Warring NationsWarring Nations MC 1.21.1.NEOFORGE.JAVA 21
Wiki/Mechanics/Peace and Diplomacy

Peace and Diplomacy

How nations relate to one another outside of open war: alliances, non-aggression pacts, alliance blocs, the leverage system that prices peace terms, how negotiation actually plays out at the peace table, and how one nation can sit under another as a colony or vassal while staying a real, independent nation.

PLAYERSSERVER ADMINS

Relations

Every pair of nations sits in one of three relation states: ally, neutral, or enemy. Relations are set with /nation subcommands, gated by the MANAGE_DIPLOMACY nation permission, and most of the request/accept flows are sovereign-only (leader or co-leader) on the initiating side.

Ally

Requested and accepted with /nation ally request, accept, decline, and revoke; /nation ally requests lists pending ones. Declaration rules can weigh existing alliances before letting a war go ahead, and a server can turn on friendly fire prevention between allies.

Neutral

The default relation. /nation neutral <nation> resets a relation back to neutral.

Enemy

/nation enemy <nation> declares another nation an enemy as a relation state; it is not the same thing as declaring war, which is its own separate action.

TRACKED HISTORY

The diplomacy history log records relation changes, non-aggression pacts, alliance bloc membership, wars, territorial changes, and governance activity, so /nation history shows a real timeline rather than just the current state.

Non-Aggression Pacts

A lighter commitment than an alliance: two nations agree not to declare war on each other without becoming allies. Managed with /nation nap request, accept, decline, and revoke, all under MANAGE_DIPLOMACY. Declaration rules can take existing non-aggression pacts into account alongside nation size, membership, alliances, active wars, minimum claims, treasury costs, and PvP preferences when deciding whether a declaration is even allowed to go through.

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Milestone XP. A server can award a nation one-time XP the first time it forms an alliance and the first time it signs a non-aggression pact, through the economy.diplomacyMilestoneXp setting on the core config.

Alliance Blocs

A bloc groups several nations into one multi-nation alliance structure, managed with /bloc.

Command
What it does
Permission
/bloc create <name>
Create a bloc
Sovereign-only
/bloc invite <nation>
Invite a nation to your bloc
MANAGE_DIPLOMACY
/bloc accept <bloc>
Accept a bloc invite
Sovereign-only
/bloc decline <bloc>
Decline a bloc invite
MANAGE_DIPLOMACY
/bloc leave
Leave your bloc
MANAGE_DIPLOMACY
/bloc kick <nation>
Remove a nation from your bloc
MANAGE_DIPLOMACY
/bloc disband
Disband a bloc you lead (warn, then confirm)
MANAGE_DIPLOMACY
/bloc info · invites · list
Show your bloc, pending invites, or every bloc on the server
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Leverage and Peace Demands

Under the negotiated war preset, war score converts into a negotiating budget called leverage. Every demand attached to a peace offer other than plain white peace draws against that budget, and an offer can never spend more leverage than the offering side actually has.

cost = cession% x weight + reparations% x weight + dmz% x weight
       + flat tribute + flat vassalage
Demand
What it does
Territory (cession)
A percentage of the losing side's claims is ceded to the winner.
Reparations
A percentage of the losing nation's treasury is demanded as a one-time payment.
Demilitarized zone
A percentage of claims is placed under a DMZ, blocking capture or annexation of those chunks while it holds.
Tribute
A flat-cost recurring payment obligation is imposed on the losing nation for a fixed duration.
Vassalage
A flat-cost demand that forces the losing nation into vassal status under the winner for a fixed duration, blocking it from declaring war on its new overlord. Requires the demanding side to already hold a minimum dominance in the war, on top of its leverage cost.
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Tunable per server. The leverage budget, every demand's weight, the dominance floor required to force vassalage, and how long tribute, vassalage, and DMZs last are all server config keys under the negotiated peace settings in the core config.

Negotiating Peace

Peace during a war is negotiated through a proposal and counter-offer cycle, all under /war, gated by the DECLARE_WAR nation permission.

Propose and counter

/war propose-terms <cede> <reparations> <tribute> <vassalize> <dmz> <nation> sends a full terms offer; /war counter-terms answers with different terms. /war terms shows whatever offer is currently pending, and /war accept-terms or /war decline-terms resolves it.

Ultimatums

/war ultimatum <cede> <reparations> <tribute> <vassalize> <dmz> <nation> issues take-it-or-leave-it terms. A side needs a minimum self-dominance in the war before it can issue one, and the responder only has a limited grace window to accept before it auto-resolves.

Third-party mediation

/war mediate <cede> <reparations> <tribute> <vassalize> <dmz> <beneficiary> <other> lets an outside nation propose terms between two other nations at war, with a small amount of slack allowed beyond either side's own entitlement. /war mediate white <beneficiary> <other> mediates a white peace the same way.

Auto-resolution

A live terms offer with no ultimatum attached only stands for a limited time before the war auto-resolves it; a live ultimatum auto-resolves on its own, shorter grace window. Auto-resolution falls back to dominance-based default terms above a minimum dominance threshold, and to white peace below it.

White Peace

A peace with no demands attached at all: no territory, reparations, DMZ, tribute, or vassalage changes hands. /war propose-peace <nation>, /war accept-peace, and /war decline-peace are the dedicated white-peace shortcuts, and /war propose-terms white <nation> / counter-terms white reach the same outcome through the general terms flow. White peace never spends leverage and is always available, even with the economy disabled server-wide.

Hierarchical Nations

A nation does not have to stand alone. WN's hierarchy system lets one nation sit registered under another as a colony or vassal while remaining a real nation in its own right, with its own roster, its own claims, and its own roles - subordination is about the relationship between two nations, not a merger of the two.

Founding a colony

/nation colony found <name> (warn, then confirm, leader-only) founds a new, real, non-sovereign nation off your own. Some presets ship a whole library of ready-made colonies this way, such as all 50 US states with their real capitals under a modern-US preset, that don't exist as nations until founded.

Forced vassalage

The other route into the hierarchy is losing a war: the vassalage peace demand forces the loser into subordinate status under the winner for a fixed duration, and blocks the vassal from declaring war on its new overlord while it lasts.

Parent oversight

A subordinate nation can require its parent's approval on some of its own actions, such as renaming itself or submitting a new banner design, rather than being able to act entirely unilaterally.