war

There are infinite planes, but the Supernaturalis are not able to physically manifest on all of them. On some planes you can only interact through visions and manipulation, achieving victory through your mortal worshippers.

To start a new war, type war start. To join a war type war <name>. Once the war has started, type war on its own to see your resources. Note that you must be on your home plane in order to play in a war (see ‘help home’).

Each turn lasts 60 seconds, and you have 3 actions. These may be used for:

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Offence <resource> Moves a resource to Offence, creates a new resource.
Defence <resource> Moves a resource to Defence, creates a new resource.
Dismiss <resource> Discards Offence/Defence/Resource (may also ‘dismiss all’).

Note that the resource is either the letter and number (M2, R4, etc) or just the number (2, 4, etc). You may also spend an action to perform special activities, depending on your current Offence and Defence.

You may perform one combat action each turn (attack, jihad, mercenary or assassinate), but there is no restriction on the other commands.

Within a war, the scoring works a little bit like a poker game, as follows:

Note that ‘matching resources’ can be either of the same rank (eg Military 5, Religion 5 and Economy 5) or in sequence within the same suit (eg Military 5, Military 6 and Military 7). The rows and columns are counted separately, so for example Military 5, Military 6 and Religion 6 is Forked, giving +3.

If you have 3 or more of a particular suit, you gain a +1 bonus whenever it is used (eg 3+ Religion resources in Defence gives you +1 Defence vs Jihad).

See also: military religion economy diplomacy recruit faction