▌#2 — Stratagem
2.1: Overthrows
An overthrow or a coup d'état is a process that involves the superseding of the highest faction position via the use of force. It should be the last option of resolution within a faction if all else hasn't worked.
- The overthrower(s) MUST contact a member of the Faction Team before anything takes place.
- The overthrower(s) MUST be part of the high council of the faction; co-leader, third in command, or in-game tier 2.
- The overthrower(s) MUST have a sufficient IC motive.
- The overthrower(s) MUST poll 80% of support from the faction.
▌All overthrows by death are Character-Kills, regardless of a failed or successful overthrow.
2.2: Diplomacy
Diplomacy is the conduct of negotiations, financial cooperation, and or sportsmanship between multiple factions.
- You are allowed to involve one (1) allied faction in a war, only if the following requirements are met:
- Your own faction members need to represent at least 50% of the total number of the attackers.
- You may only summon factions that you've been allied with for at least 1 month.
- Factions are prohibited from starting deceiving rivalries with factions they've not properly interacted with.
- Factions are to apply OOC sportsmanship in diplomatic ties and problem-solve rivalries instead of prolonging them unless warranted.
- ▌Ceasefires are orders for a temporary suspension of fighting between one or multiple factions.
- In one, you are prohibited from attacking and or turf contesting the opposition but can start brawls and misc interactions.
2.3: War Types
What are war types?
The war types point out the build-up of conflict progress between factions, they also explain any need-to-know regulation. There are three types of wars in GTA Legacy: Short Term Wars (STW), Faction-Controlled Wars (FCW), and Turf Wars (TW). which we will be going over below.
✤ Short Term Wars
A short-term war automatically starts when one faction attacks another, and they (the opposing faction) retaliate. Once you are involved in an STW, you are obligated to abide by the following rules:
- Characters who die once during the war may only participate in defending themselves from that point on. i.e. you may not attack if you died once.
- You may NOT involve alternative characters in the war. Each player gets one character.
- You may NOT attack the same faction back-to-back without retaliation from their side.
End Conditions: If any of the following conditions is met, it means that the war concludes immediately:
- No attacks from either party have been carried out for 7 days (1 Week).
- Faction Team's intervention to end the war.
- One faction forfeits.
When a war is concluded through one of the previous conditions, a period of grace begins between both factions involved and lasts for 1 week (7 full days).
During said 7 days you are not to engage in any hostile interactions with the same faction.
✤ Faction-Controlled Wars
Faction-Controlled Wars are simply a different approach to war, allowing both faction leaders to come together and agree upon a custom set of rules and terms. These terms and rules can range from anything such as longer cool-downs, different participation rates, or even weapon restrictions.
However, FCWs cannot be started on their own merits. The rules and terms must be documented and submitted to the Faction Team for review and approval.
✤ Turf Wars
Turf Wars resolve disputes over a piece of turf. Turf Wars can be approached via either an STW or an FCW (custom rules), depending on the involved factions. If the two leaders can't find common ground, FT will choose. However, you may not start a turf war without permission from FT. You need to send FT a roster of your official members only, alt characters and outsiders are not allowed.
End Conditions:- One's faction roster is killed off entirely.
- If attacks cease for 4 days (96 hours). The faction with the most number of alive members automatically wins the turf dispute.
▌PUNISHMENT(S):
Server punishment and or a faction sit-down/ strike or forced ceasefire depending on severity.