The general rules apply to all facets of Recrafted Civilizations, including both the forums and the server.
Racism is not tolerated except in roleplay.
Do not beg for ranks / permissions. If you wish to become a member of staff, post an application on the forums.
Do not harass other members of the community.
4a. This excludes role-play situations when applicable.
Do not use excessive or explicit swearing outside of roleplay.
Do not ask staff to check applications.
Respect other players, and staff. This includes staff respect towards players.
Do not abuse any glitches or exploits.
8a. Report any glitches to the staff team via Private Message in-game or Website.
Respect staff decisions.
Trial mods are considered staff and can give staff verdicts when needed.
Highest ranking member of staff online has the final say.
If you wish to report abuse (with evidence), or wish to post a ban appeal, do so on the forums.
Do not spam or use full caps outside of roleplay.
Advertising of other servers or communities is not permitted.
Use common sense.
Alternate accounts are not permitted.
16b. Accounts under the same IP address will be classified as alternative accounts unless proven otherwise.
You must have a role-play character before applying for a nation.
If you have been a nation leader and have given up / quit your nation more than two times for reasons deemed unjustified, you will be subject to be placed on the nation leader blacklist.
Players on the nation leader blacklist can not lead nations through any method.
F1. No NSFW images / videos without a proper disclaimer and do not embed those images / videos.
F2. English and proper grammar should be used.
F3. Do not spam the shoutbox.
F4. Do not double post, instead edit your previous post.
F5. Post threads in their appropriate locations / sub-forums.
F6. Do not post links to screamers / ear blasts.
F7. Read a thread entirely before posting (as to not repeat things).
F8. Do not post any personal information without the owner's consent to do so.
F9. Keep picture and signature sizes respectively appropriate.
F10. Do not post threads which highlight moderators are best / worst / anything. This excludes staff abuse threads and sharing opinions on trial mod applicants on their application thread. For other situations, contact staff directly.
F11. Anything said on the forums is considered OOC, unless stated so in the post, or is in the Role Play sub-forum.
F11a. Unless the contents of a role-play post would quickly become public knowledge or the post specifies who is being told this information, your character does not know and you may not use this information in roleplay.
F12. Do not make the answer choices for polls biased to favor one answer or another.
S1. The use of modded clients or “hacks” is forbidden.
S1a. Optifine / Rei’s Minimap are exceptions.
S2. DoSing / DDoSing is not tolerated.
S3. Griefing is not permitted within nation claims.
S4. TnT may not be used or placed except: During wars as specified by the war rules, or for building purposes.
S5. Unlocked chests in the wilderness can be looted.
S6. Staff members will not compensate you if you get griefed or lost items due to a bug. Exceptions can be made by the ranks of Administrator and above.
S7. Do not teleport into an enemy nation's land.
S8. Do not set home in another nation's territory without their leader's permission.
S9. Do not use spawn as a place of exchange for items / objects / blocks / anything.
S10. Plugin-to-Player trade is excluded (Spawn Shop).
S11. Airships / Ships cannot be destroyed or stolen if they do not belong to you, or without permission from the owner of the vessel.
S12. This includes being in wilderness and being inside nation territory.
S13. The exception to this rule is during battles and raids.
S14. Advert is considered IC and can ONLY be used for advertising purposes.
S15. After a new player joins, wait at least 10 minutes after they join before advertising your nation or inviting them, to let them read the rules, etc.
S16. If a new player asks to join themselves, then you may invite them.
S17. You may only have a maximum of 4 Faction Mobs following you at any time.
S18. Do not build “nerd poles” or 1-block tall pillars, except when building.
S19. A player is considered inactive if they do not come online for 7 days, or if they are deemed by staff to be only logging on occasionally without actually playing to avoid being labeled “inactive.”
S20. When you leave a nation by choice, all items left in the nation by you are lost.
S21. Don't build mob grinders.
S22. If a nation leader is inactive or decides he/she have no use for the nation, it will be passed down to the next most active member. This excludes 1-man nations.
S22a. If no suitable heir is found, it may become available for re-application.
S23. Nations may have no more than 25 members in their faction.
S24. OOC must be English only.
S25. Factions can not have more than 25 members
R1. Read the roleplay guide if you are not familiar with roleplay to avoid fail-RP.
R2. Roleplay events may only be voided if all involved parties agree, or if a staff member steps in to void it due to fail-RP or other broken rules.
R3. Do not powergame.
R3a. Powergaming is doing an RP action that does not allow the other person to respond, or an action that is too powerful.
R3b. Slave RP and Imprisonment can only be conducted with the other player’s OOC consent to prevent powergaming
R3c. To Clarify Powergaming, keeping someone (Preventing them) from leaving a situation OOCly through RP means (such as suiciding during custody of imprisonment) will not be allowed.
R4. Do not metagame.
R4a. Metagaming is using out-of-character information to influence in-character decisions.
R5. To engage in PvP, see the Combat Rules.
R6. When using /roll to determine the result of an action, value requirements must be realistic to the situation.
R7. Be historically realistic.
R8. To RP speaking another language, put and abbreviation of the languages name, such as [GER] for German or [FR] for French, before your message.
R9. Staff members are able to stop a role-play at any point if it is deemed unnecessary / inappropriate.
R10. The character you play is separate to your real life self.
R11. In-character chat is only to be used for roleplay. To chat in OOC, use /ooc or /looc.
R12. All parties involved within an "Intense RP", for example erotic RP and torture RP, must consent to it OOC. If one party does not consent in OOC, the action still occurs in roleplay, but it must be summarized with a single /emote, e.g. “/emote tortures him” and only the bare minimum necessary description should be used.
R13. Erotic RP must use /emote and /whisper to communicate only to those nearby.
R14. NPC's (other than Faction Mobs) may not have a major effect on other players’ characters.
R15. Guards may be represented with stationary Faction Mobs, but you must distribute them realistically.
R16. During RP, logging out, teleporting, killing yourself in Minecraft, or otherwise obstructing a role-play situation is not allowed. This includes combat situations, or running into and out of Safe areas.
R17. All builds must be realistic and fit the theme.
R18. All traps must have a clear and reachable exit, must not kill players directly, and must not be otherwise too overpowered or fail-RP.
C1. Combat may not take place without a roleplay reason.
C1a. This rule does not apply if the players agree to have an OOC fight.
C1b. Foreign players refusing to leave your nation is a valid reason to enter PvP.
C2. PvP may not begin without warning. To enter PvP, announce that your character will be attacking in Local OOC chat. Then you must give a short countdown.
C2a. Running away before the countdown is over is not allowed.
C2b. The countdown does not apply for assassinations or war.
C3. Combat is by default conducted in PvP. RP-Combat using /emote may be used as a substitute if all involved parties agree.
C3a. If you have decided to use RP-Combat, you cannot switch back to PvP unless all parties agree.
C3b. When using /roll to determine an outcome in RP-Combat, value requirements must be realistic to the situation.
C4. If killed in combat, your character dies unless the killer agrees to let them live.
C5. Invisibility potions, God/Notch Apples, Elytra, Golden Apples and Ender Pearls cannot be used in combat.
General War Rules
W1. All wars must be declared on the forums with the proper format.
W2. Wars can optionally be fought with unplanned raids in addition to planned battles, if both leaders agree. See “raid rules” below. If both leaders don’t agree, raids will not be used.
W3. War reasons must be reasonable in roleplay; wars cannot be declared for OOC reasons.
W4. A nation can only declare war once per week.
W5. A nation may only participate in one war at a time. This means an outside nation might have to wait to declare war on a nation that is already at war.
W6. Players must have been active members of the nation before the war begins in order to participate in any war-related combat.
W6b. A player must have been seen in the last 3 days within the nation to be considered active
W7. Fighting can only commence 24 hours after the declaration.
W8. If a nation objects to the legality of a war declaration, fighting must wait until a staff member gives a verdict.
W9. War Goals cannot be over the top or unreachable. For example, you cannot demand two stacks of diamond blocks or execute every member of their nation. This is up to staff consensus.
W10. If the defending nation wins a battle, they must post their own war goal.
W11. If a nation leader is inactive for 5 days without good reason after the start of a war or is deemed by staff to be purposely avoiding the war, their nation will lose the war.
W12. War cannot be declared on a newly formed nation until it is at least 7 days old or if the new nation attacks or otherwise harms another nation.
W13. In order for a nation to join one side of a war as an ally, their leader must post which side they will be joining on the war thread.
W14. Golden apples, ender pearls, elytra and invisibility potions cannot be used at any time while at war.
W15. In any type of rebellion war, the rebels will be given a new faction (e.g. French Rebels) with a 3 by 3 chunk claim at one of the borders to be used for the rebel camp.
W16. In order for a player to fight for a rebellion, they must have been in the nation for at least 7 days.
W17. “Staged wars” or faked wars fought between two nations with the same out-of-character goal (for example to bypass merging rules) will not be tolerated.
W18. The amount of wolves used during war cannot exceed the amount of players in your army.
W19. Wolves and Faction Mobs may not be spawned during raids, battles, or other combat.
W20. All traps must have a clear and reachable exit, must not kill players directly, and must not be otherwise too overpowered or fail-RP. It is recommended to have a staff member review your traps before you use them to make sure they are legal.
W21. A war will end if one side surrenders to the other’s terms, if both sides negotiate a peace, if one side consecutively wins a battle in every enemy province, or, in a territorial war, if one nation wins a battle in all the provinces they wished to take as stated in their war goal.
W22. Players cannot log out or teleport into or away from combat.
W23. When gaining territory through war, a nation must have reason to expand.
W24. No more than twenty cannons can be set up or used in the same battle by any side.
W25. Airships can not be used in battles or raids.
W26. Fortresses and other structures used in war must have realistic and RP-friendly passageways and entrances. This means if the enemy gets into your fortress, there should be a way to get to where your soldiers are.
W27. Powergaming and fail RP of any kind is not permitted in wars. (Further explained in the Roleplay rule section)
W28. Unprovoked combat cannot take place outside of a battle, raid, or assassination.
W28a. You may not enter enemy territory to try to provoke combat.
W29. Due to visual glitches, horses are not allowed in combat.
W30. If a nation leader goes inactive or quits during war time (with no officer able to take the place of the leader), then the nation surrenders to the war demands (if any).
W30. Battle times and locations are agreed upon by both sides at least 24 hours before the battle.
W31. Both leaders can agree, before any battles take place, on any special item restrictions for the battles.
W32. If both leaders cannot agree, battles are fought with the following item limitations: No ender pearls. Other unblocked items can be used.
W33. A battle is won if everyone on the opposing side dies or leaves the area of the battle.
W34. If you leave or die in battle you cannot return to it until the battle is over.
W35. During a battle, each side, including allies, cannot have over 2 and 1/2 times the amount of players in their army than the opposing army, rounded up. This rule only counts the players present and fighting in a battle.
W36. Stone cannon shots or TNT can only be used to break through a gate or wall, and only the amount required to get through can be used.
W37. Cannons can not be used inside a building or structure (Only firing out of, or into, the structure).
W38. Before a battle, defending nations must set their faction flags so that enemy nations can place blocks only for the purpose of TNT and cannons when allowed.
W39. Cannons can be built by attackers during the battle in enemy territory at least 30 blocks away from any structures.
W40. Abuse of block-breaking and placing permissions means the immediate forfeit of the battle.
W41. If a nation’s war goal includes annexing land, they must win a battle in each province they wish to take. The land will only be annexed if that nation wins the war. This overrides the “two battle wins in a row” victory.
W42. Both nation leaders must be online for a battle to take place. If a nation leader logs off during battle, the battle goes on.
W42a. If a nation leader is absent in a battle for the second time in one war, the battle will go on without them.
W43. Battles cannot take place within 24 hours of each other in the same war.
W44. If the attacking nation wins a battle, they can loot the area’s chests, including locked chests.
W45. After a battle is over, the victor chooses which enemy province the next battle will take place in.
W46. Battles can only take place on unclaimed ground or on one of the two main belligerents’ territory.
W47. If a battle goes on for one hour without any victor, the defender wins.
W48. Players cannot avoid combat by excessively running, hiding, or going to a place where they can’t be reached.
W49. A non-leader is allowed to temporarily play as an unnamed soldier for battles only. This means their character is not lost if they die in battle.
W50. Each nation may bring up to 5 Faction Mobs to a battle.
W51. The following rules only apply when raids are being used in a war.
W52. At least 3 members of the defending nation must be online for a raid to start.
W53. In order to raid another country, you must announce in global chat which city, town, or settlement you are raiding. This is to be treated as a messenger telling the enemy soldiers that they are being attacked. This announcement must be made before entering enemy territory and you must screenshot the message with the f2 key.
W54. You may only raid with a maximum of 1 more online player than the defending nation.
W55. Once you leave or die in a raid, you can not return to the area until fighting has stopped and/or the attackers have left.
W51. If you die in a raid, your character is lost.
W52. Raids do not use special item limitations. Any legal items can be used.
W53. Raids can target any nation at war with your nation, including war allies.
W54. A nation may only raid once per real-life day.
W55. A raid may not take place on the day of a battle.
W56. A raid is won if the other side’s forces die, log off, run away from the raid location, or fail to arrive to defend within 15 minutes.
W57. After the raid is over, any remaining raiders have 30 minutes to finish looting the area.
W58. Attackers in raids may not use Faction Mobs.
M1. Only two nations may merge together.
M2. In order to merge, a forum post must be made in the “Diplomacy” subforum containing the consent of both leaders, map of the land being merged, reason for merge, new name of the nation, and the new leader of the nation.
M3. Together, both nations must not contain more than 25 members.
M4. A merge can be peacefully broken if both former leaders agree.
M5. If the former leader wants to become independent again but the new leader does not agree, then you must declare a rebellion for independence.
M6. Nations may enter a political or personal union without merging into one nation.
Note: All merges will be reviewed by the Administrators and above, and every merge is subject to denial if a problem is seen within the merger.
P1. Provinces may be gained through war, purchase from another nation, or application by a nation leader in the correct subforum.
P1a. Provinces may only be gained, through whichever method, if a nation has reason to expand and has made use of its current land.
P2. Province applications may not be submitted for a province that already has a pending application.
P3. If a province application is accepted, a 3-day waiting period begins in which the staff will claim a medium-sized plot of land for the nation, and the nation may build any fortifications. After this period, the full province may be claimed.
P3a. During this 3-day period, one other nation, if they meet the requirements to gain the province, may declare war on the original applicant to contest the expansion.
P3b. This war would be conducted as a standard battle war but with only one battle, in the desired province, and with no allies allowed. The victor will claim the medium-sized plot.
P3c. After the conclusion of the province contest war, the 3-day period will start over and any other nations that meet the requirements may contest the province.
P4. Province applications must meet all the requirements listed in the “Format and Information” thread under the “Provinces” subforum.
P5. A nation may only gain one province per two weeks from application.
P6. Nation leaders may only apply for available provinces as designated on the official province map.
P7. Any nation applying or contesting for a province must either be directly adjacent to the desired province, or have direct sea access to the desired province.
P7a. If sea access is used, the nation must have at least three well-built, working ships using the Ships plugin.
P8. At least two active members of the applying nation must live in and develop the new province.
P8a. If a province does not show sufficient activity or development, the nation may lose the province.
P9. All nation leaders must draw and post a map of their nation’s provinces to be approved by the staff team.
P9a. Nation province maps must be clear, realistic, and must have between 4 and 10 provinces, not including provinces gained through purchase, war, or application.
P9b. Nation province maps should have 4-6 provinces for small nations, 5-8 for medium nations, and 7-10 for large nations.
P9c. Nation province maps should be updated whenever a province is gained or lost.
P10. A nation can only sell at most one fourth of their land per two weeks.
P11. The staff team can veto any gained provinces if the transaction is believed to be fail-RP or otherwise detrimental.
For rules on conquering already fully owned provinces through war, please read the Territorial War rules, under “Different War Type Rules”.
A1. An Assassination can not be first hand by a Nation Leader
A2. To order the assassination of a character, you must fill out an Assassination application on the website.
A3. Assassinations must have realistic roleplay reasoning.
A4. Assassins must get some sort of evidence that their target is not AFK before attacking, be it video, screenshots, or sending a message (OOC or IC) to get their response.
A5. If assassinating a member of a nation at war, assassinations may not take place on the day of a planned battle, or during a raid.
A6. Assassins may not use Faction Mobs and may only use at most 1 wolf.
ReCrafted Civilizations Rules may be subject to change at anytime, it is your responcibility as a member of this community to follow the rules to the best of your ability and remain up to date for any changes of rules that may take place in future instances. These rules are here to help protect you, so please do take the initiative in reading them before conducting anything major. Thank you.