Frontline Mechanic & Sabotage Rules
The Divine Commentary ensures that wars in the Landfall SMP remain fair, tactical, and engaging, while preventing rapid, unfair conquests. This system governs territorial expansion and sabotage, ensuring strategic depth and balanced gameplay.
All players and nations are subject to these rules, enforced by the Divine Entity.
Frontline Conquest System
1. Warfront & Territorial Expansion
- Wars must be fought along a progressing frontline—nations cannot bypass defenses and seize land behind enemy lines.
- Chunk Limits: Aggressors may only take a set number of chunks per real-life week
- Chunks must be captured contiguously—no skipping past enemy-controlled land unless using sabotage (see Section 4).
- Core/Capital Chunks cannot be captured until 80% of surrounding land is controlled.
Active Players | Fortified or City Chunks Per Week | Countryside Chunks Per Week | Max Total Chunks Per Week |
---|---|---|---|
1-3 | 3 | 6 | 9 |
4-7 | 5 | 10 | 15 |
8-12 | 9 | 15 | 24 |
12+ | 12 | 20 | 32 |
2. Capture Mechanics
- Once an attacker occupies a set of frontline chunks, they must hold it for 48 hours in real-time before it is considered officially conquered.
- If the defenders launch a successful counterattack within 48 hours, the frontline remains contested.
- Capture is about physical control, not in-game death. To occupy a frontline, attackers must establish a clearly marked, visible forward camp/outpost that remains mostly intact for the duration.
- If the outpost is destroyed within 48 hours, the capture attempt fails, and the land remains contested. Counterattacks on an outpost remain subject to offline sabotage protections.
- Disputes are handled by The Divine Entity.
- Sieges Required for Fortified Areas:
- Fortresses, capitals, and major cities require a minimum 4-day siege before attackers can claim them.
- During sieges, destruction must be limited to tactical weakening, not total base annihilation.
3. Retreat & War Fatigue
- If an aggressor fails to hold their frontline for 7 days, they must retreat at least 6 chunks.
- Wars cannot continue indefinitely—after 8 weeks, factions must enter negotiations or suffer War Fatigue penalties from The Divine Entity.
Sabotage System
4. What Counts as Sabotage?
Sabotage is covert interference aimed at disrupting an enemy, not total destruction.
Allowed Sabotage
- Disrupting Logistics: Stealing/destroying small amounts of supplies (not full stockpiles).
- Tampering with Defenses: Disabling one or two key defenses per in-game day (not an entire base).
- Espionage: Gathering intel, planting fake plans, or misleading enemies.
- Sabotaging Industry: Disrupting minor infrastructure like farms or workshops.
- Psychological Warfare: Placing signs, banners, or warnings to demoralize opponents or encourage defection.
Prohibited Actions
- Total destruction of defenses (e.g., breaking all walls, removing all turrets).
- Mass looting (e.g., stealing entire stockpiles of weapons, food, or valuables).
- Complete disabling of bases while defenders are offline.
- Griefing-style damage (e.g., lava casting, flooding cities, rendering land uninhabitable).
5. Offline Sabotage Protections
- Sabotage Limits Per Day: A saboteur can only disable 1-2 defensive mechanisms per real-life day.
- No Destruction While Defenders Are Offline: Aggressors cannot disable all defenses in an unattended base. If no defenders are online, only minor disruptions (e.g., blocking a road, stealing a few supplies) are allowed.
- Sabotage Windows: Larger scale sabotage can only occur during agreed combat hours when both factions are active.
6. Counterplay: Defending Against Sabotage
- Alarms & Security Measures (e.g., tripwires, bell alerts).
- Hidden backup defenses that activate if a key system is disabled.
- Saboteur Traps (e.g., fake information, hidden counter-infiltrators).
- Active patrols and checkpoints to catch enemy saboteurs.
Unauthorized Secession, Civil War, and Rebellion
- Rebels must declare their intent to secede by targeting a single city or stronghold as their initial foothold. This city must follow siege mechanics—it cannot be taken instantly, and the ruling defender may use their military forces to suppress the rebellion.
- If the rebels successfully hold the city, they may then (optionally) attempt to claim the rest of the state using Frontline Conquest mechanics. Until then, the conflict remains a localized siege rather than an open war.
Enforcement & Divine Oversight
- All sabotage must be documented for review. This can be done privately, but there must be a record of it in case Divine Intervention is necessary. (screenshots, logs, or witness reports).
- The Divine Entity will rollback unfair sabotage, especially if an entire base is gutted while no one was online.
- War Crimes & Consequences:
- Repeat offenders may face resource fines, rollback penalties, or combat restrictions.
- The Divine Entity may impose war fatigue on nations that abuse mechanics.
Why This System?
- Prevents instant nation wipeouts—wars are long and strategic, not quick invasions.
- Encourages proper war logistics—sieges, supply lines, and defenses matter.
- Supports immersive and fair gameplay—sabotage is fun but balanced.
- Ensures defenders have counterplay—offline destruction is prevented.
Glory to the victors—honor to the fallen!