=576</id>
		<title>File:Eclesiar-wiki-warfare-2026.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=File:Eclesiar-wiki-warfare-2026.png&amp;diff=576"/>
		<updated>2026-10-12T15:03:46Z</updated>

		<summary type="html">&lt;p&gt;Cicero: Original AI-assisted concept artwork created for the official Eclesiar Wiki main page. A fortified ivory command city, blue banners and a campaign map with brass instruments. Navy, ivory and brass palette matching the game announcement banner style. Decorative artwork, not a gameplay screenshot.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Original AI-assisted concept artwork created for the official Eclesiar Wiki main page. A fortified ivory command city, blue banners and a campaign map with brass instruments. Navy, ivory and brass palette matching the game announcement banner style. Decorative artwork, not a gameplay screenshot.&lt;/div&gt;</summary>
		<author><name>Cicero</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=File:Eclesiar-wiki-economy-2026.png&amp;diff=575</id>
		<title>File:Eclesiar-wiki-economy-2026.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=File:Eclesiar-wiki-economy-2026.png&amp;diff=575"/>
		<updated>2026-10-12T15:03:24Z</updated>

		<summary type="html">&lt;p&gt;Cicero: Original AI-assisted concept artwork created for the official Eclesiar Wiki main page. An industrial harbor and ivory warehouse district with a ledger and brass coins. Navy, ivory and brass palette matching the game announcement banner style. Decorative artwork, not a gameplay screenshot.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Original AI-assisted concept artwork created for the official Eclesiar Wiki main page. An industrial harbor and ivory warehouse district with a ledger and brass coins. Navy, ivory and brass palette matching the game announcement banner style. Decorative artwork, not a gameplay screenshot.&lt;/div&gt;</summary>
		<author><name>Cicero</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=File:Eclesiar-wiki-main-hero-2026.png&amp;diff=574</id>
		<title>File:Eclesiar-wiki-main-hero-2026.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=File:Eclesiar-wiki-main-hero-2026.png&amp;diff=574"/>
		<updated>2026-10-12T15:03:02Z</updated>

		<summary type="html">&lt;p&gt;Cicero: Original AI-assisted concept artwork created for the official Eclesiar Wiki main page. Navy and steel-blue civic skyline, ivory atlas and brass accents, matching the game announcement banner style. Decorative artwork, not a gameplay screenshot.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Original AI-assisted concept artwork created for the official Eclesiar Wiki main page. Navy and steel-blue civic skyline, ivory atlas and brass accents, matching the game announcement banner style. Decorative artwork, not a gameplay screenshot.&lt;/div&gt;</summary>
		<author><name>Cicero</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=War_Declarations&amp;diff=573</id>
		<title>War Declarations</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=War_Declarations&amp;diff=573"/>
		<updated>2026-10-12T14:47:19Z</updated>

		<summary type="html">&lt;p&gt;Cicero: Count owned territory for conquest quotas; correct six-region common-enemy example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1100px; margin:0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Eclesiar-war-declarations-hero-2026.png|frameless|center|1100px|alt=A blue and gold strategic planning desk overlooking a civic skyline, with the title War Declarations.]]&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;war declaration&#039;&#039;&#039; creates a timed conflict between two countries. [[Congress]] decides whom to fight, how long the war lasts and which regions may become permanent prizes. Individual &#039;&#039;&#039;battles&#039;&#039;&#039; determine who controls a region during that conflict.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#edf5fc; border-left:5px solid #327fbb; padding:14px 18px; margin:18px 0;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Two rules to remember&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Capturing a region is not the same as keeping it permanently.&#039;&#039;&#039; Only the winner&#039;s declared goal regions are awarded as victory prizes.&lt;br /&gt;
* &#039;&#039;&#039;A defender without purchased war goals must hold out until the deadline.&#039;&#039;&#039; Recaptures alone do not give it an early strategic victory.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== At a glance ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Choice or rule !! What it means&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;War duration&#039;&#039;&#039; || 8, 14, 21 or 30 days, counted from enactment of the declaration.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attacker&#039;s goals&#039;&#039;&#039; || Choose 0, 1 or 2 regions. Choosing none is allowed, but gives no permanent territory prize.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defender&#039;s goals&#039;&#039;&#039; || The defender may purchase 1 or 2 offensive goals through Congress, if eligible. Otherwise it defends until the deadline.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Victory&#039;&#039;&#039; || Meet the conquest requirement and hold every declared goal before the deadline.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Normal post-war protection&#039;&#039;&#039; || A seven-day non-aggression pact (NAP) follows victory or expiry. A voided declaration has different rules.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== How to declare war ==&lt;br /&gt;
# Open your &#039;&#039;&#039;Country&#039;&#039;&#039; page and its &#039;&#039;&#039;Congress&#039;&#039;&#039; section. The President or a Congress member can propose &#039;&#039;&#039;Declare War&#039;&#039;&#039;.&lt;br /&gt;
# Choose the target country, one of the four durations and up to two goal regions.&lt;br /&gt;
# Review the country&#039;s Gold cost and submit the proposal for Congress to vote on. Treat the proposal as public information: the opponent can see your political preparations.&lt;br /&gt;
# Wait for the bill to pass and be enacted. The standard voting window is &#039;&#039;&#039;24 hours&#039;&#039;&#039;; server fast-law settings can allow earlier resolution. Use the bill&#039;s displayed voting deadline.&lt;br /&gt;
# After enactment, the &#039;&#039;&#039;President, Vice President or Minister of Defense&#039;&#039;&#039; can open eligible regional battles. The declaration starts the conflict; it does not automatically capture a region or win a battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Before submitting:&#039;&#039;&#039;&lt;br /&gt;
* The target must own contestable land, even if other countries temporarily occupy all of it. Your own country may own no land.&lt;br /&gt;
* An active alliance, existing war or NAP between the countries can prevent a new declaration.&lt;br /&gt;
* Named goals must be distinct, visible, contestable regions owned by the target. A third country may temporarily occupy them; regions already controlled by your own country cannot be selected as new goals.&lt;br /&gt;
* Eligibility is checked again when the vote resolves. If the proposed goals become invalid before enactment, the bill can be denied and its fee refunded.&lt;br /&gt;
&lt;br /&gt;
Server administration can temporarily disable new declarations, invasions or revolutions independently. Follow the availability shown in the game.&lt;br /&gt;
&lt;br /&gt;
=== Opening battles ===&lt;br /&gt;
A complete &#039;&#039;&#039;nine-round battle&#039;&#039;&#039; must fit before the declaration&#039;s deadline. Exact round timing follows server settings, so new invasions become unavailable when too little time remains.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;attacker initiative&#039;&#039;&#039; is enabled, the declaring country has first-battle priority for up to &#039;&#039;&#039;24 hours after approval&#039;&#039;&#039;. That restriction ends once the first battle starts; afterwards either side may launch eligible invasions. Check initiative and battle availability when planning the first attack.&lt;br /&gt;
&lt;br /&gt;
== Gold cost and duration ==&lt;br /&gt;
The base proposal cost is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#f3f6f9; border:1px solid #d5e1eb; padding:12px 16px; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Gold cost = (10 + 0.2 × combined fully active civilians of both countries) × war duration ÷ 8&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The proposing Congress&#039;s ideology can modify this amount. Eligible first-proposal exemptions apply only to the 8-day tier. &#039;&#039;&#039;Use the in-game quote for the final amount payable from the country treasury.&#039;&#039;&#039; “Fully active civilians” is the game&#039;s population measure, not the number of registered accounts or players currently online.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
! Duration !! Duration multiplier&lt;br /&gt;
|-&lt;br /&gt;
| 8 days || ×1&lt;br /&gt;
|-&lt;br /&gt;
| 14 days || ×1.75&lt;br /&gt;
|-&lt;br /&gt;
| 21 days || ×2.625&lt;br /&gt;
|-&lt;br /&gt;
| 30 days || ×3.75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A longer declaration provides a longer objective window and costs more. It does &#039;&#039;&#039;not&#039;&#039;&#039; increase the maximum number of goal regions or guarantee victory.&lt;br /&gt;
&lt;br /&gt;
== Goals and the conquest requirement ==&lt;br /&gt;
&#039;&#039;&#039;Goals&#039;&#039;&#039; are the regions your Congress names as possible permanent prizes. The &#039;&#039;&#039;conquest requirement&#039;&#039;&#039; is how many qualifying regions your side must capture and still hold to win.&lt;br /&gt;
&lt;br /&gt;
The normal requirement is the &#039;&#039;&#039;smaller&#039;&#039;&#039; of the opponent&#039;s contestable &#039;&#039;&#039;owned&#039;&#039;&#039; region count when the declaration is enacted and the cap below. &#039;&#039;&#039;Temporarily occupied regions still count as the owner&#039;s land&#039;&#039;&#039;, including regions held by other countries. That starting count is frozen; it is not recalculated after every battle. Permanent ownership is separate from a region&#039;s original geographic country.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Your side&#039;s declared goals !! Normal conquest cap !! Permanent victory prizes&lt;br /&gt;
|-&lt;br /&gt;
| No goals (attacker only) || 6 regions || None&lt;br /&gt;
|-&lt;br /&gt;
| Exactly 1 goal || 3 regions || That goal region&lt;br /&gt;
|-&lt;br /&gt;
| Exactly 2 goals || 6 regions || Those two goal regions&lt;br /&gt;
|-&lt;br /&gt;
| Your own rightful capital as your &#039;&#039;&#039;only&#039;&#039;&#039; goal || 1 region || Recovery of that capital&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Every named goal must be among your qualifying captures and still be held by your country.&#039;&#039;&#039; Adding a second goal to a capital-recovery war restores the ordinary two-goal cap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
* Against a country owning 10 contestable regions, naming 1 ordinary goal normally requires &#039;&#039;&#039;3&#039;&#039;&#039; qualifying captures, including the goal. Only the named goal is a permanent prize.&lt;br /&gt;
* Against a country owning 4 contestable regions, naming 2 goals normally requires &#039;&#039;&#039;4&#039;&#039;&#039; qualifying captures, including both goals.&lt;br /&gt;
* Naming only your own rightful capital can make recovering and holding that capital sufficient for victory.&lt;br /&gt;
&lt;br /&gt;
=== Which captures count? ===&lt;br /&gt;
* Your country must make a qualifying capture during this declared war and &#039;&#039;&#039;still control the region&#039;&#039;&#039; when victory is checked. Losing it removes it from your held progress.&lt;br /&gt;
* A region counts once, even if it changes hands repeatedly.&lt;br /&gt;
* Capturing the opponent&#039;s land can count. Recovering your own land from that opponent can also count.&lt;br /&gt;
* A third country&#039;s captures do not contribute to your country&#039;s progress. Capturing unrelated third-country land does not automatically count against this opponent.&lt;br /&gt;
&lt;br /&gt;
There is also a limited &#039;&#039;&#039;wipe&#039;&#039;&#039; route: a side eligible for offensive victory can complete the count requirement if it holds all contestable land the opponent still owns, with at least one qualifying retained conquest. &#039;&#039;&#039;All named goals remain mandatory.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temporary occupation and permanent conquest have different effects:&#039;&#039;&#039;&lt;br /&gt;
* If several countries temporarily occupy all the opponent&#039;s regions between them, the opponent still owns that land. Having no regions left under its direct control does &#039;&#039;&#039;not, by itself, end every declaration&#039;&#039;&#039;.&lt;br /&gt;
* If a third country wins its own declaration and &#039;&#039;&#039;permanently receives&#039;&#039;&#039; a region, the opponent no longer owns that region. Your side can then win by holding all the opponent&#039;s remaining contestable land, even below your original conquest quota, provided you hold all your own named goals. Wars can therefore finish &#039;&#039;&#039;one after another&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Selecting goals on occupied land:&#039;&#039;&#039; You may name a region that a third country temporarily occupies, provided the country you are declaring war on still owns it. You do not need a separate war against the occupier to contest your common enemy&#039;s territory, although normal invasion requirements still apply. The target cannot offer land it only temporarily occupies from another owner. Regions your own country already controls are not eligible as new goals. The same ownership rule applies to purchased defender objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example: competing for a common enemy&#039;s regions.&#039;&#039;&#039; Country A temporarily occupies five of Country B&#039;s six regions. Country C may declare war on B and name two of those occupied regions as goals, because they still belong to B. Country C must capture and hold both goals itself; A&#039;s captures do not complete C&#039;s objectives. If A and C temporarily occupy all six regions between them, each declaration still resolves under its own victory conditions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example: six owned regions, five temporarily occupied.&#039;&#039;&#039;&lt;br /&gt;
Country B owns six contestable regions. Country A temporarily occupies five of them, while B directly controls the last one. If Country C declares war on B now, &#039;&#039;&#039;B still owns all six&#039;&#039;&#039;. Country C therefore needs &#039;&#039;&#039;3 qualifying captures for 1 ordinary goal&#039;&#039;&#039;, or &#039;&#039;&#039;6 qualifying captures for 2 goals&#039;&#039;&#039;, including every named goal.&lt;br /&gt;
&lt;br /&gt;
Capturing B&#039;s last directly controlled region gives C only one capture. To meet its requirement, C must also take B-owned regions from A and hold them, including C&#039;s goals. C does not need a separate declaration against A to contest B&#039;s land; normal invasion requirements still apply. A and C temporarily occupying all six regions between them does not automatically win either declaration.&lt;br /&gt;
&lt;br /&gt;
Only a &#039;&#039;&#039;permanent award&#039;&#039;&#039; changes who owns a region. A third country&#039;s temporary occupation cannot reduce B&#039;s owned-region baseline for a new declaration.&lt;br /&gt;
&lt;br /&gt;
== Defending and buying offensive goals ==&lt;br /&gt;
[[File:Eclesiar-war-objectives-2026.png|thumb|right|360px|Plan around your capital, objective regions and the remaining war window. Concept artwork, not a gameplay screenshot.|alt=Blue themed strategic map with a fortified capital, a shield and gold objective markers.]]&lt;br /&gt;
&lt;br /&gt;
The defender can fight, recapture regions and prevent the attacker from completing its objective. &#039;&#039;&#039;Without purchased offensive goals, the defender cannot end the declaration early through conquests, recaptures or a wipe.&#039;&#039;&#039; It succeeds defensively by lasting until the deadline; expiry awards no permanent victory prizes.&lt;br /&gt;
&lt;br /&gt;
To pursue an early offensive victory, the defender can propose &#039;&#039;&#039;Add War Objective&#039;&#039;&#039; in Congress, once per declaration:&lt;br /&gt;
* Select &#039;&#039;&#039;1 or 2&#039;&#039;&#039; eligible regions of the attacking country.&lt;br /&gt;
* The objective uses the &#039;&#039;&#039;existing declaration deadline&#039;&#039;&#039;. It does not restart or extend the war.&lt;br /&gt;
* There must be enough time remaining for a complete battle. An objective cannot be bought against a declarer that owned no contestable regions when the declaration was enacted.&lt;br /&gt;
* Its cost uses the same population formula and the declaration&#039;s &#039;&#039;&#039;original duration&#039;&#039;&#039;, rather than only the remaining days, with applicable ideology adjustments or exemptions.&lt;br /&gt;
* Once enacted, the defender must satisfy its own conquest requirement and hold its named goals within the remaining window.&lt;br /&gt;
&lt;br /&gt;
The attacker and defender can therefore have different goals and different requirements. Check your own side&#039;s progress.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Occupation, taxes and buildings ==&lt;br /&gt;
A battle victory can create a &#039;&#039;&#039;temporary occupation&#039;&#039;&#039;. The occupier controls the region during the war, while permanent ownership and war settlement remain separate questions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Work tax:&#039;&#039;&#039; the default occupied-region split is &#039;&#039;&#039;80% to the occupier and 20% to the recorded owner before occupation&#039;&#039;&#039;. The server can configure this split.&lt;br /&gt;
* &#039;&#039;&#039;Temporary occupation:&#039;&#039;&#039; occupying a region does not itself reduce its regional building levels.&lt;br /&gt;
* &#039;&#039;&#039;Permanent ruler change:&#039;&#039;&#039; when a conquest becomes permanent, each regional building above level 0 loses &#039;&#039;&#039;one level&#039;&#039;&#039;, once for that transition. A battle recapture that ends an occupation can also be a permanent transition.&lt;br /&gt;
* &#039;&#039;&#039;Release at settlement:&#039;&#039;&#039; returning a temporary occupation causes no additional building damage. Construction orders belonging to a displaced ruler can be cancelled when control is settled.&lt;br /&gt;
&lt;br /&gt;
== How a declaration ends ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Ending !! Territory and protection&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Objective victory&#039;&#039;&#039; || The winner receives its declared goal regions as permanent prizes. Other provisional occupations governed by that war are released. A seven-day NAP follows.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Deadline expires&#039;&#039;&#039; || No victory prizes are awarded. Occupations governed by the ending war are released and a seven-day NAP follows. Holding out does not award the defender permanent territory.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Agreed peace&#039;&#039;&#039; || Congress can pursue peace terms. An armistice requires both congresses, releases occupations and signs a seven-day NAP. Territorial concessions depend on the accepted terms.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;A mandatory goal is permanently awarded in another war&#039;&#039;&#039; || The affected declaration is voided without prizes or a new NAP. Goals are not silently waived.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If another active declaration still governs an occupation, its release can wait for that conflict to end. Ongoing battles can also delay final territorial settlement. Use the declaration&#039;s actual status and remaining time rather than assuming every region will change at the exact deadline second.&lt;br /&gt;
&lt;br /&gt;
=== If a third country takes a goal ===&lt;br /&gt;
A third country &#039;&#039;&#039;temporarily occupying&#039;&#039;&#039; your goal does not remove that goal from your declaration. Opponent-owned land can remain attackable under the war against its owner, with the current occupier defending the battle.&lt;br /&gt;
&lt;br /&gt;
If another war instead &#039;&#039;&#039;permanently awards&#039;&#039;&#039; a mandatory goal, the affected declaration is voided as described above. Temporary control and permanent ownership have different consequences.&lt;br /&gt;
&lt;br /&gt;
== Planning checklist ==&lt;br /&gt;
* Choose goals you can reach, capture and hold before the deadline.&lt;br /&gt;
* Budget for the declaration and the campaign; declaring war does not pay the costs of every battle.&lt;br /&gt;
* Check first-battle initiative and whether a complete battle still fits before the deadline.&lt;br /&gt;
* Watch both the conquest count and the mandatory goal regions.&lt;br /&gt;
* If defending, decide whether to hold out or purchase an offensive objective while enough time remains.&lt;br /&gt;
* Remember: winning with no goals grants no permanent territory, and ordinary extra captures are released at settlement.&lt;br /&gt;
&lt;br /&gt;
== Interface reference ==&lt;br /&gt;
[[File:Declaration of war 26-9.png|thumb|center|600px|Earlier declaration interface. Current controls, prices and availability may differ.|alt=An earlier Eclesiar Declare War proposal form.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-top:1px solid #d5e1eb; color:#52677b; padding-top:10px; margin-top:20px; font-size:90%;&amp;quot;&amp;gt;&lt;br /&gt;
Rules reviewed against the game backend on &#039;&#039;&#039;12 October 2026&#039;&#039;&#039;. Server settings and deployed updates can affect availability, prices and voting speed; always check the current in-game proposal and declaration readout.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cicero</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=War_Declarations&amp;diff=572</id>
		<title>War Declarations</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=War_Declarations&amp;diff=572"/>
		<updated>2026-10-12T14:37:27Z</updated>

		<summary type="html">&lt;p&gt;Cicero: Remove older war behavior note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1100px; margin:0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Eclesiar-war-declarations-hero-2026.png|frameless|center|1100px|alt=A blue and gold strategic planning desk overlooking a civic skyline, with the title War Declarations.]]&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;war declaration&#039;&#039;&#039; creates a timed conflict between two countries. [[Congress]] decides whom to fight, how long the war lasts and which regions may become permanent prizes. Individual &#039;&#039;&#039;battles&#039;&#039;&#039; determine who controls a region during that conflict.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#edf5fc; border-left:5px solid #327fbb; padding:14px 18px; margin:18px 0;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Two rules to remember&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Capturing a region is not the same as keeping it permanently.&#039;&#039;&#039; Only the winner&#039;s declared goal regions are awarded as victory prizes.&lt;br /&gt;
* &#039;&#039;&#039;A defender without purchased war goals must hold out until the deadline.&#039;&#039;&#039; Recaptures alone do not give it an early strategic victory.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== At a glance ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Choice or rule !! What it means&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;War duration&#039;&#039;&#039; || 8, 14, 21 or 30 days, counted from enactment of the declaration.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attacker&#039;s goals&#039;&#039;&#039; || Choose 0, 1 or 2 regions. Choosing none is allowed, but gives no permanent territory prize.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defender&#039;s goals&#039;&#039;&#039; || The defender may purchase 1 or 2 offensive goals through Congress, if eligible. Otherwise it defends until the deadline.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Victory&#039;&#039;&#039; || Meet the conquest requirement and hold every declared goal before the deadline.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Normal post-war protection&#039;&#039;&#039; || A seven-day non-aggression pact (NAP) follows victory or expiry. A voided declaration has different rules.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== How to declare war ==&lt;br /&gt;
# Open your &#039;&#039;&#039;Country&#039;&#039;&#039; page and its &#039;&#039;&#039;Congress&#039;&#039;&#039; section. The President or a Congress member can propose &#039;&#039;&#039;Declare War&#039;&#039;&#039;.&lt;br /&gt;
# Choose the target country, one of the four durations and up to two goal regions.&lt;br /&gt;
# Review the country&#039;s Gold cost and submit the proposal for Congress to vote on. Treat the proposal as public information: the opponent can see your political preparations.&lt;br /&gt;
# Wait for the bill to pass and be enacted. The standard voting window is &#039;&#039;&#039;24 hours&#039;&#039;&#039;; server fast-law settings can allow earlier resolution. Use the bill&#039;s displayed voting deadline.&lt;br /&gt;
# After enactment, the &#039;&#039;&#039;President, Vice President or Minister of Defense&#039;&#039;&#039; can open eligible regional battles. The declaration starts the conflict; it does not automatically capture a region or win a battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Before submitting:&#039;&#039;&#039;&lt;br /&gt;
* The target must have contestable land. Your own country may be landless.&lt;br /&gt;
* An active alliance, existing war or NAP between the countries can prevent a new declaration.&lt;br /&gt;
* Named goals must be distinct, visible, contestable regions owned by the target. A third country may temporarily occupy them; regions already controlled by your own country cannot be selected as new goals.&lt;br /&gt;
* Eligibility is checked again when the vote resolves. If the proposed goals become invalid before enactment, the bill can be denied and its fee refunded.&lt;br /&gt;
&lt;br /&gt;
Server administration can temporarily disable new declarations, invasions or revolutions independently. Follow the availability shown in the game.&lt;br /&gt;
&lt;br /&gt;
=== Opening battles ===&lt;br /&gt;
A complete &#039;&#039;&#039;nine-round battle&#039;&#039;&#039; must fit before the declaration&#039;s deadline. Exact round timing follows server settings, so new invasions become unavailable when too little time remains.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;attacker initiative&#039;&#039;&#039; is enabled, the declaring country has first-battle priority for up to &#039;&#039;&#039;24 hours after approval&#039;&#039;&#039;. That restriction ends once the first battle starts; afterwards either side may launch eligible invasions. Check initiative and battle availability when planning the first attack.&lt;br /&gt;
&lt;br /&gt;
== Gold cost and duration ==&lt;br /&gt;
The base proposal cost is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#f3f6f9; border:1px solid #d5e1eb; padding:12px 16px; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Gold cost = (10 + 0.2 × combined fully active civilians of both countries) × war duration ÷ 8&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The proposing Congress&#039;s ideology can modify this amount. Eligible first-proposal exemptions apply only to the 8-day tier. &#039;&#039;&#039;Use the in-game quote for the final amount payable from the country treasury.&#039;&#039;&#039; “Fully active civilians” is the game&#039;s population measure, not the number of registered accounts or players currently online.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
! Duration !! Duration multiplier&lt;br /&gt;
|-&lt;br /&gt;
| 8 days || ×1&lt;br /&gt;
|-&lt;br /&gt;
| 14 days || ×1.75&lt;br /&gt;
|-&lt;br /&gt;
| 21 days || ×2.625&lt;br /&gt;
|-&lt;br /&gt;
| 30 days || ×3.75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A longer declaration provides a longer objective window and costs more. It does &#039;&#039;&#039;not&#039;&#039;&#039; increase the maximum number of goal regions or guarantee victory.&lt;br /&gt;
&lt;br /&gt;
== Goals and the conquest requirement ==&lt;br /&gt;
&#039;&#039;&#039;Goals&#039;&#039;&#039; are the regions your Congress names as possible permanent prizes. The &#039;&#039;&#039;conquest requirement&#039;&#039;&#039; is how many qualifying regions your side must capture and still hold to win.&lt;br /&gt;
&lt;br /&gt;
The normal requirement is the &#039;&#039;&#039;smaller&#039;&#039;&#039; of the opponent&#039;s contestable region count when the declaration is enacted and the cap below. That starting count is frozen; it is not recalculated after every battle.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Your side&#039;s declared goals !! Normal conquest cap !! Permanent victory prizes&lt;br /&gt;
|-&lt;br /&gt;
| No goals (attacker only) || 6 regions || None&lt;br /&gt;
|-&lt;br /&gt;
| Exactly 1 goal || 3 regions || That goal region&lt;br /&gt;
|-&lt;br /&gt;
| Exactly 2 goals || 6 regions || Those two goal regions&lt;br /&gt;
|-&lt;br /&gt;
| Your own rightful capital as your &#039;&#039;&#039;only&#039;&#039;&#039; goal || 1 region || Recovery of that capital&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Every named goal must be among your qualifying captures and still be held by your country.&#039;&#039;&#039; Adding a second goal to a capital-recovery war restores the ordinary two-goal cap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
* Against a country with 10 contestable regions, naming 1 ordinary goal normally requires &#039;&#039;&#039;3&#039;&#039;&#039; qualifying captures, including the goal. Only the named goal is a permanent prize.&lt;br /&gt;
* Against a country with 4 contestable regions, naming 2 goals normally requires &#039;&#039;&#039;4&#039;&#039;&#039; qualifying captures, including both goals.&lt;br /&gt;
* Naming only your own rightful capital can make recovering and holding that capital sufficient for victory.&lt;br /&gt;
&lt;br /&gt;
=== Which captures count? ===&lt;br /&gt;
* Your country must make a qualifying capture during this declared war and &#039;&#039;&#039;still control the region&#039;&#039;&#039; when victory is checked. Losing it removes it from your held progress.&lt;br /&gt;
* A region counts once, even if it changes hands repeatedly.&lt;br /&gt;
* Capturing the opponent&#039;s land can count. Recovering your own land from that opponent can also count.&lt;br /&gt;
* A third country&#039;s captures do not contribute to your country&#039;s progress. Capturing unrelated third-country land does not automatically count against this opponent.&lt;br /&gt;
&lt;br /&gt;
There is also a limited &#039;&#039;&#039;wipe&#039;&#039;&#039; route: a side eligible for offensive victory can complete the count requirement if it holds all contestable land the opponent still owns, with at least one qualifying retained conquest. &#039;&#039;&#039;All named goals remain mandatory.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temporary occupation and permanent conquest have different effects:&#039;&#039;&#039;&lt;br /&gt;
* If several countries temporarily occupy all the opponent&#039;s regions between them, the opponent still owns that land. Having no regions left under its direct control does &#039;&#039;&#039;not, by itself, end every declaration&#039;&#039;&#039;.&lt;br /&gt;
* If a third country wins its own declaration and &#039;&#039;&#039;permanently receives&#039;&#039;&#039; a region, the opponent no longer owns that region. Your side can then win by holding all the opponent&#039;s remaining contestable land, even below your original conquest quota, provided you hold all your own named goals. Wars can therefore finish &#039;&#039;&#039;one after another&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Selecting goals on occupied land:&#039;&#039;&#039; You may name a region that a third country temporarily occupies, provided the country you are declaring war on still owns it. You do not need a separate war against the occupier to contest your common enemy&#039;s territory, although normal invasion requirements still apply. The target cannot offer land it only temporarily occupies from another owner. Regions your own country already controls are not eligible as new goals. The same ownership rule applies to purchased defender objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example: competing for a common enemy&#039;s regions.&#039;&#039;&#039; Country A temporarily occupies five of Country B&#039;s six regions. Country C may declare war on B and name two of those occupied regions as goals, because they still belong to B. Country C must capture and hold both goals itself; A&#039;s captures do not complete C&#039;s objectives. If A and C temporarily occupy all six regions between them, each declaration still resolves under its own victory conditions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example: five regions held by you, one held by a third country.&#039;&#039;&#039;&lt;br /&gt;
Suppose your enemy ruled six regions when your declaration started, your normal requirement is six, and you capture five including all your goals. If the third country&#039;s declaration is enacted &#039;&#039;&#039;after&#039;&#039;&#039; those five captures, the enemy now rules only one region, so that new declaration&#039;s conquest requirement can be one. If the third country names that last region as its goal and captures it, it can win its own war and receive the region permanently. Your enemy then owns only the five regions you hold, allowing your declaration to finish through the wipe rule.&lt;br /&gt;
&lt;br /&gt;
If the third country only temporarily occupies that last region without meeting its own victory conditions, that capture does not unlock your wipe victory. If its settlement returns the region instead of awarding it permanently, the region still prevents this route.&lt;br /&gt;
&lt;br /&gt;
== Defending and buying offensive goals ==&lt;br /&gt;
[[File:Eclesiar-war-objectives-2026.png|thumb|right|360px|Plan around your capital, objective regions and the remaining war window. Concept artwork, not a gameplay screenshot.|alt=Blue themed strategic map with a fortified capital, a shield and gold objective markers.]]&lt;br /&gt;
&lt;br /&gt;
The defender can fight, recapture regions and prevent the attacker from completing its objective. &#039;&#039;&#039;Without purchased offensive goals, the defender cannot end the declaration early through conquests, recaptures or a wipe.&#039;&#039;&#039; It succeeds defensively by lasting until the deadline; expiry awards no permanent victory prizes.&lt;br /&gt;
&lt;br /&gt;
To pursue an early offensive victory, the defender can propose &#039;&#039;&#039;Add War Objective&#039;&#039;&#039; in Congress, once per declaration:&lt;br /&gt;
* Select &#039;&#039;&#039;1 or 2&#039;&#039;&#039; eligible regions of the attacking country.&lt;br /&gt;
* The objective uses the &#039;&#039;&#039;existing declaration deadline&#039;&#039;&#039;. It does not restart or extend the war.&lt;br /&gt;
* There must be enough time remaining for a complete battle. An objective cannot be bought against a declarer that began landless.&lt;br /&gt;
* Its cost uses the same population formula and the declaration&#039;s &#039;&#039;&#039;original duration&#039;&#039;&#039;, rather than only the remaining days, with applicable ideology adjustments or exemptions.&lt;br /&gt;
* Once enacted, the defender must satisfy its own conquest requirement and hold its named goals within the remaining window.&lt;br /&gt;
&lt;br /&gt;
The attacker and defender can therefore have different goals and different requirements. Check your own side&#039;s progress.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Occupation, taxes and buildings ==&lt;br /&gt;
A battle victory can create a &#039;&#039;&#039;temporary occupation&#039;&#039;&#039;. The occupier controls the region during the war, while permanent ownership and war settlement remain separate questions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Work tax:&#039;&#039;&#039; the default occupied-region split is &#039;&#039;&#039;80% to the occupier and 20% to the recorded owner before occupation&#039;&#039;&#039;. The server can configure this split.&lt;br /&gt;
* &#039;&#039;&#039;Temporary occupation:&#039;&#039;&#039; occupying a region does not itself reduce its regional building levels.&lt;br /&gt;
* &#039;&#039;&#039;Permanent ruler change:&#039;&#039;&#039; when a conquest becomes permanent, each regional building above level 0 loses &#039;&#039;&#039;one level&#039;&#039;&#039;, once for that transition. A battle recapture that ends an occupation can also be a permanent transition.&lt;br /&gt;
* &#039;&#039;&#039;Release at settlement:&#039;&#039;&#039; returning a temporary occupation causes no additional building damage. Construction orders belonging to a displaced ruler can be cancelled when control is settled.&lt;br /&gt;
&lt;br /&gt;
== How a declaration ends ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Ending !! Territory and protection&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Objective victory&#039;&#039;&#039; || The winner receives its declared goal regions as permanent prizes. Other provisional occupations governed by that war are released. A seven-day NAP follows.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Deadline expires&#039;&#039;&#039; || No victory prizes are awarded. Occupations governed by the ending war are released and a seven-day NAP follows. Holding out does not award the defender permanent territory.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Agreed peace&#039;&#039;&#039; || Congress can pursue peace terms. An armistice requires both congresses, releases occupations and signs a seven-day NAP. Territorial concessions depend on the accepted terms.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;A mandatory goal is permanently awarded in another war&#039;&#039;&#039; || The affected declaration is voided without prizes or a new NAP. Goals are not silently waived.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If another active declaration still governs an occupation, its release can wait for that conflict to end. Ongoing battles can also delay final territorial settlement. Use the declaration&#039;s actual status and remaining time rather than assuming every region will change at the exact deadline second.&lt;br /&gt;
&lt;br /&gt;
=== If a third country takes a goal ===&lt;br /&gt;
A third country &#039;&#039;&#039;temporarily occupying&#039;&#039;&#039; your goal does not remove that goal from your declaration. Opponent-owned land can remain attackable under the war against its owner, with the current occupier defending the battle.&lt;br /&gt;
&lt;br /&gt;
If another war instead &#039;&#039;&#039;permanently awards&#039;&#039;&#039; a mandatory goal, the affected declaration is voided as described above. Temporary control and permanent ownership have different consequences.&lt;br /&gt;
&lt;br /&gt;
== Planning checklist ==&lt;br /&gt;
* Choose goals you can reach, capture and hold before the deadline.&lt;br /&gt;
* Budget for the declaration and the campaign; declaring war does not pay the costs of every battle.&lt;br /&gt;
* Check first-battle initiative and whether a complete battle still fits before the deadline.&lt;br /&gt;
* Watch both the conquest count and the mandatory goal regions.&lt;br /&gt;
* If defending, decide whether to hold out or purchase an offensive objective while enough time remains.&lt;br /&gt;
* Remember: winning with no goals grants no permanent territory, and ordinary extra captures are released at settlement.&lt;br /&gt;
&lt;br /&gt;
== Interface reference ==&lt;br /&gt;
[[File:Declaration of war 26-9.png|thumb|center|600px|Earlier declaration interface. Current controls, prices and availability may differ.|alt=An earlier Eclesiar Declare War proposal form.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-top:1px solid #d5e1eb; color:#52677b; padding-top:10px; margin-top:20px; font-size:90%;&amp;quot;&amp;gt;&lt;br /&gt;
Rules reviewed against the game backend on &#039;&#039;&#039;12 October 2026&#039;&#039;&#039;. Server settings and deployed updates can affect availability, prices and voting speed; always check the current in-game proposal and declaration readout.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cicero</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=War_Declarations&amp;diff=571</id>
		<title>War Declarations</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=War_Declarations&amp;diff=571"/>
		<updated>2026-10-12T14:36:41Z</updated>

		<summary type="html">&lt;p&gt;Cicero: Remove rollout note; state occupied-goal rule directly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1100px; margin:0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Eclesiar-war-declarations-hero-2026.png|frameless|center|1100px|alt=A blue and gold strategic planning desk overlooking a civic skyline, with the title War Declarations.]]&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;war declaration&#039;&#039;&#039; creates a timed conflict between two countries. [[Congress]] decides whom to fight, how long the war lasts and which regions may become permanent prizes. Individual &#039;&#039;&#039;battles&#039;&#039;&#039; determine who controls a region during that conflict.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#edf5fc; border-left:5px solid #327fbb; padding:14px 18px; margin:18px 0;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Two rules to remember&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Capturing a region is not the same as keeping it permanently.&#039;&#039;&#039; Only the winner&#039;s declared goal regions are awarded as victory prizes.&lt;br /&gt;
* &#039;&#039;&#039;A defender without purchased war goals must hold out until the deadline.&#039;&#039;&#039; Recaptures alone do not give it an early strategic victory.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== At a glance ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Choice or rule !! What it means&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;War duration&#039;&#039;&#039; || 8, 14, 21 or 30 days, counted from enactment of the declaration.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attacker&#039;s goals&#039;&#039;&#039; || Choose 0, 1 or 2 regions. Choosing none is allowed, but gives no permanent territory prize.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defender&#039;s goals&#039;&#039;&#039; || The defender may purchase 1 or 2 offensive goals through Congress, if eligible. Otherwise it defends until the deadline.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Victory&#039;&#039;&#039; || Meet the conquest requirement and hold every declared goal before the deadline.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Normal post-war protection&#039;&#039;&#039; || A seven-day non-aggression pact (NAP) follows victory or expiry. A voided declaration has different rules.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== How to declare war ==&lt;br /&gt;
# Open your &#039;&#039;&#039;Country&#039;&#039;&#039; page and its &#039;&#039;&#039;Congress&#039;&#039;&#039; section. The President or a Congress member can propose &#039;&#039;&#039;Declare War&#039;&#039;&#039;.&lt;br /&gt;
# Choose the target country, one of the four durations and up to two goal regions.&lt;br /&gt;
# Review the country&#039;s Gold cost and submit the proposal for Congress to vote on. Treat the proposal as public information: the opponent can see your political preparations.&lt;br /&gt;
# Wait for the bill to pass and be enacted. The standard voting window is &#039;&#039;&#039;24 hours&#039;&#039;&#039;; server fast-law settings can allow earlier resolution. Use the bill&#039;s displayed voting deadline.&lt;br /&gt;
# After enactment, the &#039;&#039;&#039;President, Vice President or Minister of Defense&#039;&#039;&#039; can open eligible regional battles. The declaration starts the conflict; it does not automatically capture a region or win a battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Before submitting:&#039;&#039;&#039;&lt;br /&gt;
* The target must have contestable land. Your own country may be landless.&lt;br /&gt;
* An active alliance, existing war or NAP between the countries can prevent a new declaration.&lt;br /&gt;
* Named goals must be distinct, visible, contestable regions owned by the target. A third country may temporarily occupy them; regions already controlled by your own country cannot be selected as new goals.&lt;br /&gt;
* Eligibility is checked again when the vote resolves. If the proposed goals become invalid before enactment, the bill can be denied and its fee refunded.&lt;br /&gt;
&lt;br /&gt;
Server administration can temporarily disable new declarations, invasions or revolutions independently. Follow the availability shown in the game.&lt;br /&gt;
&lt;br /&gt;
=== Opening battles ===&lt;br /&gt;
A complete &#039;&#039;&#039;nine-round battle&#039;&#039;&#039; must fit before the declaration&#039;s deadline. Exact round timing follows server settings, so new invasions become unavailable when too little time remains.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;attacker initiative&#039;&#039;&#039; is enabled, the declaring country has first-battle priority for up to &#039;&#039;&#039;24 hours after approval&#039;&#039;&#039;. That restriction ends once the first battle starts; afterwards either side may launch eligible invasions. Check initiative and battle availability when planning the first attack.&lt;br /&gt;
&lt;br /&gt;
== Gold cost and duration ==&lt;br /&gt;
The base proposal cost is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#f3f6f9; border:1px solid #d5e1eb; padding:12px 16px; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Gold cost = (10 + 0.2 × combined fully active civilians of both countries) × war duration ÷ 8&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The proposing Congress&#039;s ideology can modify this amount. Eligible first-proposal exemptions apply only to the 8-day tier. &#039;&#039;&#039;Use the in-game quote for the final amount payable from the country treasury.&#039;&#039;&#039; “Fully active civilians” is the game&#039;s population measure, not the number of registered accounts or players currently online.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
! Duration !! Duration multiplier&lt;br /&gt;
|-&lt;br /&gt;
| 8 days || ×1&lt;br /&gt;
|-&lt;br /&gt;
| 14 days || ×1.75&lt;br /&gt;
|-&lt;br /&gt;
| 21 days || ×2.625&lt;br /&gt;
|-&lt;br /&gt;
| 30 days || ×3.75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A longer declaration provides a longer objective window and costs more. It does &#039;&#039;&#039;not&#039;&#039;&#039; increase the maximum number of goal regions or guarantee victory.&lt;br /&gt;
&lt;br /&gt;
== Goals and the conquest requirement ==&lt;br /&gt;
&#039;&#039;&#039;Goals&#039;&#039;&#039; are the regions your Congress names as possible permanent prizes. The &#039;&#039;&#039;conquest requirement&#039;&#039;&#039; is how many qualifying regions your side must capture and still hold to win.&lt;br /&gt;
&lt;br /&gt;
The normal requirement is the &#039;&#039;&#039;smaller&#039;&#039;&#039; of the opponent&#039;s contestable region count when the declaration is enacted and the cap below. That starting count is frozen; it is not recalculated after every battle.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Your side&#039;s declared goals !! Normal conquest cap !! Permanent victory prizes&lt;br /&gt;
|-&lt;br /&gt;
| No goals (attacker only) || 6 regions || None&lt;br /&gt;
|-&lt;br /&gt;
| Exactly 1 goal || 3 regions || That goal region&lt;br /&gt;
|-&lt;br /&gt;
| Exactly 2 goals || 6 regions || Those two goal regions&lt;br /&gt;
|-&lt;br /&gt;
| Your own rightful capital as your &#039;&#039;&#039;only&#039;&#039;&#039; goal || 1 region || Recovery of that capital&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Every named goal must be among your qualifying captures and still be held by your country.&#039;&#039;&#039; Adding a second goal to a capital-recovery war restores the ordinary two-goal cap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
* Against a country with 10 contestable regions, naming 1 ordinary goal normally requires &#039;&#039;&#039;3&#039;&#039;&#039; qualifying captures, including the goal. Only the named goal is a permanent prize.&lt;br /&gt;
* Against a country with 4 contestable regions, naming 2 goals normally requires &#039;&#039;&#039;4&#039;&#039;&#039; qualifying captures, including both goals.&lt;br /&gt;
* Naming only your own rightful capital can make recovering and holding that capital sufficient for victory.&lt;br /&gt;
&lt;br /&gt;
=== Which captures count? ===&lt;br /&gt;
* Your country must make a qualifying capture during this declared war and &#039;&#039;&#039;still control the region&#039;&#039;&#039; when victory is checked. Losing it removes it from your held progress.&lt;br /&gt;
* A region counts once, even if it changes hands repeatedly.&lt;br /&gt;
* Capturing the opponent&#039;s land can count. Recovering your own land from that opponent can also count.&lt;br /&gt;
* A third country&#039;s captures do not contribute to your country&#039;s progress. Capturing unrelated third-country land does not automatically count against this opponent.&lt;br /&gt;
&lt;br /&gt;
There is also a limited &#039;&#039;&#039;wipe&#039;&#039;&#039; route: a side eligible for offensive victory can complete the count requirement if it holds all contestable land the opponent still owns, with at least one qualifying retained conquest. &#039;&#039;&#039;All named goals remain mandatory.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temporary occupation and permanent conquest have different effects:&#039;&#039;&#039;&lt;br /&gt;
* If several countries temporarily occupy all the opponent&#039;s regions between them, the opponent still owns that land. Having no regions left under its direct control does &#039;&#039;&#039;not, by itself, end every declaration&#039;&#039;&#039;.&lt;br /&gt;
* If a third country wins its own declaration and &#039;&#039;&#039;permanently receives&#039;&#039;&#039; a region, the opponent no longer owns that region. Your side can then win by holding all the opponent&#039;s remaining contestable land, even below your original conquest quota, provided you hold all your own named goals. Wars can therefore finish &#039;&#039;&#039;one after another&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Selecting goals on occupied land:&#039;&#039;&#039; You may name a region that a third country temporarily occupies, provided the country you are declaring war on still owns it. You do not need a separate war against the occupier to contest your common enemy&#039;s territory, although normal invasion requirements still apply. The target cannot offer land it only temporarily occupies from another owner. Regions your own country already controls are not eligible as new goals. The same ownership rule applies to purchased defender objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example: competing for a common enemy&#039;s regions.&#039;&#039;&#039; Country A temporarily occupies five of Country B&#039;s six regions. Country C may declare war on B and name two of those occupied regions as goals, because they still belong to B. Country C must capture and hold both goals itself; A&#039;s captures do not complete C&#039;s objectives. If A and C temporarily occupy all six regions between them, each declaration still resolves under its own victory conditions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#edf5fc; border-left:4px solid #327fbb; padding:10px 14px; margin:14px 0;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Older war behavior:&#039;&#039;&#039; Earlier game code automatically ended all war relations when a country lost its last controlled region. Current strategic-declaration code defers that global cleanup while any declaration remains active. Each declaration is resolved separately; a shared temporary wipe does not waive uncaptured goals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example: five regions held by you, one held by a third country.&#039;&#039;&#039;&lt;br /&gt;
Suppose your enemy ruled six regions when your declaration started, your normal requirement is six, and you capture five including all your goals. If the third country&#039;s declaration is enacted &#039;&#039;&#039;after&#039;&#039;&#039; those five captures, the enemy now rules only one region, so that new declaration&#039;s conquest requirement can be one. If the third country names that last region as its goal and captures it, it can win its own war and receive the region permanently. Your enemy then owns only the five regions you hold, allowing your declaration to finish through the wipe rule.&lt;br /&gt;
&lt;br /&gt;
If the third country only temporarily occupies that last region without meeting its own victory conditions, that capture does not unlock your wipe victory. If its settlement returns the region instead of awarding it permanently, the region still prevents this route.&lt;br /&gt;
&lt;br /&gt;
== Defending and buying offensive goals ==&lt;br /&gt;
[[File:Eclesiar-war-objectives-2026.png|thumb|right|360px|Plan around your capital, objective regions and the remaining war window. Concept artwork, not a gameplay screenshot.|alt=Blue themed strategic map with a fortified capital, a shield and gold objective markers.]]&lt;br /&gt;
&lt;br /&gt;
The defender can fight, recapture regions and prevent the attacker from completing its objective. &#039;&#039;&#039;Without purchased offensive goals, the defender cannot end the declaration early through conquests, recaptures or a wipe.&#039;&#039;&#039; It succeeds defensively by lasting until the deadline; expiry awards no permanent victory prizes.&lt;br /&gt;
&lt;br /&gt;
To pursue an early offensive victory, the defender can propose &#039;&#039;&#039;Add War Objective&#039;&#039;&#039; in Congress, once per declaration:&lt;br /&gt;
* Select &#039;&#039;&#039;1 or 2&#039;&#039;&#039; eligible regions of the attacking country.&lt;br /&gt;
* The objective uses the &#039;&#039;&#039;existing declaration deadline&#039;&#039;&#039;. It does not restart or extend the war.&lt;br /&gt;
* There must be enough time remaining for a complete battle. An objective cannot be bought against a declarer that began landless.&lt;br /&gt;
* Its cost uses the same population formula and the declaration&#039;s &#039;&#039;&#039;original duration&#039;&#039;&#039;, rather than only the remaining days, with applicable ideology adjustments or exemptions.&lt;br /&gt;
* Once enacted, the defender must satisfy its own conquest requirement and hold its named goals within the remaining window.&lt;br /&gt;
&lt;br /&gt;
The attacker and defender can therefore have different goals and different requirements. Check your own side&#039;s progress.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Occupation, taxes and buildings ==&lt;br /&gt;
A battle victory can create a &#039;&#039;&#039;temporary occupation&#039;&#039;&#039;. The occupier controls the region during the war, while permanent ownership and war settlement remain separate questions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Work tax:&#039;&#039;&#039; the default occupied-region split is &#039;&#039;&#039;80% to the occupier and 20% to the recorded owner before occupation&#039;&#039;&#039;. The server can configure this split.&lt;br /&gt;
* &#039;&#039;&#039;Temporary occupation:&#039;&#039;&#039; occupying a region does not itself reduce its regional building levels.&lt;br /&gt;
* &#039;&#039;&#039;Permanent ruler change:&#039;&#039;&#039; when a conquest becomes permanent, each regional building above level 0 loses &#039;&#039;&#039;one level&#039;&#039;&#039;, once for that transition. A battle recapture that ends an occupation can also be a permanent transition.&lt;br /&gt;
* &#039;&#039;&#039;Release at settlement:&#039;&#039;&#039; returning a temporary occupation causes no additional building damage. Construction orders belonging to a displaced ruler can be cancelled when control is settled.&lt;br /&gt;
&lt;br /&gt;
== How a declaration ends ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Ending !! Territory and protection&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Objective victory&#039;&#039;&#039; || The winner receives its declared goal regions as permanent prizes. Other provisional occupations governed by that war are released. A seven-day NAP follows.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Deadline expires&#039;&#039;&#039; || No victory prizes are awarded. Occupations governed by the ending war are released and a seven-day NAP follows. Holding out does not award the defender permanent territory.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Agreed peace&#039;&#039;&#039; || Congress can pursue peace terms. An armistice requires both congresses, releases occupations and signs a seven-day NAP. Territorial concessions depend on the accepted terms.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;A mandatory goal is permanently awarded in another war&#039;&#039;&#039; || The affected declaration is voided without prizes or a new NAP. Goals are not silently waived.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If another active declaration still governs an occupation, its release can wait for that conflict to end. Ongoing battles can also delay final territorial settlement. Use the declaration&#039;s actual status and remaining time rather than assuming every region will change at the exact deadline second.&lt;br /&gt;
&lt;br /&gt;
=== If a third country takes a goal ===&lt;br /&gt;
A third country &#039;&#039;&#039;temporarily occupying&#039;&#039;&#039; your goal does not remove that goal from your declaration. Opponent-owned land can remain attackable under the war against its owner, with the current occupier defending the battle.&lt;br /&gt;
&lt;br /&gt;
If another war instead &#039;&#039;&#039;permanently awards&#039;&#039;&#039; a mandatory goal, the affected declaration is voided as described above. Temporary control and permanent ownership have different consequences.&lt;br /&gt;
&lt;br /&gt;
== Planning checklist ==&lt;br /&gt;
* Choose goals you can reach, capture and hold before the deadline.&lt;br /&gt;
* Budget for the declaration and the campaign; declaring war does not pay the costs of every battle.&lt;br /&gt;
* Check first-battle initiative and whether a complete battle still fits before the deadline.&lt;br /&gt;
* Watch both the conquest count and the mandatory goal regions.&lt;br /&gt;
* If defending, decide whether to hold out or purchase an offensive objective while enough time remains.&lt;br /&gt;
* Remember: winning with no goals grants no permanent territory, and ordinary extra captures are released at settlement.&lt;br /&gt;
&lt;br /&gt;
== Interface reference ==&lt;br /&gt;
[[File:Declaration of war 26-9.png|thumb|center|600px|Earlier declaration interface. Current controls, prices and availability may differ.|alt=An earlier Eclesiar Declare War proposal form.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-top:1px solid #d5e1eb; color:#52677b; padding-top:10px; margin-top:20px; font-size:90%;&amp;quot;&amp;gt;&lt;br /&gt;
Rules reviewed against the game backend on &#039;&#039;&#039;12 October 2026&#039;&#039;&#039;. Server settings and deployed updates can affect availability, prices and voting speed; always check the current in-game proposal and declaration readout.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cicero</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=War_Declarations&amp;diff=570</id>
		<title>War Declarations</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=War_Declarations&amp;diff=570"/>
		<updated>2026-10-12T14:35:33Z</updated>

		<summary type="html">&lt;p&gt;Cicero: Document target-owned goals under third-country occupation, common-enemy example, and rollout note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1100px; margin:0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Eclesiar-war-declarations-hero-2026.png|frameless|center|1100px|alt=A blue and gold strategic planning desk overlooking a civic skyline, with the title War Declarations.]]&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;war declaration&#039;&#039;&#039; creates a timed conflict between two countries. [[Congress]] decides whom to fight, how long the war lasts and which regions may become permanent prizes. Individual &#039;&#039;&#039;battles&#039;&#039;&#039; determine who controls a region during that conflict.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#edf5fc; border-left:5px solid #327fbb; padding:14px 18px; margin:18px 0;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Two rules to remember&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Capturing a region is not the same as keeping it permanently.&#039;&#039;&#039; Only the winner&#039;s declared goal regions are awarded as victory prizes.&lt;br /&gt;
* &#039;&#039;&#039;A defender without purchased war goals must hold out until the deadline.&#039;&#039;&#039; Recaptures alone do not give it an early strategic victory.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== At a glance ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Choice or rule !! What it means&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;War duration&#039;&#039;&#039; || 8, 14, 21 or 30 days, counted from enactment of the declaration.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attacker&#039;s goals&#039;&#039;&#039; || Choose 0, 1 or 2 regions. Choosing none is allowed, but gives no permanent territory prize.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defender&#039;s goals&#039;&#039;&#039; || The defender may purchase 1 or 2 offensive goals through Congress, if eligible. Otherwise it defends until the deadline.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Victory&#039;&#039;&#039; || Meet the conquest requirement and hold every declared goal before the deadline.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Normal post-war protection&#039;&#039;&#039; || A seven-day non-aggression pact (NAP) follows victory or expiry. A voided declaration has different rules.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== How to declare war ==&lt;br /&gt;
# Open your &#039;&#039;&#039;Country&#039;&#039;&#039; page and its &#039;&#039;&#039;Congress&#039;&#039;&#039; section. The President or a Congress member can propose &#039;&#039;&#039;Declare War&#039;&#039;&#039;.&lt;br /&gt;
# Choose the target country, one of the four durations and up to two goal regions.&lt;br /&gt;
# Review the country&#039;s Gold cost and submit the proposal for Congress to vote on. Treat the proposal as public information: the opponent can see your political preparations.&lt;br /&gt;
# Wait for the bill to pass and be enacted. The standard voting window is &#039;&#039;&#039;24 hours&#039;&#039;&#039;; server fast-law settings can allow earlier resolution. Use the bill&#039;s displayed voting deadline.&lt;br /&gt;
# After enactment, the &#039;&#039;&#039;President, Vice President or Minister of Defense&#039;&#039;&#039; can open eligible regional battles. The declaration starts the conflict; it does not automatically capture a region or win a battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Before submitting:&#039;&#039;&#039;&lt;br /&gt;
* The target must have contestable land. Your own country may be landless.&lt;br /&gt;
* An active alliance, existing war or NAP between the countries can prevent a new declaration.&lt;br /&gt;
* Named goals must be distinct, visible, contestable regions owned by the target. A third country may temporarily occupy them; regions already controlled by your own country cannot be selected as new goals.&lt;br /&gt;
* Eligibility is checked again when the vote resolves. If the proposed goals become invalid before enactment, the bill can be denied and its fee refunded.&lt;br /&gt;
&lt;br /&gt;
Server administration can temporarily disable new declarations, invasions or revolutions independently. Follow the availability shown in the game.&lt;br /&gt;
&lt;br /&gt;
=== Opening battles ===&lt;br /&gt;
A complete &#039;&#039;&#039;nine-round battle&#039;&#039;&#039; must fit before the declaration&#039;s deadline. Exact round timing follows server settings, so new invasions become unavailable when too little time remains.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;attacker initiative&#039;&#039;&#039; is enabled, the declaring country has first-battle priority for up to &#039;&#039;&#039;24 hours after approval&#039;&#039;&#039;. That restriction ends once the first battle starts; afterwards either side may launch eligible invasions. Check initiative and battle availability when planning the first attack.&lt;br /&gt;
&lt;br /&gt;
== Gold cost and duration ==&lt;br /&gt;
The base proposal cost is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#f3f6f9; border:1px solid #d5e1eb; padding:12px 16px; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Gold cost = (10 + 0.2 × combined fully active civilians of both countries) × war duration ÷ 8&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The proposing Congress&#039;s ideology can modify this amount. Eligible first-proposal exemptions apply only to the 8-day tier. &#039;&#039;&#039;Use the in-game quote for the final amount payable from the country treasury.&#039;&#039;&#039; “Fully active civilians” is the game&#039;s population measure, not the number of registered accounts or players currently online.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
! Duration !! Duration multiplier&lt;br /&gt;
|-&lt;br /&gt;
| 8 days || ×1&lt;br /&gt;
|-&lt;br /&gt;
| 14 days || ×1.75&lt;br /&gt;
|-&lt;br /&gt;
| 21 days || ×2.625&lt;br /&gt;
|-&lt;br /&gt;
| 30 days || ×3.75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A longer declaration provides a longer objective window and costs more. It does &#039;&#039;&#039;not&#039;&#039;&#039; increase the maximum number of goal regions or guarantee victory.&lt;br /&gt;
&lt;br /&gt;
== Goals and the conquest requirement ==&lt;br /&gt;
&#039;&#039;&#039;Goals&#039;&#039;&#039; are the regions your Congress names as possible permanent prizes. The &#039;&#039;&#039;conquest requirement&#039;&#039;&#039; is how many qualifying regions your side must capture and still hold to win.&lt;br /&gt;
&lt;br /&gt;
The normal requirement is the &#039;&#039;&#039;smaller&#039;&#039;&#039; of the opponent&#039;s contestable region count when the declaration is enacted and the cap below. That starting count is frozen; it is not recalculated after every battle.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Your side&#039;s declared goals !! Normal conquest cap !! Permanent victory prizes&lt;br /&gt;
|-&lt;br /&gt;
| No goals (attacker only) || 6 regions || None&lt;br /&gt;
|-&lt;br /&gt;
| Exactly 1 goal || 3 regions || That goal region&lt;br /&gt;
|-&lt;br /&gt;
| Exactly 2 goals || 6 regions || Those two goal regions&lt;br /&gt;
|-&lt;br /&gt;
| Your own rightful capital as your &#039;&#039;&#039;only&#039;&#039;&#039; goal || 1 region || Recovery of that capital&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Every named goal must be among your qualifying captures and still be held by your country.&#039;&#039;&#039; Adding a second goal to a capital-recovery war restores the ordinary two-goal cap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
* Against a country with 10 contestable regions, naming 1 ordinary goal normally requires &#039;&#039;&#039;3&#039;&#039;&#039; qualifying captures, including the goal. Only the named goal is a permanent prize.&lt;br /&gt;
* Against a country with 4 contestable regions, naming 2 goals normally requires &#039;&#039;&#039;4&#039;&#039;&#039; qualifying captures, including both goals.&lt;br /&gt;
* Naming only your own rightful capital can make recovering and holding that capital sufficient for victory.&lt;br /&gt;
&lt;br /&gt;
=== Which captures count? ===&lt;br /&gt;
* Your country must make a qualifying capture during this declared war and &#039;&#039;&#039;still control the region&#039;&#039;&#039; when victory is checked. Losing it removes it from your held progress.&lt;br /&gt;
* A region counts once, even if it changes hands repeatedly.&lt;br /&gt;
* Capturing the opponent&#039;s land can count. Recovering your own land from that opponent can also count.&lt;br /&gt;
* A third country&#039;s captures do not contribute to your country&#039;s progress. Capturing unrelated third-country land does not automatically count against this opponent.&lt;br /&gt;
&lt;br /&gt;
There is also a limited &#039;&#039;&#039;wipe&#039;&#039;&#039; route: a side eligible for offensive victory can complete the count requirement if it holds all contestable land the opponent still owns, with at least one qualifying retained conquest. &#039;&#039;&#039;All named goals remain mandatory.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temporary occupation and permanent conquest have different effects:&#039;&#039;&#039;&lt;br /&gt;
* If several countries temporarily occupy all the opponent&#039;s regions between them, the opponent still owns that land. Having no regions left under its direct control does &#039;&#039;&#039;not, by itself, end every declaration&#039;&#039;&#039;.&lt;br /&gt;
* If a third country wins its own declaration and &#039;&#039;&#039;permanently receives&#039;&#039;&#039; a region, the opponent no longer owns that region. Your side can then win by holding all the opponent&#039;s remaining contestable land, even below your original conquest quota, provided you hold all your own named goals. Wars can therefore finish &#039;&#039;&#039;one after another&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Selecting goals on occupied land:&#039;&#039;&#039; You may name a region that a third country temporarily occupies, provided the country you are declaring war on still owns it. You do not need a separate war against the occupier to contest your common enemy&#039;s territory, although normal invasion requirements still apply. The target cannot offer land it only temporarily occupies from another owner. Regions your own country already controls are not eligible as new goals. The same ownership rule applies to purchased defender objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example: competing for a common enemy&#039;s regions.&#039;&#039;&#039; Country A temporarily occupies five of Country B&#039;s six regions. Country C may declare war on B and name two of those occupied regions as goals, because they still belong to B. Country C must capture and hold both goals itself; A&#039;s captures do not complete C&#039;s objectives. If A and C temporarily occupy all six regions between them, each declaration still resolves under its own victory conditions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#fff7e8; border-left:4px solid #c29436; padding:10px 14px; margin:14px 0;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Goal selection update:&#039;&#039;&#039; The rule allowing new goals on third-country occupations is prepared for the game update of 12 October 2026 and requires server and client deployment. Until rollout, the in-game picker may still exclude occupied regions.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#edf5fc; border-left:4px solid #327fbb; padding:10px 14px; margin:14px 0;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Older war behavior:&#039;&#039;&#039; Earlier game code automatically ended all war relations when a country lost its last controlled region. Current strategic-declaration code defers that global cleanup while any declaration remains active. Each declaration is resolved separately; a shared temporary wipe does not waive uncaptured goals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example: five regions held by you, one held by a third country.&#039;&#039;&#039;&lt;br /&gt;
Suppose your enemy ruled six regions when your declaration started, your normal requirement is six, and you capture five including all your goals. If the third country&#039;s declaration is enacted &#039;&#039;&#039;after&#039;&#039;&#039; those five captures, the enemy now rules only one region, so that new declaration&#039;s conquest requirement can be one. If the third country names that last region as its goal and captures it, it can win its own war and receive the region permanently. Your enemy then owns only the five regions you hold, allowing your declaration to finish through the wipe rule.&lt;br /&gt;
&lt;br /&gt;
If the third country only temporarily occupies that last region without meeting its own victory conditions, that capture does not unlock your wipe victory. If its settlement returns the region instead of awarding it permanently, the region still prevents this route.&lt;br /&gt;
&lt;br /&gt;
== Defending and buying offensive goals ==&lt;br /&gt;
[[File:Eclesiar-war-objectives-2026.png|thumb|right|360px|Plan around your capital, objective regions and the remaining war window. Concept artwork, not a gameplay screenshot.|alt=Blue themed strategic map with a fortified capital, a shield and gold objective markers.]]&lt;br /&gt;
&lt;br /&gt;
The defender can fight, recapture regions and prevent the attacker from completing its objective. &#039;&#039;&#039;Without purchased offensive goals, the defender cannot end the declaration early through conquests, recaptures or a wipe.&#039;&#039;&#039; It succeeds defensively by lasting until the deadline; expiry awards no permanent victory prizes.&lt;br /&gt;
&lt;br /&gt;
To pursue an early offensive victory, the defender can propose &#039;&#039;&#039;Add War Objective&#039;&#039;&#039; in Congress, once per declaration:&lt;br /&gt;
* Select &#039;&#039;&#039;1 or 2&#039;&#039;&#039; eligible regions of the attacking country.&lt;br /&gt;
* The objective uses the &#039;&#039;&#039;existing declaration deadline&#039;&#039;&#039;. It does not restart or extend the war.&lt;br /&gt;
* There must be enough time remaining for a complete battle. An objective cannot be bought against a declarer that began landless.&lt;br /&gt;
* Its cost uses the same population formula and the declaration&#039;s &#039;&#039;&#039;original duration&#039;&#039;&#039;, rather than only the remaining days, with applicable ideology adjustments or exemptions.&lt;br /&gt;
* Once enacted, the defender must satisfy its own conquest requirement and hold its named goals within the remaining window.&lt;br /&gt;
&lt;br /&gt;
The attacker and defender can therefore have different goals and different requirements. Check your own side&#039;s progress.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Occupation, taxes and buildings ==&lt;br /&gt;
A battle victory can create a &#039;&#039;&#039;temporary occupation&#039;&#039;&#039;. The occupier controls the region during the war, while permanent ownership and war settlement remain separate questions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Work tax:&#039;&#039;&#039; the default occupied-region split is &#039;&#039;&#039;80% to the occupier and 20% to the recorded owner before occupation&#039;&#039;&#039;. The server can configure this split.&lt;br /&gt;
* &#039;&#039;&#039;Temporary occupation:&#039;&#039;&#039; occupying a region does not itself reduce its regional building levels.&lt;br /&gt;
* &#039;&#039;&#039;Permanent ruler change:&#039;&#039;&#039; when a conquest becomes permanent, each regional building above level 0 loses &#039;&#039;&#039;one level&#039;&#039;&#039;, once for that transition. A battle recapture that ends an occupation can also be a permanent transition.&lt;br /&gt;
* &#039;&#039;&#039;Release at settlement:&#039;&#039;&#039; returning a temporary occupation causes no additional building damage. Construction orders belonging to a displaced ruler can be cancelled when control is settled.&lt;br /&gt;
&lt;br /&gt;
== How a declaration ends ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Ending !! Territory and protection&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Objective victory&#039;&#039;&#039; || The winner receives its declared goal regions as permanent prizes. Other provisional occupations governed by that war are released. A seven-day NAP follows.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Deadline expires&#039;&#039;&#039; || No victory prizes are awarded. Occupations governed by the ending war are released and a seven-day NAP follows. Holding out does not award the defender permanent territory.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Agreed peace&#039;&#039;&#039; || Congress can pursue peace terms. An armistice requires both congresses, releases occupations and signs a seven-day NAP. Territorial concessions depend on the accepted terms.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;A mandatory goal is permanently awarded in another war&#039;&#039;&#039; || The affected declaration is voided without prizes or a new NAP. Goals are not silently waived.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If another active declaration still governs an occupation, its release can wait for that conflict to end. Ongoing battles can also delay final territorial settlement. Use the declaration&#039;s actual status and remaining time rather than assuming every region will change at the exact deadline second.&lt;br /&gt;
&lt;br /&gt;
=== If a third country takes a goal ===&lt;br /&gt;
A third country &#039;&#039;&#039;temporarily occupying&#039;&#039;&#039; your goal does not remove that goal from your declaration. Opponent-owned land can remain attackable under the war against its owner, with the current occupier defending the battle.&lt;br /&gt;
&lt;br /&gt;
If another war instead &#039;&#039;&#039;permanently awards&#039;&#039;&#039; a mandatory goal, the affected declaration is voided as described above. Temporary control and permanent ownership have different consequences.&lt;br /&gt;
&lt;br /&gt;
== Planning checklist ==&lt;br /&gt;
* Choose goals you can reach, capture and hold before the deadline.&lt;br /&gt;
* Budget for the declaration and the campaign; declaring war does not pay the costs of every battle.&lt;br /&gt;
* Check first-battle initiative and whether a complete battle still fits before the deadline.&lt;br /&gt;
* Watch both the conquest count and the mandatory goal regions.&lt;br /&gt;
* If defending, decide whether to hold out or purchase an offensive objective while enough time remains.&lt;br /&gt;
* Remember: winning with no goals grants no permanent territory, and ordinary extra captures are released at settlement.&lt;br /&gt;
&lt;br /&gt;
== Interface reference ==&lt;br /&gt;
[[File:Declaration of war 26-9.png|thumb|center|600px|Earlier declaration interface. Current controls, prices and availability may differ.|alt=An earlier Eclesiar Declare War proposal form.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-top:1px solid #d5e1eb; color:#52677b; padding-top:10px; margin-top:20px; font-size:90%;&amp;quot;&amp;gt;&lt;br /&gt;
Rules reviewed against the game backend on &#039;&#039;&#039;12 October 2026&#039;&#039;&#039;. Server settings and deployed updates can affect availability, prices and voting speed; always check the current in-game proposal and declaration readout.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cicero</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=War_Declarations&amp;diff=569</id>
		<title>War Declarations</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=War_Declarations&amp;diff=569"/>
		<updated>2026-10-12T14:22:35Z</updated>

		<summary type="html">&lt;p&gt;Cicero: /* Which captures count? */ Explain occupied-region goal restrictions and distinguish older global wipe cleanup from current strategic declarations.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1100px; margin:0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Eclesiar-war-declarations-hero-2026.png|frameless|center|1100px|alt=A blue and gold strategic planning desk overlooking a civic skyline, with the title War Declarations.]]&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;war declaration&#039;&#039;&#039; creates a timed conflict between two countries. [[Congress]] decides whom to fight, how long the war lasts and which regions may become permanent prizes. Individual &#039;&#039;&#039;battles&#039;&#039;&#039; determine who controls a region during that conflict.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#edf5fc; border-left:5px solid #327fbb; padding:14px 18px; margin:18px 0;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Two rules to remember&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Capturing a region is not the same as keeping it permanently.&#039;&#039;&#039; Only the winner&#039;s declared goal regions are awarded as victory prizes.&lt;br /&gt;
* &#039;&#039;&#039;A defender without purchased war goals must hold out until the deadline.&#039;&#039;&#039; Recaptures alone do not give it an early strategic victory.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== At a glance ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Choice or rule !! What it means&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;War duration&#039;&#039;&#039; || 8, 14, 21 or 30 days, counted from enactment of the declaration.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attacker&#039;s goals&#039;&#039;&#039; || Choose 0, 1 or 2 regions. Choosing none is allowed, but gives no permanent territory prize.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defender&#039;s goals&#039;&#039;&#039; || The defender may purchase 1 or 2 offensive goals through Congress, if eligible. Otherwise it defends until the deadline.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Victory&#039;&#039;&#039; || Meet the conquest requirement and hold every declared goal before the deadline.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Normal post-war protection&#039;&#039;&#039; || A seven-day non-aggression pact (NAP) follows victory or expiry. A voided declaration has different rules.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== How to declare war ==&lt;br /&gt;
# Open your &#039;&#039;&#039;Country&#039;&#039;&#039; page and its &#039;&#039;&#039;Congress&#039;&#039;&#039; section. The President or a Congress member can propose &#039;&#039;&#039;Declare War&#039;&#039;&#039;.&lt;br /&gt;
# Choose the target country, one of the four durations and up to two goal regions.&lt;br /&gt;
# Review the country&#039;s Gold cost and submit the proposal for Congress to vote on. Treat the proposal as public information: the opponent can see your political preparations.&lt;br /&gt;
# Wait for the bill to pass and be enacted. The standard voting window is &#039;&#039;&#039;24 hours&#039;&#039;&#039;; server fast-law settings can allow earlier resolution. Use the bill&#039;s displayed voting deadline.&lt;br /&gt;
# After enactment, the &#039;&#039;&#039;President, Vice President or Minister of Defense&#039;&#039;&#039; can open eligible regional battles. The declaration starts the conflict; it does not automatically capture a region or win a battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Before submitting:&#039;&#039;&#039;&lt;br /&gt;
* The target must have contestable land. Your own country may be landless.&lt;br /&gt;
* An active alliance, existing war or NAP between the countries can prevent a new declaration.&lt;br /&gt;
* Named goals must be distinct, visible, contestable regions ruled by the target. Temporarily occupied regions cannot be selected as new goals.&lt;br /&gt;
* Eligibility is checked again when the vote resolves. If the proposed goals become invalid before enactment, the bill can be denied and its fee refunded.&lt;br /&gt;
&lt;br /&gt;
Server administration can temporarily disable new declarations, invasions or revolutions independently. Follow the availability shown in the game.&lt;br /&gt;
&lt;br /&gt;
=== Opening battles ===&lt;br /&gt;
A complete &#039;&#039;&#039;nine-round battle&#039;&#039;&#039; must fit before the declaration&#039;s deadline. Exact round timing follows server settings, so new invasions become unavailable when too little time remains.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;attacker initiative&#039;&#039;&#039; is enabled, the declaring country has first-battle priority for up to &#039;&#039;&#039;24 hours after approval&#039;&#039;&#039;. That restriction ends once the first battle starts; afterwards either side may launch eligible invasions. Check initiative and battle availability when planning the first attack.&lt;br /&gt;
&lt;br /&gt;
== Gold cost and duration ==&lt;br /&gt;
The base proposal cost is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#f3f6f9; border:1px solid #d5e1eb; padding:12px 16px; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Gold cost = (10 + 0.2 × combined fully active civilians of both countries) × war duration ÷ 8&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The proposing Congress&#039;s ideology can modify this amount. Eligible first-proposal exemptions apply only to the 8-day tier. &#039;&#039;&#039;Use the in-game quote for the final amount payable from the country treasury.&#039;&#039;&#039; “Fully active civilians” is the game&#039;s population measure, not the number of registered accounts or players currently online.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
! Duration !! Duration multiplier&lt;br /&gt;
|-&lt;br /&gt;
| 8 days || ×1&lt;br /&gt;
|-&lt;br /&gt;
| 14 days || ×1.75&lt;br /&gt;
|-&lt;br /&gt;
| 21 days || ×2.625&lt;br /&gt;
|-&lt;br /&gt;
| 30 days || ×3.75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A longer declaration provides a longer objective window and costs more. It does &#039;&#039;&#039;not&#039;&#039;&#039; increase the maximum number of goal regions or guarantee victory.&lt;br /&gt;
&lt;br /&gt;
== Goals and the conquest requirement ==&lt;br /&gt;
&#039;&#039;&#039;Goals&#039;&#039;&#039; are the regions your Congress names as possible permanent prizes. The &#039;&#039;&#039;conquest requirement&#039;&#039;&#039; is how many qualifying regions your side must capture and still hold to win.&lt;br /&gt;
&lt;br /&gt;
The normal requirement is the &#039;&#039;&#039;smaller&#039;&#039;&#039; of the opponent&#039;s contestable region count when the declaration is enacted and the cap below. That starting count is frozen; it is not recalculated after every battle.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Your side&#039;s declared goals !! Normal conquest cap !! Permanent victory prizes&lt;br /&gt;
|-&lt;br /&gt;
| No goals (attacker only) || 6 regions || None&lt;br /&gt;
|-&lt;br /&gt;
| Exactly 1 goal || 3 regions || That goal region&lt;br /&gt;
|-&lt;br /&gt;
| Exactly 2 goals || 6 regions || Those two goal regions&lt;br /&gt;
|-&lt;br /&gt;
| Your own rightful capital as your &#039;&#039;&#039;only&#039;&#039;&#039; goal || 1 region || Recovery of that capital&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Every named goal must be among your qualifying captures and still be held by your country.&#039;&#039;&#039; Adding a second goal to a capital-recovery war restores the ordinary two-goal cap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
* Against a country with 10 contestable regions, naming 1 ordinary goal normally requires &#039;&#039;&#039;3&#039;&#039;&#039; qualifying captures, including the goal. Only the named goal is a permanent prize.&lt;br /&gt;
* Against a country with 4 contestable regions, naming 2 goals normally requires &#039;&#039;&#039;4&#039;&#039;&#039; qualifying captures, including both goals.&lt;br /&gt;
* Naming only your own rightful capital can make recovering and holding that capital sufficient for victory.&lt;br /&gt;
&lt;br /&gt;
=== Which captures count? ===&lt;br /&gt;
* Your country must make a qualifying capture during this declared war and &#039;&#039;&#039;still control the region&#039;&#039;&#039; when victory is checked. Losing it removes it from your held progress.&lt;br /&gt;
* A region counts once, even if it changes hands repeatedly.&lt;br /&gt;
* Capturing the opponent&#039;s land can count. Recovering your own land from that opponent can also count.&lt;br /&gt;
* A third country&#039;s captures do not contribute to your country&#039;s progress. Capturing unrelated third-country land does not automatically count against this opponent.&lt;br /&gt;
&lt;br /&gt;
There is also a limited &#039;&#039;&#039;wipe&#039;&#039;&#039; route: a side eligible for offensive victory can complete the count requirement if it holds all contestable land the opponent still owns, with at least one qualifying retained conquest. &#039;&#039;&#039;All named goals remain mandatory.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temporary occupation and permanent conquest have different effects:&#039;&#039;&#039;&lt;br /&gt;
* If several countries temporarily occupy all the opponent&#039;s regions between them, the opponent still owns that land. Having no regions left under its direct control does &#039;&#039;&#039;not, by itself, end every declaration&#039;&#039;&#039;.&lt;br /&gt;
* If a third country wins its own declaration and &#039;&#039;&#039;permanently receives&#039;&#039;&#039; a region, the opponent no longer owns that region. Your side can then win by holding all the opponent&#039;s remaining contestable land, even below your original conquest quota, provided you hold all your own named goals. Wars can therefore finish &#039;&#039;&#039;one after another&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Selecting goals on occupied land:&#039;&#039;&#039; A later declarer cannot name regions that another country already temporarily occupies as new goals, even though the target remains their owner. New goals must be currently ruled by the target and must not be temporarily occupied. Enemy-owned occupied land may still be attackable under a valid war against its owner; permission to attack it does not make it eligible as a new goal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#edf5fc; border-left:4px solid #327fbb; padding:10px 14px; margin:14px 0;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Older war behavior:&#039;&#039;&#039; Earlier game code automatically ended all war relations when a country lost its last controlled region. Current strategic-declaration code defers that global cleanup while any declaration remains active. Each declaration is resolved separately; a shared temporary wipe does not waive uncaptured goals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example: five regions held by you, one held by a third country.&#039;&#039;&#039;&lt;br /&gt;
Suppose your enemy ruled six regions when your declaration started, your normal requirement is six, and you capture five including all your goals. If the third country&#039;s declaration is enacted &#039;&#039;&#039;after&#039;&#039;&#039; those five captures, the enemy now rules only one region, so that new declaration&#039;s conquest requirement can be one. If the third country names that last region as its goal and captures it, it can win its own war and receive the region permanently. Your enemy then owns only the five regions you hold, allowing your declaration to finish through the wipe rule.&lt;br /&gt;
&lt;br /&gt;
If the third country only temporarily occupies that last region without meeting its own victory conditions, that capture does not unlock your wipe victory. If its settlement returns the region instead of awarding it permanently, the region still prevents this route.&lt;br /&gt;
&lt;br /&gt;
== Defending and buying offensive goals ==&lt;br /&gt;
[[File:Eclesiar-war-objectives-2026.png|thumb|right|360px|Plan around your capital, objective regions and the remaining war window. Concept artwork, not a gameplay screenshot.|alt=Blue themed strategic map with a fortified capital, a shield and gold objective markers.]]&lt;br /&gt;
&lt;br /&gt;
The defender can fight, recapture regions and prevent the attacker from completing its objective. &#039;&#039;&#039;Without purchased offensive goals, the defender cannot end the declaration early through conquests, recaptures or a wipe.&#039;&#039;&#039; It succeeds defensively by lasting until the deadline; expiry awards no permanent victory prizes.&lt;br /&gt;
&lt;br /&gt;
To pursue an early offensive victory, the defender can propose &#039;&#039;&#039;Add War Objective&#039;&#039;&#039; in Congress, once per declaration:&lt;br /&gt;
* Select &#039;&#039;&#039;1 or 2&#039;&#039;&#039; eligible regions of the attacking country.&lt;br /&gt;
* The objective uses the &#039;&#039;&#039;existing declaration deadline&#039;&#039;&#039;. It does not restart or extend the war.&lt;br /&gt;
* There must be enough time remaining for a complete battle. An objective cannot be bought against a declarer that began landless.&lt;br /&gt;
* Its cost uses the same population formula and the declaration&#039;s &#039;&#039;&#039;original duration&#039;&#039;&#039;, rather than only the remaining days, with applicable ideology adjustments or exemptions.&lt;br /&gt;
* Once enacted, the defender must satisfy its own conquest requirement and hold its named goals within the remaining window.&lt;br /&gt;
&lt;br /&gt;
The attacker and defender can therefore have different goals and different requirements. Check your own side&#039;s progress.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Occupation, taxes and buildings ==&lt;br /&gt;
A battle victory can create a &#039;&#039;&#039;temporary occupation&#039;&#039;&#039;. The occupier controls the region during the war, while permanent ownership and war settlement remain separate questions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Work tax:&#039;&#039;&#039; the default occupied-region split is &#039;&#039;&#039;80% to the occupier and 20% to the recorded owner before occupation&#039;&#039;&#039;. The server can configure this split.&lt;br /&gt;
* &#039;&#039;&#039;Temporary occupation:&#039;&#039;&#039; occupying a region does not itself reduce its regional building levels.&lt;br /&gt;
* &#039;&#039;&#039;Permanent ruler change:&#039;&#039;&#039; when a conquest becomes permanent, each regional building above level 0 loses &#039;&#039;&#039;one level&#039;&#039;&#039;, once for that transition. A battle recapture that ends an occupation can also be a permanent transition.&lt;br /&gt;
* &#039;&#039;&#039;Release at settlement:&#039;&#039;&#039; returning a temporary occupation causes no additional building damage. Construction orders belonging to a displaced ruler can be cancelled when control is settled.&lt;br /&gt;
&lt;br /&gt;
== How a declaration ends ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Ending !! Territory and protection&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Objective victory&#039;&#039;&#039; || The winner receives its declared goal regions as permanent prizes. Other provisional occupations governed by that war are released. A seven-day NAP follows.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Deadline expires&#039;&#039;&#039; || No victory prizes are awarded. Occupations governed by the ending war are released and a seven-day NAP follows. Holding out does not award the defender permanent territory.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Agreed peace&#039;&#039;&#039; || Congress can pursue peace terms. An armistice requires both congresses, releases occupations and signs a seven-day NAP. Territorial concessions depend on the accepted terms.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;A mandatory goal is permanently awarded in another war&#039;&#039;&#039; || The affected declaration is voided without prizes or a new NAP. Goals are not silently waived.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If another active declaration still governs an occupation, its release can wait for that conflict to end. Ongoing battles can also delay final territorial settlement. Use the declaration&#039;s actual status and remaining time rather than assuming every region will change at the exact deadline second.&lt;br /&gt;
&lt;br /&gt;
=== If a third country takes a goal ===&lt;br /&gt;
A third country &#039;&#039;&#039;temporarily occupying&#039;&#039;&#039; your goal does not remove that goal from your declaration. Opponent-owned land can remain attackable under the war against its owner, with the current occupier defending the battle.&lt;br /&gt;
&lt;br /&gt;
If another war instead &#039;&#039;&#039;permanently awards&#039;&#039;&#039; a mandatory goal, the affected declaration is voided as described above. Temporary control and permanent ownership have different consequences.&lt;br /&gt;
&lt;br /&gt;
== Planning checklist ==&lt;br /&gt;
* Choose goals you can reach, capture and hold before the deadline.&lt;br /&gt;
* Budget for the declaration and the campaign; declaring war does not pay the costs of every battle.&lt;br /&gt;
* Check first-battle initiative and whether a complete battle still fits before the deadline.&lt;br /&gt;
* Watch both the conquest count and the mandatory goal regions.&lt;br /&gt;
* If defending, decide whether to hold out or purchase an offensive objective while enough time remains.&lt;br /&gt;
* Remember: winning with no goals grants no permanent territory, and ordinary extra captures are released at settlement.&lt;br /&gt;
&lt;br /&gt;
== Interface reference ==&lt;br /&gt;
[[File:Declaration of war 26-9.png|thumb|center|600px|Earlier declaration interface. Current controls, prices and availability may differ.|alt=An earlier Eclesiar Declare War proposal form.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-top:1px solid #d5e1eb; color:#52677b; padding-top:10px; margin-top:20px; font-size:90%;&amp;quot;&amp;gt;&lt;br /&gt;
Rules reviewed against the game backend on &#039;&#039;&#039;12 October 2026&#039;&#039;&#039;. Server settings and deployed updates can affect availability, prices and voting speed; always check the current in-game proposal and declaration readout.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cicero</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=War_Declarations&amp;diff=568</id>
		<title>War Declarations</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=War_Declarations&amp;diff=568"/>
		<updated>2026-10-12T14:15:45Z</updated>

		<summary type="html">&lt;p&gt;Cicero: /* Which captures count? */ Clarify shared occupation versus permanent conquest, with the six-region sequential settlement example.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1100px; margin:0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Eclesiar-war-declarations-hero-2026.png|frameless|center|1100px|alt=A blue and gold strategic planning desk overlooking a civic skyline, with the title War Declarations.]]&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;war declaration&#039;&#039;&#039; creates a timed conflict between two countries. [[Congress]] decides whom to fight, how long the war lasts and which regions may become permanent prizes. Individual &#039;&#039;&#039;battles&#039;&#039;&#039; determine who controls a region during that conflict.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#edf5fc; border-left:5px solid #327fbb; padding:14px 18px; margin:18px 0;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Two rules to remember&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Capturing a region is not the same as keeping it permanently.&#039;&#039;&#039; Only the winner&#039;s declared goal regions are awarded as victory prizes.&lt;br /&gt;
* &#039;&#039;&#039;A defender without purchased war goals must hold out until the deadline.&#039;&#039;&#039; Recaptures alone do not give it an early strategic victory.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== At a glance ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Choice or rule !! What it means&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;War duration&#039;&#039;&#039; || 8, 14, 21 or 30 days, counted from enactment of the declaration.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attacker&#039;s goals&#039;&#039;&#039; || Choose 0, 1 or 2 regions. Choosing none is allowed, but gives no permanent territory prize.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defender&#039;s goals&#039;&#039;&#039; || The defender may purchase 1 or 2 offensive goals through Congress, if eligible. Otherwise it defends until the deadline.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Victory&#039;&#039;&#039; || Meet the conquest requirement and hold every declared goal before the deadline.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Normal post-war protection&#039;&#039;&#039; || A seven-day non-aggression pact (NAP) follows victory or expiry. A voided declaration has different rules.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== How to declare war ==&lt;br /&gt;
# Open your &#039;&#039;&#039;Country&#039;&#039;&#039; page and its &#039;&#039;&#039;Congress&#039;&#039;&#039; section. The President or a Congress member can propose &#039;&#039;&#039;Declare War&#039;&#039;&#039;.&lt;br /&gt;
# Choose the target country, one of the four durations and up to two goal regions.&lt;br /&gt;
# Review the country&#039;s Gold cost and submit the proposal for Congress to vote on. Treat the proposal as public information: the opponent can see your political preparations.&lt;br /&gt;
# Wait for the bill to pass and be enacted. The standard voting window is &#039;&#039;&#039;24 hours&#039;&#039;&#039;; server fast-law settings can allow earlier resolution. Use the bill&#039;s displayed voting deadline.&lt;br /&gt;
# After enactment, the &#039;&#039;&#039;President, Vice President or Minister of Defense&#039;&#039;&#039; can open eligible regional battles. The declaration starts the conflict; it does not automatically capture a region or win a battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Before submitting:&#039;&#039;&#039;&lt;br /&gt;
* The target must have contestable land. Your own country may be landless.&lt;br /&gt;
* An active alliance, existing war or NAP between the countries can prevent a new declaration.&lt;br /&gt;
* Named goals must be distinct, visible, contestable regions ruled by the target. Temporarily occupied regions cannot be selected as new goals.&lt;br /&gt;
* Eligibility is checked again when the vote resolves. If the proposed goals become invalid before enactment, the bill can be denied and its fee refunded.&lt;br /&gt;
&lt;br /&gt;
Server administration can temporarily disable new declarations, invasions or revolutions independently. Follow the availability shown in the game.&lt;br /&gt;
&lt;br /&gt;
=== Opening battles ===&lt;br /&gt;
A complete &#039;&#039;&#039;nine-round battle&#039;&#039;&#039; must fit before the declaration&#039;s deadline. Exact round timing follows server settings, so new invasions become unavailable when too little time remains.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;attacker initiative&#039;&#039;&#039; is enabled, the declaring country has first-battle priority for up to &#039;&#039;&#039;24 hours after approval&#039;&#039;&#039;. That restriction ends once the first battle starts; afterwards either side may launch eligible invasions. Check initiative and battle availability when planning the first attack.&lt;br /&gt;
&lt;br /&gt;
== Gold cost and duration ==&lt;br /&gt;
The base proposal cost is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#f3f6f9; border:1px solid #d5e1eb; padding:12px 16px; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Gold cost = (10 + 0.2 × combined fully active civilians of both countries) × war duration ÷ 8&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The proposing Congress&#039;s ideology can modify this amount. Eligible first-proposal exemptions apply only to the 8-day tier. &#039;&#039;&#039;Use the in-game quote for the final amount payable from the country treasury.&#039;&#039;&#039; “Fully active civilians” is the game&#039;s population measure, not the number of registered accounts or players currently online.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
! Duration !! Duration multiplier&lt;br /&gt;
|-&lt;br /&gt;
| 8 days || ×1&lt;br /&gt;
|-&lt;br /&gt;
| 14 days || ×1.75&lt;br /&gt;
|-&lt;br /&gt;
| 21 days || ×2.625&lt;br /&gt;
|-&lt;br /&gt;
| 30 days || ×3.75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A longer declaration provides a longer objective window and costs more. It does &#039;&#039;&#039;not&#039;&#039;&#039; increase the maximum number of goal regions or guarantee victory.&lt;br /&gt;
&lt;br /&gt;
== Goals and the conquest requirement ==&lt;br /&gt;
&#039;&#039;&#039;Goals&#039;&#039;&#039; are the regions your Congress names as possible permanent prizes. The &#039;&#039;&#039;conquest requirement&#039;&#039;&#039; is how many qualifying regions your side must capture and still hold to win.&lt;br /&gt;
&lt;br /&gt;
The normal requirement is the &#039;&#039;&#039;smaller&#039;&#039;&#039; of the opponent&#039;s contestable region count when the declaration is enacted and the cap below. That starting count is frozen; it is not recalculated after every battle.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Your side&#039;s declared goals !! Normal conquest cap !! Permanent victory prizes&lt;br /&gt;
|-&lt;br /&gt;
| No goals (attacker only) || 6 regions || None&lt;br /&gt;
|-&lt;br /&gt;
| Exactly 1 goal || 3 regions || That goal region&lt;br /&gt;
|-&lt;br /&gt;
| Exactly 2 goals || 6 regions || Those two goal regions&lt;br /&gt;
|-&lt;br /&gt;
| Your own rightful capital as your &#039;&#039;&#039;only&#039;&#039;&#039; goal || 1 region || Recovery of that capital&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Every named goal must be among your qualifying captures and still be held by your country.&#039;&#039;&#039; Adding a second goal to a capital-recovery war restores the ordinary two-goal cap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
* Against a country with 10 contestable regions, naming 1 ordinary goal normally requires &#039;&#039;&#039;3&#039;&#039;&#039; qualifying captures, including the goal. Only the named goal is a permanent prize.&lt;br /&gt;
* Against a country with 4 contestable regions, naming 2 goals normally requires &#039;&#039;&#039;4&#039;&#039;&#039; qualifying captures, including both goals.&lt;br /&gt;
* Naming only your own rightful capital can make recovering and holding that capital sufficient for victory.&lt;br /&gt;
&lt;br /&gt;
=== Which captures count? ===&lt;br /&gt;
* Your country must make a qualifying capture during this declared war and &#039;&#039;&#039;still control the region&#039;&#039;&#039; when victory is checked. Losing it removes it from your held progress.&lt;br /&gt;
* A region counts once, even if it changes hands repeatedly.&lt;br /&gt;
* Capturing the opponent&#039;s land can count. Recovering your own land from that opponent can also count.&lt;br /&gt;
* A third country&#039;s captures do not contribute to your country&#039;s progress. Capturing unrelated third-country land does not automatically count against this opponent.&lt;br /&gt;
&lt;br /&gt;
There is also a limited &#039;&#039;&#039;wipe&#039;&#039;&#039; route: a side eligible for offensive victory can complete the count requirement if it holds all contestable land the opponent still owns, with at least one qualifying retained conquest. &#039;&#039;&#039;All named goals remain mandatory.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temporary occupation and permanent conquest have different effects:&#039;&#039;&#039;&lt;br /&gt;
* If several countries temporarily occupy all the opponent&#039;s regions between them, the opponent still owns that land. Having no regions left under its direct control does &#039;&#039;&#039;not, by itself, end every declaration&#039;&#039;&#039;.&lt;br /&gt;
* If a third country wins its own declaration and &#039;&#039;&#039;permanently receives&#039;&#039;&#039; a region, the opponent no longer owns that region. Your side can then win by holding all the opponent&#039;s remaining contestable land, even below your original conquest quota, provided you hold all your own named goals. Wars can therefore finish &#039;&#039;&#039;one after another&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example: five regions held by you, one held by a third country.&#039;&#039;&#039;&lt;br /&gt;
Suppose your enemy ruled six regions when your declaration started, your normal requirement is six, and you capture five including all your goals. If the third country&#039;s declaration is enacted &#039;&#039;&#039;after&#039;&#039;&#039; those five captures, the enemy now rules only one region, so that new declaration&#039;s conquest requirement can be one. If the third country names that last region as its goal and captures it, it can win its own war and receive the region permanently. Your enemy then owns only the five regions you hold, allowing your declaration to finish through the wipe rule.&lt;br /&gt;
&lt;br /&gt;
If the third country only temporarily occupies that last region without meeting its own victory conditions, that capture does not unlock your wipe victory. If its settlement returns the region instead of awarding it permanently, the region still prevents this route.&lt;br /&gt;
&lt;br /&gt;
== Defending and buying offensive goals ==&lt;br /&gt;
[[File:Eclesiar-war-objectives-2026.png|thumb|right|360px|Plan around your capital, objective regions and the remaining war window. Concept artwork, not a gameplay screenshot.|alt=Blue themed strategic map with a fortified capital, a shield and gold objective markers.]]&lt;br /&gt;
&lt;br /&gt;
The defender can fight, recapture regions and prevent the attacker from completing its objective. &#039;&#039;&#039;Without purchased offensive goals, the defender cannot end the declaration early through conquests, recaptures or a wipe.&#039;&#039;&#039; It succeeds defensively by lasting until the deadline; expiry awards no permanent victory prizes.&lt;br /&gt;
&lt;br /&gt;
To pursue an early offensive victory, the defender can propose &#039;&#039;&#039;Add War Objective&#039;&#039;&#039; in Congress, once per declaration:&lt;br /&gt;
* Select &#039;&#039;&#039;1 or 2&#039;&#039;&#039; eligible regions of the attacking country.&lt;br /&gt;
* The objective uses the &#039;&#039;&#039;existing declaration deadline&#039;&#039;&#039;. It does not restart or extend the war.&lt;br /&gt;
* There must be enough time remaining for a complete battle. An objective cannot be bought against a declarer that began landless.&lt;br /&gt;
* Its cost uses the same population formula and the declaration&#039;s &#039;&#039;&#039;original duration&#039;&#039;&#039;, rather than only the remaining days, with applicable ideology adjustments or exemptions.&lt;br /&gt;
* Once enacted, the defender must satisfy its own conquest requirement and hold its named goals within the remaining window.&lt;br /&gt;
&lt;br /&gt;
The attacker and defender can therefore have different goals and different requirements. Check your own side&#039;s progress.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Occupation, taxes and buildings ==&lt;br /&gt;
A battle victory can create a &#039;&#039;&#039;temporary occupation&#039;&#039;&#039;. The occupier controls the region during the war, while permanent ownership and war settlement remain separate questions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Work tax:&#039;&#039;&#039; the default occupied-region split is &#039;&#039;&#039;80% to the occupier and 20% to the recorded owner before occupation&#039;&#039;&#039;. The server can configure this split.&lt;br /&gt;
* &#039;&#039;&#039;Temporary occupation:&#039;&#039;&#039; occupying a region does not itself reduce its regional building levels.&lt;br /&gt;
* &#039;&#039;&#039;Permanent ruler change:&#039;&#039;&#039; when a conquest becomes permanent, each regional building above level 0 loses &#039;&#039;&#039;one level&#039;&#039;&#039;, once for that transition. A battle recapture that ends an occupation can also be a permanent transition.&lt;br /&gt;
* &#039;&#039;&#039;Release at settlement:&#039;&#039;&#039; returning a temporary occupation causes no additional building damage. Construction orders belonging to a displaced ruler can be cancelled when control is settled.&lt;br /&gt;
&lt;br /&gt;
== How a declaration ends ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Ending !! Territory and protection&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Objective victory&#039;&#039;&#039; || The winner receives its declared goal regions as permanent prizes. Other provisional occupations governed by that war are released. A seven-day NAP follows.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Deadline expires&#039;&#039;&#039; || No victory prizes are awarded. Occupations governed by the ending war are released and a seven-day NAP follows. Holding out does not award the defender permanent territory.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Agreed peace&#039;&#039;&#039; || Congress can pursue peace terms. An armistice requires both congresses, releases occupations and signs a seven-day NAP. Territorial concessions depend on the accepted terms.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;A mandatory goal is permanently awarded in another war&#039;&#039;&#039; || The affected declaration is voided without prizes or a new NAP. Goals are not silently waived.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If another active declaration still governs an occupation, its release can wait for that conflict to end. Ongoing battles can also delay final territorial settlement. Use the declaration&#039;s actual status and remaining time rather than assuming every region will change at the exact deadline second.&lt;br /&gt;
&lt;br /&gt;
=== If a third country takes a goal ===&lt;br /&gt;
A third country &#039;&#039;&#039;temporarily occupying&#039;&#039;&#039; your goal does not remove that goal from your declaration. Opponent-owned land can remain attackable under the war against its owner, with the current occupier defending the battle.&lt;br /&gt;
&lt;br /&gt;
If another war instead &#039;&#039;&#039;permanently awards&#039;&#039;&#039; a mandatory goal, the affected declaration is voided as described above. Temporary control and permanent ownership have different consequences.&lt;br /&gt;
&lt;br /&gt;
== Planning checklist ==&lt;br /&gt;
* Choose goals you can reach, capture and hold before the deadline.&lt;br /&gt;
* Budget for the declaration and the campaign; declaring war does not pay the costs of every battle.&lt;br /&gt;
* Check first-battle initiative and whether a complete battle still fits before the deadline.&lt;br /&gt;
* Watch both the conquest count and the mandatory goal regions.&lt;br /&gt;
* If defending, decide whether to hold out or purchase an offensive objective while enough time remains.&lt;br /&gt;
* Remember: winning with no goals grants no permanent territory, and ordinary extra captures are released at settlement.&lt;br /&gt;
&lt;br /&gt;
== Interface reference ==&lt;br /&gt;
[[File:Declaration of war 26-9.png|thumb|center|600px|Earlier declaration interface. Current controls, prices and availability may differ.|alt=An earlier Eclesiar Declare War proposal form.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-top:1px solid #d5e1eb; color:#52677b; padding-top:10px; margin-top:20px; font-size:90%;&amp;quot;&amp;gt;&lt;br /&gt;
Rules reviewed against the game backend on &#039;&#039;&#039;12 October 2026&#039;&#039;&#039;. Server settings and deployed updates can affect availability, prices and voting speed; always check the current in-game proposal and declaration readout.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cicero</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=War_Declarations&amp;diff=567</id>
		<title>War Declarations</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=War_Declarations&amp;diff=567"/>
		<updated>2026-10-12T13:47:41Z</updated>

		<summary type="html">&lt;p&gt;Cicero: Reorganize guide; explain current goals, conquest quotas, defender objectives, costs, occupation and settlement; add original blue themed artwork.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1100px; margin:0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Eclesiar-war-declarations-hero-2026.png|frameless|center|1100px|alt=A blue and gold strategic planning desk overlooking a civic skyline, with the title War Declarations.]]&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;war declaration&#039;&#039;&#039; creates a timed conflict between two countries. [[Congress]] decides whom to fight, how long the war lasts and which regions may become permanent prizes. Individual &#039;&#039;&#039;battles&#039;&#039;&#039; determine who controls a region during that conflict.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#edf5fc; border-left:5px solid #327fbb; padding:14px 18px; margin:18px 0;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Two rules to remember&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Capturing a region is not the same as keeping it permanently.&#039;&#039;&#039; Only the winner&#039;s declared goal regions are awarded as victory prizes.&lt;br /&gt;
* &#039;&#039;&#039;A defender without purchased war goals must hold out until the deadline.&#039;&#039;&#039; Recaptures alone do not give it an early strategic victory.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== At a glance ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Choice or rule !! What it means&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;War duration&#039;&#039;&#039; || 8, 14, 21 or 30 days, counted from enactment of the declaration.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attacker&#039;s goals&#039;&#039;&#039; || Choose 0, 1 or 2 regions. Choosing none is allowed, but gives no permanent territory prize.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defender&#039;s goals&#039;&#039;&#039; || The defender may purchase 1 or 2 offensive goals through Congress, if eligible. Otherwise it defends until the deadline.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Victory&#039;&#039;&#039; || Meet the conquest requirement and hold every declared goal before the deadline.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Normal post-war protection&#039;&#039;&#039; || A seven-day non-aggression pact (NAP) follows victory or expiry. A voided declaration has different rules.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== How to declare war ==&lt;br /&gt;
# Open your &#039;&#039;&#039;Country&#039;&#039;&#039; page and its &#039;&#039;&#039;Congress&#039;&#039;&#039; section. The President or a Congress member can propose &#039;&#039;&#039;Declare War&#039;&#039;&#039;.&lt;br /&gt;
# Choose the target country, one of the four durations and up to two goal regions.&lt;br /&gt;
# Review the country&#039;s Gold cost and submit the proposal for Congress to vote on. Treat the proposal as public information: the opponent can see your political preparations.&lt;br /&gt;
# Wait for the bill to pass and be enacted. The standard voting window is &#039;&#039;&#039;24 hours&#039;&#039;&#039;; server fast-law settings can allow earlier resolution. Use the bill&#039;s displayed voting deadline.&lt;br /&gt;
# After enactment, the &#039;&#039;&#039;President, Vice President or Minister of Defense&#039;&#039;&#039; can open eligible regional battles. The declaration starts the conflict; it does not automatically capture a region or win a battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Before submitting:&#039;&#039;&#039;&lt;br /&gt;
* The target must have contestable land. Your own country may be landless.&lt;br /&gt;
* An active alliance, existing war or NAP between the countries can prevent a new declaration.&lt;br /&gt;
* Named goals must be distinct, visible, contestable regions ruled by the target. Temporarily occupied regions cannot be selected as new goals.&lt;br /&gt;
* Eligibility is checked again when the vote resolves. If the proposed goals become invalid before enactment, the bill can be denied and its fee refunded.&lt;br /&gt;
&lt;br /&gt;
Server administration can temporarily disable new declarations, invasions or revolutions independently. Follow the availability shown in the game.&lt;br /&gt;
&lt;br /&gt;
=== Opening battles ===&lt;br /&gt;
A complete &#039;&#039;&#039;nine-round battle&#039;&#039;&#039; must fit before the declaration&#039;s deadline. Exact round timing follows server settings, so new invasions become unavailable when too little time remains.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;attacker initiative&#039;&#039;&#039; is enabled, the declaring country has first-battle priority for up to &#039;&#039;&#039;24 hours after approval&#039;&#039;&#039;. That restriction ends once the first battle starts; afterwards either side may launch eligible invasions. Check initiative and battle availability when planning the first attack.&lt;br /&gt;
&lt;br /&gt;
== Gold cost and duration ==&lt;br /&gt;
The base proposal cost is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#f3f6f9; border:1px solid #d5e1eb; padding:12px 16px; margin:12px 0;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Gold cost = (10 + 0.2 × combined fully active civilians of both countries) × war duration ÷ 8&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The proposing Congress&#039;s ideology can modify this amount. Eligible first-proposal exemptions apply only to the 8-day tier. &#039;&#039;&#039;Use the in-game quote for the final amount payable from the country treasury.&#039;&#039;&#039; “Fully active civilians” is the game&#039;s population measure, not the number of registered accounts or players currently online.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
! Duration !! Duration multiplier&lt;br /&gt;
|-&lt;br /&gt;
| 8 days || ×1&lt;br /&gt;
|-&lt;br /&gt;
| 14 days || ×1.75&lt;br /&gt;
|-&lt;br /&gt;
| 21 days || ×2.625&lt;br /&gt;
|-&lt;br /&gt;
| 30 days || ×3.75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A longer declaration provides a longer objective window and costs more. It does &#039;&#039;&#039;not&#039;&#039;&#039; increase the maximum number of goal regions or guarantee victory.&lt;br /&gt;
&lt;br /&gt;
== Goals and the conquest requirement ==&lt;br /&gt;
&#039;&#039;&#039;Goals&#039;&#039;&#039; are the regions your Congress names as possible permanent prizes. The &#039;&#039;&#039;conquest requirement&#039;&#039;&#039; is how many qualifying regions your side must capture and still hold to win.&lt;br /&gt;
&lt;br /&gt;
The normal requirement is the &#039;&#039;&#039;smaller&#039;&#039;&#039; of the opponent&#039;s contestable region count when the declaration is enacted and the cap below. That starting count is frozen; it is not recalculated after every battle.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Your side&#039;s declared goals !! Normal conquest cap !! Permanent victory prizes&lt;br /&gt;
|-&lt;br /&gt;
| No goals (attacker only) || 6 regions || None&lt;br /&gt;
|-&lt;br /&gt;
| Exactly 1 goal || 3 regions || That goal region&lt;br /&gt;
|-&lt;br /&gt;
| Exactly 2 goals || 6 regions || Those two goal regions&lt;br /&gt;
|-&lt;br /&gt;
| Your own rightful capital as your &#039;&#039;&#039;only&#039;&#039;&#039; goal || 1 region || Recovery of that capital&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Every named goal must be among your qualifying captures and still be held by your country.&#039;&#039;&#039; Adding a second goal to a capital-recovery war restores the ordinary two-goal cap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
* Against a country with 10 contestable regions, naming 1 ordinary goal normally requires &#039;&#039;&#039;3&#039;&#039;&#039; qualifying captures, including the goal. Only the named goal is a permanent prize.&lt;br /&gt;
* Against a country with 4 contestable regions, naming 2 goals normally requires &#039;&#039;&#039;4&#039;&#039;&#039; qualifying captures, including both goals.&lt;br /&gt;
* Naming only your own rightful capital can make recovering and holding that capital sufficient for victory.&lt;br /&gt;
&lt;br /&gt;
=== Which captures count? ===&lt;br /&gt;
* Your country must make a qualifying capture during this declared war and &#039;&#039;&#039;still control the region&#039;&#039;&#039; when victory is checked. Losing it removes it from your held progress.&lt;br /&gt;
* A region counts once, even if it changes hands repeatedly.&lt;br /&gt;
* Capturing the opponent&#039;s land can count. Recovering your own land from that opponent can also count.&lt;br /&gt;
* A third country&#039;s captures do not contribute to your country&#039;s progress. Capturing unrelated third-country land does not automatically count against this opponent.&lt;br /&gt;
&lt;br /&gt;
There is also a limited &#039;&#039;&#039;wipe&#039;&#039;&#039; route: a side eligible for offensive victory can complete the count requirement if it holds all contestable land the opponent still owns, with at least one qualifying retained conquest. &#039;&#039;&#039;All named goals remain mandatory.&#039;&#039;&#039; Another country merely occupying the opponent&#039;s remaining land does not give you this victory.&lt;br /&gt;
&lt;br /&gt;
== Defending and buying offensive goals ==&lt;br /&gt;
[[File:Eclesiar-war-objectives-2026.png|thumb|right|360px|Plan around your capital, objective regions and the remaining war window. Concept artwork, not a gameplay screenshot.|alt=Blue themed strategic map with a fortified capital, a shield and gold objective markers.]]&lt;br /&gt;
&lt;br /&gt;
The defender can fight, recapture regions and prevent the attacker from completing its objective. &#039;&#039;&#039;Without purchased offensive goals, the defender cannot end the declaration early through conquests, recaptures or a wipe.&#039;&#039;&#039; It succeeds defensively by lasting until the deadline; expiry awards no permanent victory prizes.&lt;br /&gt;
&lt;br /&gt;
To pursue an early offensive victory, the defender can propose &#039;&#039;&#039;Add War Objective&#039;&#039;&#039; in Congress, once per declaration:&lt;br /&gt;
* Select &#039;&#039;&#039;1 or 2&#039;&#039;&#039; eligible regions of the attacking country.&lt;br /&gt;
* The objective uses the &#039;&#039;&#039;existing declaration deadline&#039;&#039;&#039;. It does not restart or extend the war.&lt;br /&gt;
* There must be enough time remaining for a complete battle. An objective cannot be bought against a declarer that began landless.&lt;br /&gt;
* Its cost uses the same population formula and the declaration&#039;s &#039;&#039;&#039;original duration&#039;&#039;&#039;, rather than only the remaining days, with applicable ideology adjustments or exemptions.&lt;br /&gt;
* Once enacted, the defender must satisfy its own conquest requirement and hold its named goals within the remaining window.&lt;br /&gt;
&lt;br /&gt;
The attacker and defender can therefore have different goals and different requirements. Check your own side&#039;s progress.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Occupation, taxes and buildings ==&lt;br /&gt;
A battle victory can create a &#039;&#039;&#039;temporary occupation&#039;&#039;&#039;. The occupier controls the region during the war, while permanent ownership and war settlement remain separate questions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Work tax:&#039;&#039;&#039; the default occupied-region split is &#039;&#039;&#039;80% to the occupier and 20% to the recorded owner before occupation&#039;&#039;&#039;. The server can configure this split.&lt;br /&gt;
* &#039;&#039;&#039;Temporary occupation:&#039;&#039;&#039; occupying a region does not itself reduce its regional building levels.&lt;br /&gt;
* &#039;&#039;&#039;Permanent ruler change:&#039;&#039;&#039; when a conquest becomes permanent, each regional building above level 0 loses &#039;&#039;&#039;one level&#039;&#039;&#039;, once for that transition. A battle recapture that ends an occupation can also be a permanent transition.&lt;br /&gt;
* &#039;&#039;&#039;Release at settlement:&#039;&#039;&#039; returning a temporary occupation causes no additional building damage. Construction orders belonging to a displaced ruler can be cancelled when control is settled.&lt;br /&gt;
&lt;br /&gt;
== How a declaration ends ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Ending !! Territory and protection&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Objective victory&#039;&#039;&#039; || The winner receives its declared goal regions as permanent prizes. Other provisional occupations governed by that war are released. A seven-day NAP follows.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Deadline expires&#039;&#039;&#039; || No victory prizes are awarded. Occupations governed by the ending war are released and a seven-day NAP follows. Holding out does not award the defender permanent territory.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Agreed peace&#039;&#039;&#039; || Congress can pursue peace terms. An armistice requires both congresses, releases occupations and signs a seven-day NAP. Territorial concessions depend on the accepted terms.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;A mandatory goal is permanently awarded in another war&#039;&#039;&#039; || The affected declaration is voided without prizes or a new NAP. Goals are not silently waived.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If another active declaration still governs an occupation, its release can wait for that conflict to end. Ongoing battles can also delay final territorial settlement. Use the declaration&#039;s actual status and remaining time rather than assuming every region will change at the exact deadline second.&lt;br /&gt;
&lt;br /&gt;
=== If a third country takes a goal ===&lt;br /&gt;
A third country &#039;&#039;&#039;temporarily occupying&#039;&#039;&#039; your goal does not remove that goal from your declaration. Opponent-owned land can remain attackable under the war against its owner, with the current occupier defending the battle.&lt;br /&gt;
&lt;br /&gt;
If another war instead &#039;&#039;&#039;permanently awards&#039;&#039;&#039; a mandatory goal, the affected declaration is voided as described above. Temporary control and permanent ownership have different consequences.&lt;br /&gt;
&lt;br /&gt;
== Planning checklist ==&lt;br /&gt;
* Choose goals you can reach, capture and hold before the deadline.&lt;br /&gt;
* Budget for the declaration and the campaign; declaring war does not pay the costs of every battle.&lt;br /&gt;
* Check first-battle initiative and whether a complete battle still fits before the deadline.&lt;br /&gt;
* Watch both the conquest count and the mandatory goal regions.&lt;br /&gt;
* If defending, decide whether to hold out or purchase an offensive objective while enough time remains.&lt;br /&gt;
* Remember: winning with no goals grants no permanent territory, and ordinary extra captures are released at settlement.&lt;br /&gt;
&lt;br /&gt;
== Interface reference ==&lt;br /&gt;
[[File:Declaration of war 26-9.png|thumb|center|600px|Earlier declaration interface. Current controls, prices and availability may differ.|alt=An earlier Eclesiar Declare War proposal form.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-top:1px solid #d5e1eb; color:#52677b; padding-top:10px; margin-top:20px; font-size:90%;&amp;quot;&amp;gt;&lt;br /&gt;
Rules reviewed against the game backend on &#039;&#039;&#039;12 October 2026&#039;&#039;&#039;. Server settings and deployed updates can affect availability, prices and voting speed; always check the current in-game proposal and declaration readout.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cicero</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=File:Eclesiar-war-objectives-2026.png&amp;diff=566</id>
		<title>File:Eclesiar-war-objectives-2026.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=File:Eclesiar-war-objectives-2026.png&amp;diff=566"/>
		<updated>2026-10-12T13:46:40Z</updated>

		<summary type="html">&lt;p&gt;Cicero: Original supporting artwork for the War Declarations guide, created for Eclesiar with AI assistance in October 2026. Blue themed fortified civic capital, strategic map, shield and two objective markers. Decorative concept artwork, not a gameplay screenshot or a literal map.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Original supporting artwork for the War Declarations guide, created for Eclesiar with AI assistance in October 2026. Blue themed fortified civic capital, strategic map, shield and two objective markers. Decorative concept artwork, not a gameplay screenshot or a literal map.&lt;/div&gt;</summary>
		<author><name>Cicero</name></author>
	</entry>
	<entry>
		<id>https://wiki.eclesiar.com/index.php?title=File:Eclesiar-war-declarations-hero-2026.png&amp;diff=565</id>
		<title>File:Eclesiar-war-declarations-hero-2026.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.eclesiar.com/index.php?title=File:Eclesiar-war-declarations-hero-2026.png&amp;diff=565"/>
		<updated>2026-10-12T13:45:51Z</updated>

		<summary type="html">&lt;p&gt;Cicero: Original artwork for the War Declarations guide, created for Eclesiar with AI assistance in October 2026. Navy blue, ivory and brass announcement style; civic skyline and strategic planning desk. Decorative illustration, not a gameplay screenshot.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Original artwork for the War Declarations guide, created for Eclesiar with AI assistance in October 2026. Navy blue, ivory and brass announcement style; civic skyline and strategic planning desk. Decorative illustration, not a gameplay screenshot.&lt;/div&gt;</summary>
		<author><name>Cicero</name></author>
	</entry>
</feed>