Nations can ally with each other, and they can go to war. War is a point campaign: there is
no accept step and no siege to hold — you declare, both sides race for war score over a fixed
window, and whoever is ahead at the deadline wins and loots the loser’s treasury.
Alliances are proposed and accepted between nations. Allies can join each other’s wars.
How many alliances you can hold depends on your reputation tier:
| Tier | Max alliances |
|---|---|
| Reviled / Infamous | 0 |
| Distrusted | 1 |
| Neutral | 2 |
| Respected | 3 |
| Honored | 4 |
| Exalted | 5 |
Both sides need a free slot at the moment the alliance forms. If your reputation later drops
below the tier that allowed your current alliances, nothing is force-broken — you simply
cannot add more until you recover.
Forming an alliance grants both nations +15 reputation. Breaking one costs the breaker
−50 — betrayal is expensive, and it is recorded against you and not your partner. Every ally
you hold also feeds you passive reputation over time.
/etnation war declare <player>
Only your Sovereign may declare, and it targets that player’s nation.
Declaring costs treasury cash, scaled +25% for every nation level you are above your target.
Punching down is deliberately expensive.
You will be blocked from declaring if:
Declaring on a nation far weaker than you is bullying: it is allowed, but it costs the
attacker −30 reputation immediately.
| Phase | Length | What happens |
|---|---|---|
| Warmup | 24 hours | No scoring. The defender gets notice. Allies may join either side |
| Active | 72 hours | Scoring is live |
| Resolution | — | Spoils, titles, reputation, history snapshot |
| Cooldown | 2 hours | The pair cannot re-declare on each other |
The loser additionally gets 24 hours of grace, during which nobody may declare on them.
This stops a defeated nation being farmed by a queue of opportunists.
A war can also end early by surrender, or by a nation disbanding — which forfeits.
| Source | Points |
|---|---|
| Killing an enemy | 10 |
| Killing them inside their own claimed territory | ×2 |
| Repeat kill on the same victim (2nd within an hour) | ×0.5 |
| Repeat kill on the same victim (3rd+ within an hour) | ×0.25 |
| Regicide — kill the enemy Sovereign | 50 |
| First Blood — first kill of the rotation | 15 |
| Rampage — 3 different enemy victims in one rotation | 30 |
| Claiming a leader bounty | 20, plus the cash |
| A Masterwork+ forge craft while your nation fights | Scales with quality |
Two things follow from this table:
Raiding pays double. Kills inside enemy claims are worth twice as much, so sitting at home
defending is worth less than pushing into their territory.
Farming one player does not work. The same killer hitting the same victim repeatedly decays
to a quarter value within the hour. Spread your targets.
War isn’t only combat. Forging a Masterwork, Legendary or Mythical item while your nation is
at war scores too, better quality scoring more — so your crafters contribute without fighting.
Objectives rotate automatically every 4 hours, the same for both sides, and each rotation is
announced by the Voice of the World. Regicide and Rampage can each be claimed
once per side per rotation.
If one side pulls ahead by 100 points, a one-time “brink of defeat” warning goes out to the
world.
Ally kills feed the side they joined. Individual contributions are tracked and shown as top
contributors.
While a war is Active, one to three neutral Ley Nexus crystals appear on unclaimed
ground between the two nations’ territory — more sites the more land the two of you have
claimed between you. A Nexus is neutral ground: whichever side controls more of it wins the
fight for it.
Stand within 16 blocks (default) of a Nexus to contribute to its capture meter — the side with
more people nearby fills it, a tie freezes it, and about 60 seconds (default) of uncontested
majority presence fully captures or flips it. A boss bar over your screen shows the meter and
who currently holds the site while you’re nearby.
Once your side holds a Nexus, it pays your nation 2 war points per minute (default) for as
long as at least one of your side is standing inside it — an empty site keeps its holder but
stops paying out. Sites are listed on the war panel and pinned on the FTB map (grey while
neutral, green if you hold it, your enemy’s colour if they do), and the
Voice of the World and Discord announce when sites appear and when one changes
hands. Every Nexus disappears when the war ends.
Time spent holding a Nexus also counts toward two records — Nexus Warden and Ley
Keeper — and unlocks the Nexus Warden title once you’ve held one for 180 minutes total.
Server admins can manage sites via /etadmin war nexus.
/etnation war bounty <player> <amount>
Sovereign only, minimum $1000. This escrows treasury cash on a specific enemy player’s head.
Any killer on your side collects the entire escrow into their personal bank account, plus 20
points for the side. Re-placing a bounty tops up the existing one. Unclaimed escrow is refunded
when the war ends.
These are war-only and distinct from the public
contract bounties — a victim can have both on them at once, and a
qualifying kill pays both.
At the deadline, the higher score wins. A tie is a draw with no spoils.
The winner takes a percentage of the loser’s treasury as spoils, paid to the winning
principal — allies fight for score and bounties, not for a cut of the treasury.
Reputation moves too: +60 for winning, an extra +20 if the winner was the defender, and
−40 for losing or surrendering. War titles are awarded to participants on both sides.
Note that treasury withdrawals are locked during a war on most servers, so you cannot empty
the vault to deny your conqueror. Build your war chest before you declare, not after.
Winning a war can mean more than a one-off payday. When a war ends with a clear winner, the
victor’s Sovereign has 24 hours (default) to set lasting peace terms on the loser, from the
Codex Diplomacy tab or with /etnation war terms <pact|tribute|vassal>. How lopsided the win
was caps what you can pick:
| Term | Requires | Effect |
|---|---|---|
| Non-aggression pact | Always available | Neither nation may declare war on the other |
| Tribute | Won by ≥1.25× the loser’s score | Pact, plus the loser pays a daily cut of its income |
| Vassalage | Won by ≥2× the loser’s score | Tribute, plus the vassal cannot declare war on anyone, automatically joins its liege’s wars, and its liege automatically joins wars declared on it |
A surrender always counts as a rout, so it opens up every tier regardless of the score at
that point. If the victor doesn’t choose in time, the loser gets an automatic non-aggression
pact.
Chosen terms last 7 days (default). Daily tribute is fixed at the moment it’s chosen — 10%
of the loser’s projected hourly income ×24, with a $200/day minimum — and is paid once per
real day. If the loser’s treasury can’t cover a day’s payment, that payment is simply skipped;
it is never taken on debt.
A liege can free their vassal early with /etnation war release <nation>, which drops the terms
straight to a non-aggression pact and stops tribute immediately. /etnation war terms on its own
shows the status of any terms involving your nation. Active terms also appear on Discord’s
!nation.
Server admins can manage terms via /etadmin war terms.
While your nation is at war, the enemy’s claimed chunks turn war-red on the FTB Chunks large
map, the minimap, and the claim screen — you can see where their territory starts without
opening the Codex.
Nation Cores are pinned too: yours and every ally’s always show, and the
enemy’s Core is pinned for as long as the war is in its warmup or active phase — it disappears
again once the war ends. Hovering a Core pin shows the nation’s name, its tier, and whether it
has been shattered.
Any Ley Nexus sites for a war you’re involved in are pinned too, tinted grey while neutral,
green when your side holds one, and your enemy’s colour when they do.
A nation that hides its claims never tints, war or not — its chunks simply read as unclaimed.
You can turn these map markers off for yourself in the mod’s client settings; your server can
also disable the whole overlay for everyone.
| Command | Effect |
|---|---|
/etnation war declare <player> |
Declare war (Sovereign) |
/etnation war join attacker\|defender |
Join a war as an ally |
/etnation war surrender |
Concede immediately |
/etnation war bounty <player> <amount> |
Place a leader bounty (Sovereign) |
/etnation war status |
Phase, countdown, score, objective, bounties, contributors |
/etnation war terms |
Check the status of any peace terms involving your nation |
/etnation war terms <pact\|tribute\|vassal> |
Choose peace terms as the victor (Sovereign) |
/etnation war release <nation> |
Release your vassal early (liege’s Sovereign) |
Server admins have a full management set under /etadmin war.