War Declarations

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Revision as of 14:37, 12 October 2026 by Cicero (talk | contribs) (Remove older war behavior note)
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A blue and gold strategic planning desk overlooking a civic skyline, with the title War Declarations.

A war declaration 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 battles determine who controls a region during that conflict.

Two rules to remember

  • Capturing a region is not the same as keeping it permanently. Only the winner's declared goal regions are awarded as victory prizes.
  • A defender without purchased war goals must hold out until the deadline. Recaptures alone do not give it an early strategic victory.

At a glance

Choice or rule What it means
War duration 8, 14, 21 or 30 days, counted from enactment of the declaration.
Attacker's goals Choose 0, 1 or 2 regions. Choosing none is allowed, but gives no permanent territory prize.
Defender's goals The defender may purchase 1 or 2 offensive goals through Congress, if eligible. Otherwise it defends until the deadline.
Victory Meet the conquest requirement and hold every declared goal before the deadline.
Normal post-war protection A seven-day non-aggression pact (NAP) follows victory or expiry. A voided declaration has different rules.

How to declare war

  1. Open your Country page and its Congress section. The President or a Congress member can propose Declare War.
  2. Choose the target country, one of the four durations and up to two goal regions.
  3. Review the country'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.
  4. Wait for the bill to pass and be enacted. The standard voting window is 24 hours; server fast-law settings can allow earlier resolution. Use the bill's displayed voting deadline.
  5. After enactment, the President, Vice President or Minister of Defense can open eligible regional battles. The declaration starts the conflict; it does not automatically capture a region or win a battle.

Before submitting:

  • The target must have contestable land. Your own country may be landless.
  • An active alliance, existing war or NAP between the countries can prevent a new declaration.
  • 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.
  • 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.

Server administration can temporarily disable new declarations, invasions or revolutions independently. Follow the availability shown in the game.

Opening battles

A complete nine-round battle must fit before the declaration's deadline. Exact round timing follows server settings, so new invasions become unavailable when too little time remains.

If attacker initiative is enabled, the declaring country has first-battle priority for up to 24 hours after approval. 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.

Gold cost and duration

The base proposal cost is:

Base Gold cost = (10 + 0.2 × combined fully active civilians of both countries) × war duration ÷ 8

The proposing Congress's ideology can modify this amount. Eligible first-proposal exemptions apply only to the 8-day tier. Use the in-game quote for the final amount payable from the country treasury. “Fully active civilians” is the game's population measure, not the number of registered accounts or players currently online.

Duration Duration multiplier
8 days ×1
14 days ×1.75
21 days ×2.625
30 days ×3.75

A longer declaration provides a longer objective window and costs more. It does not increase the maximum number of goal regions or guarantee victory.

Goals and the conquest requirement

Goals are the regions your Congress names as possible permanent prizes. The conquest requirement is how many qualifying regions your side must capture and still hold to win.

The normal requirement is the smaller of the opponent'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.

Your side's declared goals Normal conquest cap Permanent victory prizes
No goals (attacker only) 6 regions None
Exactly 1 goal 3 regions That goal region
Exactly 2 goals 6 regions Those two goal regions
Your own rightful capital as your only goal 1 region Recovery of that capital

Every named goal must be among your qualifying captures and still be held by your country. Adding a second goal to a capital-recovery war restores the ordinary two-goal cap.

Examples

  • Against a country with 10 contestable regions, naming 1 ordinary goal normally requires 3 qualifying captures, including the goal. Only the named goal is a permanent prize.
  • Against a country with 4 contestable regions, naming 2 goals normally requires 4 qualifying captures, including both goals.
  • Naming only your own rightful capital can make recovering and holding that capital sufficient for victory.

Which captures count?

  • Your country must make a qualifying capture during this declared war and still control the region when victory is checked. Losing it removes it from your held progress.
  • A region counts once, even if it changes hands repeatedly.
  • Capturing the opponent's land can count. Recovering your own land from that opponent can also count.
  • A third country's captures do not contribute to your country's progress. Capturing unrelated third-country land does not automatically count against this opponent.

There is also a limited wipe 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. All named goals remain mandatory.

Temporary occupation and permanent conquest have different effects:

  • If several countries temporarily occupy all the opponent's regions between them, the opponent still owns that land. Having no regions left under its direct control does not, by itself, end every declaration.
  • If a third country wins its own declaration and permanently receives a region, the opponent no longer owns that region. Your side can then win by holding all the opponent's remaining contestable land, even below your original conquest quota, provided you hold all your own named goals. Wars can therefore finish one after another.

Selecting goals on occupied land: 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'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.

Example: competing for a common enemy's regions. Country A temporarily occupies five of Country B'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's captures do not complete C's objectives. If A and C temporarily occupy all six regions between them, each declaration still resolves under its own victory conditions.

Example: five regions held by you, one held by a third country. 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's declaration is enacted after those five captures, the enemy now rules only one region, so that new declaration'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.

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.

Defending and buying offensive goals

Blue themed strategic map with a fortified capital, a shield and gold objective markers.
Plan around your capital, objective regions and the remaining war window. Concept artwork, not a gameplay screenshot.

The defender can fight, recapture regions and prevent the attacker from completing its objective. Without purchased offensive goals, the defender cannot end the declaration early through conquests, recaptures or a wipe. It succeeds defensively by lasting until the deadline; expiry awards no permanent victory prizes.

To pursue an early offensive victory, the defender can propose Add War Objective in Congress, once per declaration:

  • Select 1 or 2 eligible regions of the attacking country.
  • The objective uses the existing declaration deadline. It does not restart or extend the war.
  • There must be enough time remaining for a complete battle. An objective cannot be bought against a declarer that began landless.
  • Its cost uses the same population formula and the declaration's original duration, rather than only the remaining days, with applicable ideology adjustments or exemptions.
  • Once enacted, the defender must satisfy its own conquest requirement and hold its named goals within the remaining window.

The attacker and defender can therefore have different goals and different requirements. Check your own side's progress.

Occupation, taxes and buildings

A battle victory can create a temporary occupation. The occupier controls the region during the war, while permanent ownership and war settlement remain separate questions.

  • Work tax: the default occupied-region split is 80% to the occupier and 20% to the recorded owner before occupation. The server can configure this split.
  • Temporary occupation: occupying a region does not itself reduce its regional building levels.
  • Permanent ruler change: when a conquest becomes permanent, each regional building above level 0 loses one level, once for that transition. A battle recapture that ends an occupation can also be a permanent transition.
  • Release at settlement: returning a temporary occupation causes no additional building damage. Construction orders belonging to a displaced ruler can be cancelled when control is settled.

How a declaration ends

Ending Territory and protection
Objective victory The winner receives its declared goal regions as permanent prizes. Other provisional occupations governed by that war are released. A seven-day NAP follows.
Deadline expires 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.
Agreed peace 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.
A mandatory goal is permanently awarded in another war The affected declaration is voided without prizes or a new NAP. Goals are not silently waived.

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's actual status and remaining time rather than assuming every region will change at the exact deadline second.

If a third country takes a goal

A third country temporarily occupying 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.

If another war instead permanently awards a mandatory goal, the affected declaration is voided as described above. Temporary control and permanent ownership have different consequences.

Planning checklist

  • Choose goals you can reach, capture and hold before the deadline.
  • Budget for the declaration and the campaign; declaring war does not pay the costs of every battle.
  • Check first-battle initiative and whether a complete battle still fits before the deadline.
  • Watch both the conquest count and the mandatory goal regions.
  • If defending, decide whether to hold out or purchase an offensive objective while enough time remains.
  • Remember: winning with no goals grants no permanent territory, and ordinary extra captures are released at settlement.

Interface reference

An earlier Eclesiar Declare War proposal form.
Earlier declaration interface. Current controls, prices and availability may differ.

Rules reviewed against the game backend on 12 October 2026. Server settings and deployed updates can affect availability, prices and voting speed; always check the current in-game proposal and declaration readout.