NAP — the non-aggression pact
Русская версияRead this before you attack anyone's castle. The topic matters enough to have its own page, although it is also covered briefly in the Getting Started guide.
1. What the NAP is
NAP stands for Non-Aggressive Pact. The top alliances have agreed among themselves who may be attacked and who may not.
Our alliance is top 3. The Realm currently runs a NAP10 — the top ten alliances are off limits.
So in theory nobody has the right to touch us, and we have no right to touch players from the top ten alliances.
Tiles are covered separately and more strictly: there is a full NAP on resource tiles. We do not touch them at all — whoever is sitting there, whatever alliance they belong to.
The NAP is off during Valiant Conquest and at no other time. For those 24 hours it is suspended entirely — castles and tiles alike; see the event guide.
The rest of the time the NAP always applies. There are no other exceptions.
2. The main rule
If you go raiding — ALWAYS (!) check the alliance ranking of every castle first.
Not by the name, not from memory, not "he hit me yesterday" — actually look up where that alliance stands in the ranking before you attack. The top ten changes; yesterday's target may be protected today.
Attacking a lord from a top-15 alliance is a disgrace. At the very least you will have to compensate every loss that lord took; at worst you will be kicked out of our alliance and burned. Is it worth it?
3. Scouting is banned too
The NAP forbids not only attacking but scouting.
The logic is simple: if you scouted someone, you are planning to attack them. See the previous section.
4. We are all human and we all make mistakes
Anyone can hit the wrong target or send a scout where they shouldn't have. That is not fatal and it can be sorted out.
People around are reasonably sane: nobody will burn you on the spot, and our Diplomat and alliance Leader will try to settle it.
But deliberately breaking the NAP again and again is the road to being kicked out of the alliance and burned. Everyone can tell the difference between a mistake and a stance.
5. No vigilante justice
NEVER go and hit someone back if they are covered by the NAP — not even if they struck first, not even if you are completely in the right.
Report the attack to our Diplomat and alliance Leader; they will try to settle the conflict.
The reason is not nobility. Hitting back turns their violation into ours: now both sides are guilty and there is nothing left to defend you with. As long as you hold back, you are in the right, and our diplomats negotiate from a position of strength.
6. What to do if you are attacked
- Do not retaliate.
- Save the battle report.
- Message the Diplomat and the Leader: who attacked, from which alliance, when.
- After that it is their job. Yours is to stay out of it.
7. What holds the NAP up — and what not to expect from it
The NAP is not a game mechanic, it is an agreement between the leaders of the top alliances.
Which means one thing directly: support will not step in to arbitrate disputes about it. There is no NAP in the game's mechanics — you agreed among yourselves, you sort it out among yourselves.
Where the rules are supposed to be published
Properly, the NAP rules are posted by the Emperor in the Hall of Might at the centre of the lake. But we have no Emperor yet, so there is simply no way to read that document.
Parts of it may get posted in kingdom chat — but the message is buried under spam within minutes and nobody reads it. So there is exactly one practical source of truth: our Diplomat.
Every law rests on force
Understand this: any law has to be backed by some force. Breaking it must mean a known punishment from a known party.
In theory the guarantor here is the agreement of the top alliance leaders, who (in theory) are supposed to punish violators together.
There are usually whale alliances in the game, each of them often stronger than our entire alliance put together. Hence the sober conclusion: the NAP is for us, not for them.
Lawlessness is possible and probably will happen. And there is nothing we can do about it.
So: less drama and squabbling, more building and growth. The only answer to someone else's strength is your own, and that comes from developing, not from arguing in chat. And where there is no strength, there is no justice either — make your peace with it.
Short version
- The NAP is a non-aggression pact between the top alliances. We are top 3; the Realm currently runs a NAP10 — the top ten alliances.
- There is a full NAP on resource tiles: we touch nobody’s.
- The one exception is the 24 hours of Valiant Conquest, when the NAP is suspended entirely.
- Check the target alliance's ranking before any attack.
- Top-15 players are off limits: at best you pay for their losses, at worst you are kicked and burned.
- Scouting counts as an attack.
- An honest mistake can be sorted out. Deliberate repeat violations cannot.
- No revenge raids. If you are attacked, go to the Diplomat and the Leader.
- The NAP is not a game mechanic and support stays out of it. It rests only on the leaders' agreement, and whale alliances outgun us — so lawlessness is possible and we can do nothing about it. Less drama, more growth.
Get in touch
Found a mistake? Got a question about the mechanics? Want a guide on a topic that is not here yet?
Write to pnc.wiki.101@gmail.com — I will fix it, answer it, or write it.
One request in particular: if something in the game does not match what is written here, send a screenshot from the client. A screenshot settles the question faster than any argument, and in these guides it outranks any outside source.