Fair War & Development Rules Inside the Server
War Rules
"Breaking them is considered sabotage"
These rules form the foundation for maintaining balance and fairness in wars within the server. They ensure every conflict is honorable, strategic, and engaging without unnecessary destruction.
1. Organized War (With Prior Notice)
A war involves two or more factions, each having a camp, city, or fixed base with its banner.
Wars begin after notifying the other side or through mutual agreement between commanders.
Each war consists of multiple attack rounds, with rest intervals between them.
A flare fired into the sky signals the end of each round, after which troops retreat to their base.
Attacking without armor or using transparent skins is forbidden.
Passive dinos (e.g., horses or similar creatures) are considered legitimate spoils of war.
To conquer a region, the winner must raise their flag within the area and use horses.
A team is considered defeated once all their beds are destroyed and their banner falls.
Victory drums are then played, and surrender or migration negotiations follow.
No destruction or looting is allowed after defeat.
Battles are valid only if both sides are active (check with admin for confirmation).
2. Skirmish and Attrition Wars (Without Prior Notice)
Only one attack attempt is allowed, with no respawn in the battle zone.
Attacking without armor or with transparent skins is prohibited.
Engagement is valid only if both sides are active.
The assault must cause minimal damage (no more than 30% of the targeted zone).
Passive dinos and juveniles must not be harmed.
No loot can be taken from these wars.
Duration: half a day in ARK’s calendar.
3. Raid Wars (Without Prior Notice)
Only one attack attempt is allowed, without respawn in the area.
Attacking without armor or using transparent skins is forbidden.
Duration: one ARK day.
Damage must not exceed 30% of the attacked zone.
Looting available resources is allowed, as long as no destruction occurs.
4. General Combat Rules
Battles are fought through melee duels or ranged combat, without excessive jumping or glitch exploitation.
Respawn only on beds, not random zones.
Running away from the battlefield means you’ve surrendered that round.
Well-organized strategic plans may attract Narnian support, requiring coordination of air, land, and sea forces for major operations.
Rules for Tribe Development and Ranks
Introduction
Below are the official rules governing the progression of player entities within the server world, from a simple tribe up to a full empire. Each stage defines founding requirements, administrative and military offices, allowed building materials, minimum player counts, and the creation fees in Dinars.
1 — Tribe
- Structure and Offices: A tribe consists of: Leader, Deputy, Commander of the Troops, and a Council of Elders.
- Minimum Players: A tribe must include at least 4 members.
- Governance and Oversight: Tribes must participate in conferences and are subject to supervision over the actions of their members by the leadership and server moderators.
- Allowed Materials and Weapons: Only wood and straw are permitted for construction, and the tribe uses standard (basic) weapons.
2 — Village
- Nature of the Stage: A village is an optional intermediate stage, serving as a bridge between tribes and cities.
- Offices: Village offices include: Village Mayor, Deputy Mayor, Guard Captain, Council of Advisors (Shura), and the Village Bureau.
- Construction and Defenses: Villages may use a mix of stone and wood for building; defenses include spiked fences and gates, but are not as fortified as a city.
- Creation Fee: A fee of 20,000 Dinars is required to establish a village.
3 — City
- Structure and Offices: A city is a large stone construction with standard walls and gates. City offices include: City Governor, City Minister, General Commander of Troops, Guard Commander, Treasury Secretary, and the City Bureau.
- Minimum Players: A city requires at least 6 players.
- Creation Fee: A fee of 50,000 Dinars is required to establish a city.
4 — Emirate
- Declaration Conditions: After declaring an emirate, you may secede from the Narnies (Al-Narnyeen) and declare independence.
- Founding Requirements: An emirate must contain at least two cities and must be recognized by other tribes as an emirate.
- Offices: Emirate offices include: Emir (Prince), Prime Minister, Second Minister, General Commander of Troops, General Bureau, City Governors, City Commanders, and Treasury Secretary.
- Minimum Players: An emirate must exceed 8 players.
- Creation Fee: A fee of 100,000 Dinars is required to declare an emirate.
5 — State
- Founding Conditions: You may found a state if the other emirates recognize you as an independent state; you are also required to subjugate certain tribes under your rule prior to statehood.
- Offices: State offices include: Sultan (Head of State), Prime Minister (Grand Vizier), other Ministers, Princes (Commanders of Legions and Emirates), Provincial Generals, Treasury Secretary, City Governors, and City Commanders.
- Minimum Players: A state must exceed 10 players.
- Creation Fee: A fee of 250,000 Dinars is required to establish a state.
6 — Empire
- Founding Conditions: To found an empire you must defeat the Narnies (Al-Narnyeen) at multiple locations and seize control of their power centers, culminating in the capital.
- Size Requirement: The empire must include more than 20 members.
- Highest Offices: The highest title is Emperor, under whom serve ministers and provincial rulers.
- Creation Fee: A fee of 500,000 Dinars is required to declare an empire.
Note
This is an initial draft of the server’s war regulations.
Further updates will be made after observing player behavior, and additional military council rules may be added via the Players’ Security Council on the official forum.
Thanks for reading,
Mamdouh Ghonim
Entrepreneur | Owner & CEO