Responsibilities of the host for WK

① Inform the state we are hosting. Give instructions for submitting the list of defenders from each alliance and the deadline for submitting the list.

② Give the state instructions for entering the host alliance or state alliance (SFU) on the day. Give instructions for mud sitter locations and when players can start moving to the mud.

③ Compile the list of defenders from each alliance. Volunteers should be divided by troop type (fighter, shooter, rider) and sorted from largest rally size to smallest. T9 troops are put in a separate list for sub-players. The list is then sorted by preferred shift, and the captains are chosen for each location (Zenith Hub, North, West, East, South) and players are assigned based on the size of the captain's rally. The strongest captain or captain with the largest rally size should be assigned to the Hub. Players that are unable to be assigned as primary members are put at the top of the list of sub-members.

④ Inform the state of all player assignments by publishing the list on state discord; defense of state.

Duties before WK (preparation)

Duties on the day of WK

⑤ On the day of WK after reset, check the mud for holes. Inform the state via state chat (in game) of where sanctuaries need to be placed.

⑥ Check the green areas of the map for holes outside of each alliance's territory. All alliances should be responsible for their own territory. Contact any alliances if necessary.

⑦ Issue instructions to stop gathering in the mud at WK-2 hours. Issue a warning that mud gatherers will be attacked at WK-1 hour. Start attacking mud gatherers. Ask for help from members who have joined the host alliance (SFU) if necessary.

⑧ Start admitting volunteers into the host alliance (SFU) at WK-2 hours. Confirm that the players applying are in the first shift and are not sub-members. Sub-members should only be allowed in after all primary members for shift 1 have entered.

⑨ Confirm that all primary shift 1 members have arrived and are ready to go. Send out alliance mail reminding everyone of where their assignments are about 10 minutes prior to WK start. These messages should be prepared ahead of time.

⑩ After WK starts, confirm that all primary members have reached their defensive positions. Confirm that captains have activated super-reinforcement. When all are confirmed, put out the call in state chat (in-game) for up to 3 sub-members per alliance to join. If room permits, more may join. If there are any players missing, use sub-members to fill the location of the missing player. This list of confirmed players is necessary for determining NAP and needs to be sent to Da Highlander.

⑪ Monitor the battle. Call for sub-members to send extra troops if troops are needed. Remind sub-members after two hours to return to their alliance when their two-hour occupation points have been achieved. Inform the state if more members are required, or if more sub-members can be allowed in. There must be enough room to allow the second shift of primary members to enter the host alliance. Stop admitting sub-members at WK+1.5 hours to make sure all extra sub-members return before shift 2 members start entering, so there is enough room for all shift 2 players. Keep track of all sub-members who enter the Hub or turrets for determining NAP.

⑫ Start admitting shift 2 members into the host alliance (SFU) at WK+3 hours. Confirm that the players applying are in the second shift and are not sub-members. Sub-members should only be allowed in after all primary members for shift 2 have entered and shift enough shift 1 members have departed.

⑬ Confirm that all primary shift 2 members have arrived at SFU and are ready to go. Send out alliance mail reminding everyone of where their assignments are about 20 minutes prior to shift 2 start (WK+4 hours). These messages should be prepared ahead of time.

⑭ Guide the shift change if necessary. Shift 1 captains should make room for the shift 2 captain by either asking a player or players to leave or booting them, after confirming the shift 2 captain is ready to march. After the shift 2 captain is in place, the other shift 1 members can leave or be booted if the shift 2 members are ready to march. Many captains have experience with this, but some may need help to execute the shift change. Confirm that all shift 2 captains have taken over, and all shift 2 members are in place. This list of confirmed players is necessary for determining NAP and needs to be sent to Da Highlander. When all are confirmed, put out the call in state chat (in-game) for sub-members to join. So long as all shift 2 primary members are in place, there does not need to be a limit on sub-members per alliance.

⑮ Monitor the battle. Call for sub-members to send extra troops if troops are needed. Keep track of all sub-members who enter the Hub or turrets for determining NAP. All troops are automatically expelled when the battle finishes.

Note that if a NAP agreement can not be reached, or if the opposing states are deemed to be weak enough for us to occupy and attack, most of these plans and duties for the day of WK will go out the window.

Da Highlander

Da Highlander

Da Highlander

Da Highlander

Da Highlander

⑯ Compile the list of all players who participated in Wasteland King and all mudsitters. Calculate the points. Announce NAP on state discord and give all alliances a chance to check and confirm it before announcing it in-game. Decide state titles based on participation (Captains) and assistance in preparing for Wasteland King. Decide recipients of state rewards.

Da Highlander

Rigr