Company Limit: 50 members
Alliance Limit: 1 Alliance containing up to 3 Companies.
Inactivity: Company structures are cleared after 10 days of complete inactivity.
1 Ship (if you own one and can manage to contest it).
Any personal belongings and tames (up to a max of 2).
Enough food, water and basic repair material to survive.
Optional Theft: 25% of gold present up to a maximum of 1000 gold, a maximum of 5 blueprints, and/or a maximum of up to 1 stack of a rare resource. (This is total, not per person performing mutiny together.)
Settlement Ownership: 1 Settlement Total (Requires 5 members)
Legal Tax Limit: 15% (you may surpass this, it will have RP consequence).
Base Size: 1 Base; Equivalent to company size. Build only what you need.
Outposts: +1 Outpost per 20 members; Maximum of 2.
Each Outpost must house at least 5 members.
No blocking rare resources, caves, or major pathways.
Never use gates or foundations as wall material.
NPC Auto Turrets
External: Wild animals only unless at war.
Internal: Any setting, must not exceed the range of protective structure.
Remember: The targeting setting is on the weapon, not NPC.
Ship Limit: 2 ships + (1 per 2 members). Up to a max of 15 ships.
Galleon Limit: 1 galleon + (1 per 15 members). Up to a max of 3 galleons.
Ship Names: Must be server appropriate! ‘HMS’ can only be used by Navy.
Steering Wheel must never be enclosed or covered.
Cannon Limits: No stacking above deck. 1 per gunport below deck.
Civilians may not sail weaponized galleons.
Turtling: May not utilize any enclosures if they have artillery, regardless of purpose.
NPC Limit: Raft - 1; Sloop - 2; Schooner - 6; Brig - 10; Galleon - 20.
Sailing Party: 20 players; 2 ships maximum.
Ship Classes: Navy - Gold; Pirates - Black; Privateers - Red; Civilians - Any Other.
Changing Color: A ship’s sails cannot be changed except in specific circumstances.
Painted Sails: All must have 1 row of raw painted sails in the class color.
The “Trojan Horse” must always have admin approval.
Tame Limit: 4 + (1 per member) up to a max of 15 total company tames.
Personal Tames: 1 personal shoulder pet.
Expansion Bonus: +5 tames for each Outpost
Breeder or Farmer Bonus: + 10 tames (one bonus per company).
Mythical Tames: 1 max. (Must be a company of 3 or larger).
Alpha Tames: Any tamed alphas (via glitch or breeding) must be destroyed.
Tame Tagging: Personal tames must use the naming format Animal Name (Owning Char). Breeder and Farmer tames must also be marked [Stock] or [S] in name.
Ship Classes: Ships must always act appropriate to their class color limitations.
Unarmed ships can never be sunk at sea. You must use barshot to disable sails.
All armed ships can be sunk regardless of classification if the RP calls for it.
Formal Initiation: Yell for the other ship to stop and raise sails. After the ship has been given ample time to respond, fire a warning shot (that does not hit). You may now begin combat maneuvers.
Surrender: If a ship raises sails, they are surrendering. You must cease fire.
You may reengage if they attempt to flee or begin return fire.
Ships that peacefully surrender may not be sunk.
NLR at Sea: NLR may be ignored during sea battles until the ship has been stopped and boarded by the enemy. If you respawn after this, you must be an injured captive.
If you die on the enemy ship, you are subject to normal NLR timers.
Suicide Bombing: If you die on the enemy ship or in the water after a bombing attempt, you may not return to the current battle even if it continues for an hour.
The ‘shimmers’ between servers cannot be used to abuse naval combat. Examples include but are not limited to:
Whitelist: Using the WL area to escape combat. If you enter accidentally, you must turn around and resume combat.
Cheap Shots: Stopping on the other side of the shimmer to line up a shot while the enemy loads. Both ships must pause briefly before resuming combat.
Shimmer Weaving: Traveling parallel to the shimmer and weaving in and out to avoid combat or gain better positioning.
Piracy: After successful attack, pirates can rob players of x.
Sinking Unmanned Ships: You may not sink an unmanned, anchored ship unless
You have a valid bounty for the ship and you leave a note.
You engage with the owners at the dock and things escalate.
You have an OOC agreement with the owner.