Ok, some elaboration. This is designed with a "classic based" shard in mind, but can easily be modified for the current shards, I think. But the current differences in abilities through items and certain post AoS skills makes warfare difficult). Sorry for the length, but it's needed. Not really as complicated as it seems. First, the Justice System: This is any attacks or thefts outside of the war system. -PvP as it was, attackers go gray and killing gives a count. -3 kills per 10 days before you go red. (This is to allow players to kill jerks at events and otherwise ruining things for players without actually attacking them. Moving set up tables and chairs at events, spamming to interupt, etc.) -Reds lose 25% stats on death. -Thieves, go gray with noticed theft attempts. -Looting another player's corpse (other than guild mates) go gray as a theft. -Stealing from player's houses is a theft for each successful attempt. -3 thefts per 10 days before going perma-gray, but only to the victims and their guild and alliance members. -Perma-gray thieves lose 5% stats at death to the hands of those they are gray to. -Counts for either reds or perma-grays wear off at a rate of 1 per 5 days. Guilds, guild houses, and War Chests: -Guilds can form alliances with other guilds. -Guild houses are separate from player houses. They are owned by the guild, controlled by the current guild master (by vote). One house per guild. -Guild houses must be "open", but can have locked doors (which can be picked by thieves). -Once a guild has a house, they can build a War Chest. These are semi-custom art, with statues or other items on top. Think UO's version of the Arc Of The Covenant (you know, Indiana Jones) here. Very expensive to make. Made by players inside the guild house. Can only be moved by the guild leader (like creating a trash barrel). War Chests: -Act as Guild Vault, with ranks for settings -Several levels for access, so guild members can take limited numbers of potions, regs, supplies (like WoW has) -Links trade between guilds, acting like a player trade gump but consistent. Guilds A and B arrange a trade through their War Chests, acts like a trade gump but long term, lasting until trade is complete. Each guild must travel with the trade goods to the others, drop the goods into the other War Chest, and once both sides see they each have what was agreed on, they each hit the "accept" button to finish the trade. At any time either can hit the cancel button, and any delivered good will return automatically. This could be done automatically, without the need to deliver goods. But I'm thinking for the future here, caravans can be set up in the future to do the deliveries, trade routes established, etc. -A guild can send gold to an allied guild at any time. (This is important for warfare.) ------In the future ------Gold can be lent to another guild at a fixed interest rate and fixed payments, an adjustable contract. ------Player built cities can build city structures financed through the War Chest. ------City structures can include Trade Centers that act as delivery points for caravans, linked to roads for establishing automatic caravan routes. ------City structures can include all sorts of guardens and statuary, roads, bridges, etc. (Maybe, UO's map may make this impractical. War rules through the War Chest/Military Orders -Any guild can form a Military Order. -A military Order allows for warfare. -Any member of the guild can join the Military Order. -A character can opt out of the Military Order at any time as long as they are not currently in combat. They cannot rejoin for 1 week. -A guild can disband their Military Order at any time that they are not in a war. -Any character in a Military Order can attack, kill, or steal from any other member of another Military Order without a criminal flag. If a Military Order character is killed, they are removed from the Military order and cannot rejoin for 1 week. -If a guild establishes a Military Order, those members who enlist in it will gain bonuses to all resource gathering, including gold from MOBs (x.5 ? ). The bonus resources go directly to the Guilds War Chest. -The guild master can set a payment per resources gathered, through a points system for resources, which can be redeemed by the players from the War Chest. In other words, a Military Order miner sends 100 ore to the War Chest, gaines 100 points, and can later collect from the War Chest gold equal to what the master has set as value for Ore Points (might have been .1 gold, so he could collect 10 gold, which is above his regular personal ore gathering.) Example: Miner that has joined the guild's Military Order mines 200 ore. He keeps his 200 ore. He also has automatically sent 100 ore (x.5) directly to the guilds War Chest. The guild master has set a value on points for ore at .1 per. The miner has earned 100 points in Ore Points, so he can turn those points in at the War Chest for 10 gold in payment for his labors. -The guild master does not have to set a payment for resources, and each resource can be set separately. -If the gold in the War Chest runs out, the extra points are kept for future redemption. -The War Chest can Owe Debt! ------Warfare ------Any guild can declare war on any other guild ------A war declaration has a cost in gold, to declare war a guild must put up any sum of gold that they have in their own War Chest (there should be a minimum). This gold is put into escroll and cannot be removed until the war is concluded. ------The declared upon guild's War Chest also puts in an equal amount into escroll. If they do not have it in their War Chest, the Chest is in debt for the remainder. ------A War Chest in debt has no gold left available to use, and any new gold added goes towards this debt first. The guild can sell other resources or donate gold towards this debt. Or an allied guild can send them gold to be applied first towards this debt. No harvesting point redemptions are available at this point until the debt is payed. ------A war declaration does not go into affect for 3 days, to allow for allies to join in or not. ------Allied guilds get a gump to either join the war or not, if they do not join in the 3 day time frame they are not in. ------At the end of the 3 days, the war is set. A count of all Military Order members is made. To win a war, either of two things must happen. The declaring guild or the declared on guild must kill an equal number of the other's Military Order, or the alliance of either side must kill an equal number of the alliance total of Military Order numbers. ------If a Military Order character is killed, they are removed from the Military order and cannot rejoin for 1 week. (Same as outside of warfare, above.) ------Note here that a guild can attack the Military Order of another guild before declaring war, then declare, and thus reduce the numbers they must defeat to win the war. This is known as a "preemptive strike". Make your alliances well. ------Winning a war- ------The victor between the declarer and the declared take the gold that was put up. The declared upon guild may still be in debt if they lose the war. In this case, as their debt is repaid, it is paid to the victor guild. (This is known as "installments", heh) ------A guild can make monetary rewards to their allies by sending them gold, as above. An option at any time. ------A guild in war can Sue For Peace, at any time. This is an offer if less than the escroll amounts, and the other guild gets a gump to accept or deny. The offer can be rescinded at any time. If the guild sues for peace at the full amount of the escroll amount, it's automatic, the war is over, the other side wins and collects. ------A victor gets a Victory Banner to place in their Guild House or anywhere else. It can be traded. The defeated guild might pay handsomely for it to reduce their embarrassment. An alliance migth set up a headquarters and display all their Victory Banners there. ------The Victory Banner states the primary guilds (the declarer and the declared upon), whether it was a "defeat" or a "Suit for peace", and the date. ------Victory Banners should be stealable!