Medieval KingdomsWiki

Diplomacy battles

When the armies of two player nations meet, the fight is a real battle in the game, and its result goes straight back onto the map.

When one starts

  • As soon as enemy armies stand on the same province, the bot opens a battle channel for sign-ups and a scheduling ticket with both leaders and the battle staff.
  • A nation whose army arrives on the same ground joins the same battle.

Setting the time

  • Battle staff pick the server and the start time within 24 hours, agreed with the leaders in the ticket.
  • The battle must be fought within 96 hours of the armies meeting. Staff can postpone a battle, or combine battles whose sides line up into one.

Signing up

  • Each regiment on the province is one company slot for its nation, of its type. Only the companies listed on the battle post can sign up, one per regiment.
  • A company brings as many players as its regiment's size: a standard infantry regiment is 15 men.

Who can fight

  • You must be bound to the nation you fight for. Bind in the lobby. A binding lasts 30 days before you can change nation.
  • Alt accounts cannot fight in diplomacy battles. If you think you were blocked by mistake, open a help ticket.

On the field

  • At most 50 men a side at once. More regiments mean more tickets, not more men on the field.
  • Each side starts on no tickets. Every player who joins one of its companies adds their share of that regiment's tickets, up to the regiment's size, so an empty slot is lost tickets.
  • Running out in the first five minutes does not lose the battle.
  • A side with nobody on the server 15 minutes after the start time forfeits, which counts as a loss.

After the battle

  • The winner gains 10 warscore.
  • Both sides lose regiment strength for the tickets they spent: up to 40% for a side that spent all of them. An expensive win is still expensive.
  • If the battle never happens (nobody turns up, or the deadline passes), both armies are pushed back one province and nobody wins.