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	<id>https://war.app/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Avioane</id>
	<title>War.app Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://war.app/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Avioane"/>
	<link rel="alternate" type="text/html" href="https://war.app/wiki/Special:Contributions/Avioane"/>
	<updated>2026-04-18T17:56:17Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.42.1</generator>
	<entry>
		<id>https://war.app/wiki/index.php?title=Spawnbarriers&amp;diff=4716</id>
		<title>Spawnbarriers</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Spawnbarriers&amp;diff=4716"/>
		<updated>2018-12-03T19:36:03Z</updated>

		<summary type="html">&lt;p&gt;Avioane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This [[mod]] changes the number of armies on each neutral territory connected to the starting territories in a radius between 1-3 territories to a defined value.&lt;br /&gt;
&lt;br /&gt;
This makes it easier to know where your opponent started.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
*[https://github.com/dabo123148/WarlightMod/tree/master/Spawnbarriers source code]&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Nuke_Card&amp;diff=4715</id>
		<title>Nuke Card</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Nuke_Card&amp;diff=4715"/>
		<updated>2018-12-03T19:31:09Z</updated>

		<summary type="html">&lt;p&gt;Avioane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Nuke [[card]] is a [[mod]] created by user [https://www.warzone.com/Profile?p=5852007897 dabo1]. It has a similar effect to the [[Bomb Card]]. &lt;br /&gt;
* It reduces the number of armies by 50% (round up) in the &amp;quot;epicenter&amp;quot; territory&lt;br /&gt;
* It reduces the number of armies by 25% (round up) in all the connecting territories&lt;br /&gt;
&lt;br /&gt;
These settings can be modified so that the number of armies reduced can go between 0% and 100%, but the minimum armies removed is always 1.&lt;br /&gt;
&lt;br /&gt;
==Custom card version==&lt;br /&gt;
This mod, called &amp;quot;Custom card&amp;quot;, can only be accessed from the menu; Game -&amp;gt; Mod: Custom Card. &lt;br /&gt;
&lt;br /&gt;
==Reconnaissance card version==&lt;br /&gt;
This version simply adds the nuke card functionality to the reconnaissance card without changing the image. You need to add the reconnaissance card to the game, or else the mod won&#039;t work. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; color:black;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Reconnaissance version&lt;br /&gt;
|Custom Card version&lt;br /&gt;
|-&lt;br /&gt;
|You want to have both Recon and Nuke&lt;br /&gt;
|NOPE(Recon and Nuke are the same card)&lt;br /&gt;
|Yes. &lt;br /&gt;
|-&lt;br /&gt;
|Ease of play &lt;br /&gt;
|Easy: Click on the map&lt;br /&gt;
|Hard: Scroll until you find the territory(non-alphabetical)&lt;br /&gt;
|-&lt;br /&gt;
|Large maps&lt;br /&gt;
|YES&lt;br /&gt;
|NO&lt;br /&gt;
|-&lt;br /&gt;
|You want all cards in one place&lt;br /&gt;
|YES&lt;br /&gt;
|NO (separate mod menu)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Cards]]&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
*[https://github.com/dabo123148/WarlightMod source code]&lt;br /&gt;
&lt;br /&gt;
{{Cards}}&lt;br /&gt;
[[Category:Cards]]&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Airlift_Card&amp;diff=4714</id>
		<title>Airlift Card</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Airlift_Card&amp;diff=4714"/>
		<updated>2018-12-03T19:22:45Z</updated>

		<summary type="html">&lt;p&gt;Avioane: Added link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Airlift Card&#039;&#039;&#039; allows you to transfer your armies long distances. Each time you play one, you can do a single transfer from any of your territories to any other territory of yours or one of your teammates. Similar to a normal transfer, those armies can&#039;t do any other action that turn. They must wait until the next turn to attack, for example.&lt;br /&gt;
 &lt;br /&gt;
One big benefit of the airlift card is that it happens before any attacks take place. Therefore it can be used as a way to sneak armies into a territory that needs immediate defense. Rarely, it can even be useful to use on territories that already connect anyway, simply because it&#039;s guaranteed to happen before any attacks.&lt;br /&gt;
 &lt;br /&gt;
Specifically, airlift cards happen after deployments, after [[Blockade and Emergency Blockade Cards|Emergency Blockade]] cards, but before attacks and transfers. It&#039;s recommended to not abandon a territory on the same turn that you airlift to or from, as it will cause the airlift to fail.&lt;br /&gt;
 &lt;br /&gt;
In a [[fog]] game, players can see the airlift take place if they can see the army total on either the source or destination of the airlift. When a player sees one, they get to see both locations even if the other one is fogged.&lt;br /&gt;
 &lt;br /&gt;
==See also==&lt;br /&gt;
* [[Cards]]&lt;br /&gt;
&lt;br /&gt;
{{Cards}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cards]]&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Commanders&amp;diff=4713</id>
		<title>Commanders</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Commanders&amp;diff=4713"/>
		<updated>2018-12-03T19:19:33Z</updated>

		<summary type="html">&lt;p&gt;Avioane: Added links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Commanders are a feature that allows you to bring yourself into the battlefield.  When commanders are enabled, all players in the game are given a special commander unit on one of their territories.&lt;br /&gt;
&lt;br /&gt;
https://d32kaghj56y4ei.cloudfront.net/static/img/Commander.png&lt;br /&gt;
&lt;br /&gt;
The commander represents you.  You&#039;re on the battlefield with the rest of your armies, commanding them.  If the commander dies, all of your armies change to neutral and you&#039;re eliminated from the game.&lt;br /&gt;
&lt;br /&gt;
Commanders can attack, defend, and transfer in the same way that normal armies can.  When you issue an attack or transfer order from a territory with a commander, a check-box will appear that allows you to optionally include the commander in that attack or transfer.&lt;br /&gt;
&lt;br /&gt;
When in combat, commanders act like a stack of 7 armies.  For example, if you attack with your commander along with 3 armies, it will do the same amount of damage that attacking with 10 armies would do.  Similarly, if you are defending against an attack with your commander and 3 armies, you&#039;ll do damage to the attacker equal to if you were defending with 10 armies.&lt;br /&gt;
&lt;br /&gt;
When a commander engages in combat along with armies, the armies always take damage first (they&#039;re protecting the commander with their life).  For example, assume a territory has a commander plus 3 armies, and 10 armies attacks it. Using the default 60% kill rate, the 10 armies will do 6 damage.  Since armies die first, the 3 armies die, and 3 damage would be left to be applied to the commander.  Since it takes 7 damage to kill a commander, and commanders are never partially damaged, the 3 remaining damage does nothing.  In order to kill a commander, all 7 damage must be done to it at once in a single attack.&lt;br /&gt;
&lt;br /&gt;
In [[manual distribution]] games, commanders will always start on the first territory you are awarded (usually your #1 pick).  In auto distribution games, commanders will start on a random territory of yours.&lt;br /&gt;
&lt;br /&gt;
For the most part, commanders follow the same rules as armies. For example, in [[multi-attack]] games, commanders can attack many times, but as soon as they transfer they can&#039;t move again.  However, unlike normal armies, commanders can not be transferred to a teammate (they must always remain on a territory you control.)  Using an [[Airlift Card]], commanders can be airlifted, as long as the destination is one of your own territories and not a teammate.&lt;br /&gt;
&lt;br /&gt;
Only [[Membership|members]] may enable commanders for their games, however anybody can join a game that uses commanders.&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Pestilence&amp;diff=4707</id>
		<title>Pestilence</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Pestilence&amp;diff=4707"/>
		<updated>2018-12-03T00:36:30Z</updated>

		<summary type="html">&lt;p&gt;Avioane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Army Count on every Territory will be reduced by the &amp;quot;Pestilence Strength&amp;quot; setting after every turn. If there are no armies left, the territory will go neutral. Territories with a commander on it won&#039;t turn neutral.&lt;br /&gt;
&lt;br /&gt;
Note: This mod adds a lot of extra work. To make sure you don&#039;t lose a territory, you have to deploy at least 1 army in every territory every turn.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
*[https://github.com/dabo123148/WarlightMod/tree/master/Pestilence]source code&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Spawnbarriers&amp;diff=4706</id>
		<title>Spawnbarriers</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Spawnbarriers&amp;diff=4706"/>
		<updated>2018-12-03T00:34:24Z</updated>

		<summary type="html">&lt;p&gt;Avioane: Created page with &amp;quot;This mod changes the number of armies on each neutral territory connected to the starting territories in a radius between 1-3 territories to a defined value.  ==See also==...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This [[mod]] changes the number of armies on each neutral territory connected to the starting territories in a radius between 1-3 territories to a defined value.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
*[https://github.com/dabo123148/WarlightMod/tree/master/Spawnbarriers]source code&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Smart_Ones&amp;diff=4705</id>
		<title>Smart Ones</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Smart_Ones&amp;diff=4705"/>
		<updated>2018-12-03T00:33:38Z</updated>

		<summary type="html">&lt;p&gt;Avioane: Created page with &amp;quot;This mod skips all orders between 1 attacking army and 1 defending army.  The motivation for this mod is to make sure that all of the attacks at least do some damage to the ta...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This mod skips all orders between 1 attacking army and 1 defending army.&lt;br /&gt;
&lt;br /&gt;
The motivation for this mod is to make sure that all of the attacks at least do some damage to the target. Also it brings some different opportunities to exploit the usefulness of 1 army attacks and delays.&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
*[https://github.com/Gisselbrecht/Smartones]source code&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Runtime_Wastelands&amp;diff=4704</id>
		<title>Runtime Wastelands</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Runtime_Wastelands&amp;diff=4704"/>
		<updated>2018-12-03T00:30:39Z</updated>

		<summary type="html">&lt;p&gt;Avioane: Created page with &amp;quot;Creates n Wastelands per turn, which are placed on random Neutral Territories. They&amp;#039;ll have the same size like the normal ones (If Wastelands are disabled, Wastelands of Size ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creates n Wastelands per turn, which are placed on random Neutral Territories. They&#039;ll have the same size like the normal ones (If Wastelands are disabled, Wastelands of Size 0 will be created).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
*[https://github.com/dabo123148/WarlightMod/tree/master/RuntimeWasteland]source code&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Randomized_Wastelands&amp;diff=4703</id>
		<title>Randomized Wastelands</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Randomized_Wastelands&amp;diff=4703"/>
		<updated>2018-12-03T00:29:21Z</updated>

		<summary type="html">&lt;p&gt;Avioane: Created page with &amp;quot;Randomizes the size of each wasteland by the given amount.  For example, if you set the +/- limit to 2, each wasteland will have its size changed by -2, -1, 0, +1, or +2 rando...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Randomizes the size of each wasteland by the given amount.  For example, if you set the +/- limit to 2, each wasteland will have its size changed by -2, -1, 0, +1, or +2 randomly when the game starts.&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
*[https://github.com/FizzerWL/ExampleMods/tree/master/RandomizedWastelandsMod]source code&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Randomized_Bonuses&amp;diff=4702</id>
		<title>Randomized Bonuses</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Randomized_Bonuses&amp;diff=4702"/>
		<updated>2018-12-03T00:28:47Z</updated>

		<summary type="html">&lt;p&gt;Avioane: Created page with &amp;quot;Randomizes the value of each bonus by the given amount.  For example, if you set the +/- limit to 2, each bonus will have its value changed by -2, -1, 0, +1, or +2 randomly wh...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Randomizes the value of each bonus by the given amount.  For example, if you set the +/- limit to 2, each bonus will have its value changed by -2, -1, 0, +1, or +2 randomly when the game starts.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
*[https://github.com/FizzerWL/ExampleMods/tree/master/RandomizedBonusesMod]source code&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Pestilence&amp;diff=4701</id>
		<title>Pestilence</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Pestilence&amp;diff=4701"/>
		<updated>2018-12-03T00:28:16Z</updated>

		<summary type="html">&lt;p&gt;Avioane: Created page with &amp;quot;The Army Count on every Territory will be reduced by the &amp;quot;Pestilence Strength&amp;quot; setting after every turn. If there are no armies left, the territory will go neutral. Territorie...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Army Count on every Territory will be reduced by the &amp;quot;Pestilence Strength&amp;quot; setting after every turn. If there are no armies left, the territory will go neutral. Territories with a commander on it won&#039;t go neutral.&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
*[https://github.com/dabo123148/WarlightMod/tree/master/Pestilence]source code&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Pentagram&amp;diff=4700</id>
		<title>Pentagram</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Pentagram&amp;diff=4700"/>
		<updated>2018-12-03T00:27:21Z</updated>

		<summary type="html">&lt;p&gt;Avioane: Created page with &amp;quot;This Mod is made for the map &amp;quot;Pentagram&amp;quot;. &amp;#039;&amp;#039;&amp;#039;Don&amp;#039;t play it with any other map!&amp;#039;&amp;#039;&amp;#039; (That would cause errors or at least VERY weird gameplay).  Attacks are only possible in ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This [[Mod]] is made for the map &amp;quot;Pentagram&amp;quot;. &#039;&#039;&#039;Don&#039;t play it with any other map!&#039;&#039;&#039; (That would cause errors or at least VERY weird gameplay).&lt;br /&gt;
&lt;br /&gt;
Attacks are only possible in the direction the arrows show. Attacking from one small Pentagram to another is only possible if you own at least 4 Territories in the attacking Pentagon! Orders violating this system will simply be skipped.&lt;br /&gt;
&lt;br /&gt;
Not only the Center Territories of the small Pentagrams connect to each other, but the corners, too. For example, you can attack the upper corner of Pentagon 2 from the upper corner of Pentagon 1.&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
*[https://github.com/dabo123148/WarlightMod/tree/master/Pentagram]source code&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=One_way_connections&amp;diff=4699</id>
		<title>One way connections</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=One_way_connections&amp;diff=4699"/>
		<updated>2018-12-03T00:26:20Z</updated>

		<summary type="html">&lt;p&gt;Avioane: Created page with &amp;quot;Make certain connections between territories one way. ==See also== *Mods *[https://github.com/dabo123148/WarlightMod/tree/master/OneWayConnections]source code&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Make certain connections between territories one way.&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
*[https://github.com/dabo123148/WarlightMod/tree/master/OneWayConnections]source code&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Mods&amp;diff=4698</id>
		<title>Mods</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Mods&amp;diff=4698"/>
		<updated>2018-12-03T00:24:25Z</updated>

		<summary type="html">&lt;p&gt;Avioane: /* List of published mods (not exhaustive) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Mods&#039;&#039;&#039; are a way of modifying/expanding the Warzone core gameplay beyond what is possible using the built-in configuration options. Modded games can be created only by [[Membership|members]].&lt;br /&gt;
&lt;br /&gt;
Mods are easy to use! When joining a game with mods, Warzone automatically downloads the mod. No installation is required. Simply join or create a game that has mods enabled.&lt;br /&gt;
&lt;br /&gt;
Since no installation is required, mods are fully supported on Android and iOS!  The only platform that does not support mods is the legacy Flash client.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Create your own Mod ==&lt;br /&gt;
See the [[Mod Developers Guide]] for details on how to get started making your own mod.&lt;br /&gt;
&lt;br /&gt;
== List of published mods (not exhaustive) ==&lt;br /&gt;
Please note some of these mods might have bugs. Contact the mod developer to report a bug.&lt;br /&gt;
* [[Advanced Diplomacy Mod]] (as of Nov 2018, this mod has bugs. It is recommended you use the [[Diplomacy]] mod instead.&lt;br /&gt;
* [[Better Not Fail An Attack]]&lt;br /&gt;
* [[Bonus Value Quick Overrider]]&lt;br /&gt;
* [[Deployment Limit]]&lt;br /&gt;
* [[Diplomacy]]&lt;br /&gt;
* [[Don&#039;t Lose a Territory]]&lt;br /&gt;
* [[Extended Winning Conditions]]&lt;br /&gt;
* [[Gift Armies]]&lt;br /&gt;
* [[Information for spectators]]&lt;br /&gt;
* [[Late Airlifts]]&lt;br /&gt;
* [[Limited multiattacks]]&lt;br /&gt;
* [[Lotto mod - instant random winner]]&lt;br /&gt;
* [[Neutral Moves]]&lt;br /&gt;
* [[Nuke card]] (custom card package or replace the recon card)&lt;br /&gt;
* [[One way connections]]&lt;br /&gt;
* [[Pentagram]]&lt;br /&gt;
* [[Pestilence]]&lt;br /&gt;
* [[Picks Swap]]&lt;br /&gt;
* [[Randomized Bonuses]]&lt;br /&gt;
* [[Randomized Wastelands]]&lt;br /&gt;
* [[Runtime Wastelands ]]&lt;br /&gt;
* [[Safe Start]]&lt;br /&gt;
* [[Smart Ones]]&lt;br /&gt;
* [[Spawnbarriers]]&lt;br /&gt;
* [[Special Units Are Medics]] &lt;br /&gt;
* [[Stack Limit]]&lt;br /&gt;
&lt;br /&gt;
The following mods can be used in [[commerce]] games only&lt;br /&gt;
*[[Buy Neutral]]&lt;br /&gt;
*[[Gift Gold]]&lt;br /&gt;
*[[Commerce Plus]]&lt;br /&gt;
&lt;br /&gt;
== Restrictions == &lt;br /&gt;
&lt;br /&gt;
Single-player modded games are always free for members.  Likewise, multi-player games where all players are members are also free.  Members can create a modded game for non-members by using the special &amp;quot;Allow non-members to join&amp;quot; check-box on the mods page.  Using this special checkbox is free once per week to members, (restarts Monday), but after that it will cost a small fee (3 coins per player, member or not, in the game). This fee exists since mods can run on the server, and modded games are significantly more CPU-intensive for the Warzone server to run than non-modded games.&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Neutral_Moves&amp;diff=4697</id>
		<title>Neutral Moves</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Neutral_Moves&amp;diff=4697"/>
		<updated>2018-12-03T00:23:34Z</updated>

		<summary type="html">&lt;p&gt;Avioane: Created page with &amp;quot;Neutral territories transfer their armies between each other at the end of the turn. This Mod only works for maps with less than or equal to 500 territories. ==See also== *[[M...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Neutral territories transfer their armies between each other at the end of the turn. This Mod only works for maps with less than or equal to 500 territories.&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
*[https://github.com/dabo123148/WarlightMod/tree/master/NeutralMoves]source code&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Lotto_mod_-_instant_random_winner&amp;diff=4696</id>
		<title>Lotto mod - instant random winner</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Lotto_mod_-_instant_random_winner&amp;diff=4696"/>
		<updated>2018-12-03T00:22:55Z</updated>

		<summary type="html">&lt;p&gt;Avioane: Created page with &amp;quot;Picks a random winner among all players in the game, during the first turn. AutoDistribution will be turned on by the mod to skip wasteful picking.  ==See also== *Mods *[h...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Picks a random winner among all players in the game, during the first turn. AutoDistribution will be turned on by the mod to skip wasteful picking.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
*[https://github.com/TBestLittleHelper/WarLightMods/tree/master/TBest_Mods/LottoMod]source code&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Information_for_spectators&amp;diff=4695</id>
		<title>Information for spectators</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Information_for_spectators&amp;diff=4695"/>
		<updated>2018-12-03T00:22:06Z</updated>

		<summary type="html">&lt;p&gt;Avioane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This [[Mod]] gives the following data to every player(or just spectators(depends on the settings)):&lt;br /&gt;
&lt;br /&gt;
-Owned Territory Number&lt;br /&gt;
&lt;br /&gt;
-Owned Bonus Number&lt;br /&gt;
&lt;br /&gt;
-Income&lt;br /&gt;
&lt;br /&gt;
-Army Number&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Warning: This Mod is able to give unfair informations to game players, if just spectators can see the settings and a person has access to a spectator account&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
*[https://github.com/dabo123148/WarlightMod/tree/master/InformationsForSpectators]source code&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Information_for_spectators&amp;diff=4694</id>
		<title>Information for spectators</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Information_for_spectators&amp;diff=4694"/>
		<updated>2018-12-03T00:21:51Z</updated>

		<summary type="html">&lt;p&gt;Avioane: Created page with &amp;quot;This Mod gives the following data to every player(or just spectators(depends on the settings)): -Owned Territory Number -Owned Bonus Number -Income -Army Number Warning: T...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This [[Mod]] gives the following data to every player(or just spectators(depends on the settings)):&lt;br /&gt;
-Owned Territory Number&lt;br /&gt;
-Owned Bonus Number&lt;br /&gt;
-Income&lt;br /&gt;
-Army Number&lt;br /&gt;
Warning: This Mod is able to give unfair informations to game players, if just spectators can see the settings and a person has access to a spectator account&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
*[https://github.com/dabo123148/WarlightMod/tree/master/InformationsForSpectators]source code&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Special_Units_Are_Medics&amp;diff=4693</id>
		<title>Special Units Are Medics</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Special_Units_Are_Medics&amp;diff=4693"/>
		<updated>2018-12-03T00:20:50Z</updated>

		<summary type="html">&lt;p&gt;Avioane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This Mod allows special units to revive 100% of the lost armies on connected territories to them. That won&#039;t work, if they are killed by a bomb card or if a special unit is involved in any way into the attack(for example the attack comes from a territory with a special unit.&lt;br /&gt;
&lt;br /&gt;
As of November 2018, [[Commanders]] are the only type of special units.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
*[[Commanders]]&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Special_Units_Are_Medics&amp;diff=4692</id>
		<title>Special Units Are Medics</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Special_Units_Are_Medics&amp;diff=4692"/>
		<updated>2018-12-03T00:20:41Z</updated>

		<summary type="html">&lt;p&gt;Avioane: Created page with &amp;quot;This Mod allows special units to revive 100% of the lost armies on connected territories to them. That won&amp;#039;t work, if they are killed by a bomb card or if a special unit is in...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This Mod allows special units to revive 100% of the lost armies on connected territories to them. That won&#039;t work, if they are killed by a bomb card or if a special unit is involved in any way into the attack(for example the attack comes from a territory with a special unit.&lt;br /&gt;
&lt;br /&gt;
As of November 2018, [[Commanders]] are the only type of special units.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
*[[Commander]]&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Buy_Neutral&amp;diff=4691</id>
		<title>Buy Neutral</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Buy_Neutral&amp;diff=4691"/>
		<updated>2018-12-03T00:19:35Z</updated>

		<summary type="html">&lt;p&gt;Avioane: Created page with &amp;quot;Allows players to purchase neutral territories with gold rather than conquering them by force.  Requires that the game is a commerce game, and will do nothing otherwise.  The ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Allows players to purchase neutral territories with gold rather than conquering them by force.  Requires that the game is a commerce game, and will do nothing otherwise.&lt;br /&gt;
&lt;br /&gt;
The game creator can configure how expensive territories are to purchase, based on how many armies are on the neutral territory.&lt;br /&gt;
&lt;br /&gt;
To initiate a purchase, click the button for the mod on the menu, select the territory, and a purchase order will be inserted into your orders list.  The purchase will complete when the turn advances.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Commerce]]&lt;br /&gt;
*[[Mods]]&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Gift_Gold&amp;diff=4690</id>
		<title>Gift Gold</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Gift_Gold&amp;diff=4690"/>
		<updated>2018-12-03T00:18:38Z</updated>

		<summary type="html">&lt;p&gt;Avioane: Created page with &amp;quot;Allows players to gift gold to another player in Commerce games, friend or foe.  This mod should only be used in commerce games, as it has no effect otherwise.  To use it,...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Allows players to gift gold to another player in [[Commerce]] games, friend or foe.  This mod should only be used in commerce games, as it has no effect otherwise.&lt;br /&gt;
&lt;br /&gt;
To use it, select Gift Gold from the game&#039;s menu, how much gold to give, and which player you wish to give it to. The gold will be given immediately, and can be spent by the receving player right away.&lt;br /&gt;
&lt;br /&gt;
One use of this mod is for team games where you wish to share gold amoungst your teammates.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Mods]]&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Bonus_Value_Quick_Overrider&amp;diff=4689</id>
		<title>Bonus Value Quick Overrider</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Bonus_Value_Quick_Overrider&amp;diff=4689"/>
		<updated>2018-12-03T00:18:20Z</updated>

		<summary type="html">&lt;p&gt;Avioane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each bonus is by default set according to the following formula.&lt;br /&gt;
&lt;br /&gt;
BonusValue = numTerriotries + N&lt;br /&gt;
&lt;br /&gt;
There is alos an optional X factor, that can randomely change EACH bonus by anything from -X to +X.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Mods]]&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Bonus_Value_Quick_Overrider&amp;diff=4688</id>
		<title>Bonus Value Quick Overrider</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Bonus_Value_Quick_Overrider&amp;diff=4688"/>
		<updated>2018-12-03T00:17:00Z</updated>

		<summary type="html">&lt;p&gt;Avioane: Created page with &amp;quot;Each bonus is by default set according to the following formula.  BonusValue = numTerriotries + N  There is alos an optional X factor, that can randomely change EACH bonus by ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each bonus is by default set according to the following formula.&lt;br /&gt;
&lt;br /&gt;
BonusValue = numTerriotries + N&lt;br /&gt;
&lt;br /&gt;
There is alos an optional X factor, that can randomely change EACH bonus by anything from -X to +X.&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Commerce_Plus&amp;diff=4687</id>
		<title>Commerce Plus</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Commerce_Plus&amp;diff=4687"/>
		<updated>2018-12-03T00:16:23Z</updated>

		<summary type="html">&lt;p&gt;Avioane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This [[Mod]] allows you to add other income forms that just holding bonuses for Commerce games. The money is calculated runtime(this means, for example, if someone captures a territory and the loses it to an other player, both players get the money for capturing the territory. Same for bonuses). Be careful with the feature MoneyperCapturedBonus cause it is only usable without any risk for maps with less than 1000 territories, more territories are on your own risk(can happen that you can&#039;t commit any longer) to disable it set it to zero.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
source&lt;br /&gt;
https://github.com/dabo123148/WarlightMod/blob/master/CommercePlus/ModDescription.txt&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Commerce_Plus&amp;diff=4686</id>
		<title>Commerce Plus</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Commerce_Plus&amp;diff=4686"/>
		<updated>2018-12-03T00:15:50Z</updated>

		<summary type="html">&lt;p&gt;Avioane: Created page with &amp;quot;This Mod allows you to add other income forms that just holding bonuses for Commerce games. The money is calculated runtime(this means, for example, if someone captures a terr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This Mod allows you to add other income forms that just holding bonuses for Commerce games. The money is calculated runtime(this means, for example, if someone captures a territory and the loses it to an other player, both players get the money for capturing the territory. Same for bonuses). Be careful with the feature MoneyperCapturedBonus cause it is only usable without any risk for maps with less than 1000 territories, more territories are on your own risk(can happen that you can&#039;t commit any longer) to disable it set it to zero.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
source&lt;br /&gt;
https://github.com/dabo123148/WarlightMod/blob/master/CommercePlus/ModDescription.txt&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Mods&amp;diff=4682</id>
		<title>Mods</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Mods&amp;diff=4682"/>
		<updated>2018-11-06T19:52:50Z</updated>

		<summary type="html">&lt;p&gt;Avioane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Mods&#039;&#039;&#039; are a way of modifying/expanding the Warzone core gameplay beyond what is possible using the built-in configuration options. Modded games can be created only by [[Membership|members]].&lt;br /&gt;
&lt;br /&gt;
Mods are easy to use! When joining a game with mods, Warzone automatically downloads the mod. No installation is required. Simply join or create a game that has mods enabled.&lt;br /&gt;
&lt;br /&gt;
Since no installation is required, mods are fully supported on Android and iOS!  The only platform that does not support mods is the legacy Flash client.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Create your own Mod ==&lt;br /&gt;
See the [[Mod Developers Guide]] for details on how to get started making your own mod.&lt;br /&gt;
&lt;br /&gt;
== List of published mods (not exhaustive) ==&lt;br /&gt;
Please note some of these mods might have bugs. Contact the mod developer to report a bug.&lt;br /&gt;
* [[Advanced Diplomacy Mod]]&lt;br /&gt;
* [[Better Not Fail An Attack]]&lt;br /&gt;
* [[Bonus Value Quick Overrider]]&lt;br /&gt;
* [[Deployment Limit]]&lt;br /&gt;
* [[Diplomacy]]&lt;br /&gt;
* [[Don&#039;t Lose a Territory]]&lt;br /&gt;
* [[Extended Winning Conditions]]&lt;br /&gt;
* [[Gift Armies]]&lt;br /&gt;
* [[Information for spectators]]&lt;br /&gt;
* [[Late Airlifts]]&lt;br /&gt;
* [[Limited multiattacks]]&lt;br /&gt;
* [[Lotto mod - instant random winner]]&lt;br /&gt;
* [[Neutral Moves]]&lt;br /&gt;
* [[Nuke card]] (custom card package or replace the recon card)&lt;br /&gt;
* [[One way connections]]&lt;br /&gt;
* [[Pentagram]]&lt;br /&gt;
* [[Pestilence]]&lt;br /&gt;
* [[Picks Swap]]&lt;br /&gt;
* [[Randomized Bonuses]]&lt;br /&gt;
* [[Randomized Wastelands]]&lt;br /&gt;
* [[Runtime Wastelands ]]&lt;br /&gt;
* [[Safe Start]]&lt;br /&gt;
* [[Smart Ones]]&lt;br /&gt;
* [[Spawnbarriers]]&lt;br /&gt;
* [[Special Units Are Medics]] &lt;br /&gt;
* [[Stack Limit]]&lt;br /&gt;
&lt;br /&gt;
The following mods can be used in [[commerce]] games only&lt;br /&gt;
*[[Buy Neutral]]&lt;br /&gt;
*[[Gift Gold]]&lt;br /&gt;
*[[Commerce Plus]]&lt;br /&gt;
&lt;br /&gt;
== Restrictions == &lt;br /&gt;
&lt;br /&gt;
Single-player modded games are always free for members.  Likewise, multi-player games where all players are members are also free.  Members can create a modded game for non-members by using the special &amp;quot;Allow non-members to join&amp;quot; check-box on the mods page.  Using this special checkbox is free once per week to members, (restarts Monday), but after that it will cost a small fee (3 coins per player, member or not, in the game). This fee exists since mods can run on the server, and modded games are significantly more CPU-intensive for the Warzone server to run than non-modded games.&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Diplomacy_(mod)&amp;diff=4680</id>
		<title>Diplomacy (mod)</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Diplomacy_(mod)&amp;diff=4680"/>
		<updated>2018-11-03T18:23:00Z</updated>

		<summary type="html">&lt;p&gt;Avioane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a [[mod]] that prevents allied players from attacking each other. With this mod, there are no more Public Enemies, and you do not necessarily have to declare war anymore.&lt;br /&gt;
&lt;br /&gt;
If you are not a member, ask a member to create a game with this mod for you!&lt;br /&gt;
&lt;br /&gt;
As of November 3, 2018: Unlike regular [[diplo]] games, there are 2 main differences:&lt;br /&gt;
- when proposing an alliance, you have to select for how many turns alliances will last.&lt;br /&gt;
- everyone starts at war with each other. If you don&#039;t want to allow people to attack each other at the beginning of the game, the game creator should add the [[Safe Start]] Mod and select 2 as the number of turns.&lt;br /&gt;
&lt;br /&gt;
== How to use: ==&lt;br /&gt;
Use the mod menu to propose alliance for x number of turns. Click Game, then Mod:Diplomacy, then Propose Alliance.&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
Q: What happens if I attack someone I&#039;m allied with? &lt;br /&gt;
A: Your attacks will be ignored (your attack order will be skipped) &lt;br /&gt;
&lt;br /&gt;
Q: I am allied with someone; how do I break off the alliance?&lt;br /&gt;
A: Propose an alliance of 1 turn. The other player has to accept it. The last proposed and accepted alliance overrides the previous alliance between 2 players. If the other player does not accept the new alliance, you will have to wait for your existing alliance to end.&lt;br /&gt;
&lt;br /&gt;
Q: Someone attacked me but we were allied. They are Public Enemy, right?&lt;br /&gt;
A: No, your alliance expired. When alliances expire, assume that war starts right away!&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Diplomacy Gametype]]&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
*[https://github.com/FizzerWL/ExampleMods/tree/master/DiplomacyMod]source code&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Advanced_Diplo_Mod&amp;diff=4679</id>
		<title>Advanced Diplo Mod</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Advanced_Diplo_Mod&amp;diff=4679"/>
		<updated>2018-11-03T18:11:27Z</updated>

		<summary type="html">&lt;p&gt;Avioane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;As of Nov 2018, this mod (Advanced Diplomacy v2 and v3) have bugs; I suggest using the [[Diplomacy]] mod instead --- ViralGoat &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Advanced Diplomacy [[Mod]] was created by user [https://www.warzone.com/Profile?p=5852007897 dabo1]&lt;br /&gt;
&lt;br /&gt;
Report any crashes to dabo1.&lt;br /&gt;
&lt;br /&gt;
Every player starts at peace with each other. There are 3 levels of diplomacy status between players:&lt;br /&gt;
*allied (to attack an ally, you have to cancel the alliance, wait a turn, then cancel the peace treaty, and wait another turn)&lt;br /&gt;
*at peace (to attack someone you are at peace with, you have to cancel the peace treaty). This will take effect in 1 turn.&lt;br /&gt;
*at war (the default status of Warzone)&lt;br /&gt;
&lt;br /&gt;
Unlike regular [[diplo]] games, attacks while allied/at peace DO NOT count as war declarations.&lt;br /&gt;
&lt;br /&gt;
==Basic features==&lt;br /&gt;
 &lt;br /&gt;
*Declare war (if allied or at peace). Will take 1 turn.&lt;br /&gt;
*Offer peace for X turns(if at war). This is effectively a cease fire, unless turned into an alliance. If the peace offer is accepted the same turn, and you had committed attacks, your attacks will be canceled by the mod. &lt;br /&gt;
*Offer alliance (if at peace). Can be accepted the same turn.&lt;br /&gt;
*Cancel the alliance (if allied). Will take effect the next turn.&lt;br /&gt;
*Pending requests: see a list of requests from other players. This list will pop up at the beginning of your turn. You can decline the request if you do not wish to see&lt;br /&gt;
*Mod history: see a list of public trades, alliances, and war declarations. The list is not in order by turn.&lt;br /&gt;
*Alliances:&lt;br /&gt;
**If a player declares war on you, your allies automatically declare war on that player.&lt;br /&gt;
**You can see all the territories your ally sees(depends on settings).&lt;br /&gt;
**Can be public or private (depends on settings)&lt;br /&gt;
*Trading &lt;br /&gt;
**Gift (sell if the shop is enabled) a territory to: &lt;br /&gt;
***a specific person. The offer will be sent to that person, but you will not know if the person accepts or not.&lt;br /&gt;
***anyone (first player that takes it)&lt;br /&gt;
&lt;br /&gt;
==Advanced features (Shop system)==&lt;br /&gt;
The shop system allows players to&lt;br /&gt;
&lt;br /&gt;
*Gift money to someone&lt;br /&gt;
*Buy armies (deploys armies to a territory you own). Make sure to move the order to the deployment phase, otherwise the game will crash if the order is found after any attacks. The default multiplier is 2 money per army.&lt;br /&gt;
&lt;br /&gt;
The shop system can be enabled or disabled. If enabled, these settings are available: (defaults are shown after the colon)&lt;br /&gt;
&lt;br /&gt;
*Use the basic Warzone money system: No (&#039;&#039;&#039;what does this mean?&#039;&#039;&#039;)&lt;br /&gt;
*Player starting money: 100&lt;br /&gt;
*Extra money per turn: 5&lt;br /&gt;
*Extra money per killed army: 1&lt;br /&gt;
*Extra money per captured territory: 5&lt;br /&gt;
*Extra money per captured bonus: 10&lt;br /&gt;
*Price per army: 2&lt;br /&gt;
&lt;br /&gt;
==Example games==&lt;br /&gt;
*https://www.warzone.com/MultiPlayer?GameID=13922952 (uses commerce)&lt;br /&gt;
*https://www.warzone.com/MultiPlayer?GameID=13901792&lt;br /&gt;
&lt;br /&gt;
==Frequently Asked Questions:==&lt;br /&gt;
Q: How do I declare war? &lt;br /&gt;
Note: Attacks do NOT count as war declarations. &lt;br /&gt;
A: To declare war, click &lt;br /&gt;
Game&lt;br /&gt;
Mod: Advanced Diplo V2&lt;br /&gt;
Declare War&lt;br /&gt;
Select Player...&lt;br /&gt;
(Select the player from the list)&lt;br /&gt;
Declare&lt;br /&gt;
&lt;br /&gt;
Q: Does gifting a territory count as a card piece?&lt;br /&gt;
A: No&lt;br /&gt;
 &lt;br /&gt;
Q: How do I accept a peace request? A: To accept peace, click &lt;br /&gt;
Game&lt;br /&gt;
Mod: Advanced Diplo V2&lt;br /&gt;
Pending Requests&lt;br /&gt;
and then search the offer and click accept&lt;br /&gt;
&lt;br /&gt;
Q: If I send someone money, and they accept the same turn, can they use it immediately? &lt;br /&gt;
First, let me clarify that sending money is nothing the other person needs to accept and so they can use it instantly(If the basic Money system setting is activated, then it can be first used in the next turn)&lt;br /&gt;
&lt;br /&gt;
Q: Will other players see that I sent someone money? &lt;br /&gt;
Just the player who send the money and the person who received the money are able to see that the money has been gifted in the mod history.&lt;br /&gt;
&lt;br /&gt;
Q: Is the bomb/sanction card an act of war?&lt;br /&gt;
The [[Sanction card]] and all other cards that require war and not peace will declare war if you&#039;re at peace. This can be changed in the mod settings.&lt;br /&gt;
You cannot [[bomb]] unless you&#039;re at war (&lt;br /&gt;
This can be overwritten in the mod settings at game creation)&lt;br /&gt;
&lt;br /&gt;
Q: What if I bomb/sanction someone I&#039;m allied with? &lt;br /&gt;
Check the game mod settings. The game creator can allow bomb/sanction to be used on allies and players you are in peace with, but this is disabled by default.&lt;br /&gt;
&lt;br /&gt;
==Mod limitations:==&lt;br /&gt;
Do not use in conjunction with other mods that use a pop-up notification system&lt;br /&gt;
&lt;br /&gt;
In order to have the feature &amp;quot;See ally territories&amp;quot; working you need to have spy cards included in the game&lt;br /&gt;
&lt;br /&gt;
Report any crashes to dabo1.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Diplomacy Gametype]]&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
*[https://github.com/dabo123148/WarlightMod source code]&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Diplomacy_Gametype&amp;diff=4678</id>
		<title>Diplomacy Gametype</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Diplomacy_Gametype&amp;diff=4678"/>
		<updated>2018-11-03T18:10:15Z</updated>

		<summary type="html">&lt;p&gt;Avioane: /* Diplomacy mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Diplomacy gametype&#039;&#039;&#039; is a user created &amp;quot;custom&amp;quot; game with a set of rules in a FFA to be followed to play the game as a real world scenario of deceiving enemies, making valuable alliances, making &amp;quot;declarations&amp;quot; of war, and eventually being the last one standing, however, the game can be [[Vote to end|voted to end]] if an alliance claims &amp;quot;victory&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Rules&#039;&#039;&#039; ==&lt;br /&gt;
Common rules consist of:&lt;br /&gt;
&lt;br /&gt;
# No attacking other players without declaring war on them in public chat so as to give the enemy a fair chance. &lt;br /&gt;
# If a player attacks without warning (in some games this is known as &amp;quot;Blitzkrieging&amp;quot;, German for &amp;quot;Lighting War&amp;quot;, which is what the Germans used in WWII to surprise and overwhelm their enemies to win), then all players in the immediate area of the blitzkrieger can attack without warning or reason. Commonly, the blitzkrieger becomes &amp;quot;public enemy&amp;quot; or &amp;quot;PE&amp;quot;, requiring all other players to attack the PE if they are able. This rule is used to enforce people to follow the rules, as there is no concrete way of stopping people from breaking them. Most hosts make the game a [[Ranked versus Practice|practice game]].&lt;br /&gt;
# Alliances are encouraged. Some games require alliances be made public, some allow it to be private. Allies are a good way of invading successfully or defending from a stronger enemy.&lt;br /&gt;
&lt;br /&gt;
Common settings are &amp;quot;no fog&amp;quot; or &amp;quot;slight fog&amp;quot;, so as to know if someone really did blitzkrieg. All [[cards]] are often enabled to allow for interesting storyline twists to occur in the game.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Origin&#039;&#039;&#039; ==&lt;br /&gt;
While the exact creator is not known as after its obscure creation other users quickly copied the rules and made spinoffs, the user &amp;quot;Soviet Russia Buddy&amp;quot; takes the most credit for creating the game. His first game was known as &amp;quot;Reality Warfare, A New Way Of Playing&amp;quot;, which was then shortened to &amp;quot;Reality Warfare&amp;quot; which its current name is. This can be disputed by Le Count H who was laying the foundation in scenarios in late September of 2012. These were initially unfair due their emphasis on giving nations overwhelming advantages due to their size. His games became extremely popular the following summer. Another user named &amp;quot;Zecit&amp;quot; coined the term &amp;quot;Public Enemy&amp;quot; in his game &amp;quot;Simulation World&amp;quot;, which is used in many Diplomacy games. Out of all hosts commonly making these games, he (presumably male) has the most amount of rules and hosts games at least once a day. However, not all of them are rules and rather more creative and realistic additions, one of which is a rule involving capitals, and some are guidelines that can be used to be more &amp;quot;diplomatic&amp;quot;. People who have played with him have said they have played that gametype with him for almost 2 years. When asked where he got his possibly original idea, he said he had been playing a 24FFA with no fog when he noticed that everyone had to have secret alliances as no one was attacking anyone.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Current&#039;&#039;&#039; ==&lt;br /&gt;
Currently, many different players host these games. Most of them are 6FFAs, but Soviet Russia Buddy and others host 24FFAs, or sometimes less for scenario diplomacy games. While many players attribute many different users for its creation, many only use 3-4 of Soviet Russia Buddy&#039;s original rules, usually copying them word for word. Alternatively, rules are slacked and public declarations are only required if a player wants to be &amp;quot;trustworthy&amp;quot;. Many diplomacy games involve a strong element of roleplay, as players play as if they were a character in whichever world the game is set in. This works especially well with maps of universes from fantasy novels, such as George RR Martin&#039;s &amp;quot;Song of Ice and Fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Diplomacy mods&#039;&#039;&#039;==&lt;br /&gt;
The most requested feature from Uservoice, [https://warlight.uservoice.com/forums/77051-warlight-features/suggestions/1088481-peace-treaties Peace Treaties], has been implemented as a [[Mod]]. The [[Advanced Diplomacy Mod]] and [[Diplomacy]] mod remove the need for players to be &amp;quot;trustworthy&amp;quot;, as declarations are not needed anymore, since if you are at peace with someone, you cannot attack each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Warning: As of November 2018, there are bugs with the Advanced Diplomacy mod. Use the [[Diplomacy]] mod instead ==&lt;br /&gt;
&lt;br /&gt;
[[:Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Diplomacy_(mod)&amp;diff=4677</id>
		<title>Diplomacy (mod)</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Diplomacy_(mod)&amp;diff=4677"/>
		<updated>2018-11-03T18:08:55Z</updated>

		<summary type="html">&lt;p&gt;Avioane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a [[mod]] that prevents allied players from attacking each other. With this mod, there are no more Public Enemies, and you do not necessarily have to declare war anymore.&lt;br /&gt;
&lt;br /&gt;
As of November 3, 2018: Unlike regular [[diplo]] games, there are 2 main differences:&lt;br /&gt;
- when proposing an alliance, you have to select for how many turns alliances will last.&lt;br /&gt;
- everyone starts at war with each other. If you don&#039;t want to allow people to attack each other at the beginning of the game, the game creator should add the [[Safe Start]] Mod and select 2 as the number of turns.&lt;br /&gt;
&lt;br /&gt;
== How to use: ==&lt;br /&gt;
Use the mod menu to propose alliance for x number of turns. Click Game, then Mod:Diplomacy, then Propose Alliance.&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
Q: What happens if I attack someone I&#039;m allied with? &lt;br /&gt;
A: Your attacks will be ignored (your attack order will be skipped) &lt;br /&gt;
&lt;br /&gt;
Q: I am allied with someone; how do I break off the alliance?&lt;br /&gt;
A: Propose an alliance of 1 turn. The other player has to accept it. The last proposed and accepted alliance overrides the previous alliance between 2 players. If the other player does not accept the new alliance, you will have to wait for your existing alliance to end.&lt;br /&gt;
&lt;br /&gt;
Q: Someone attacked me but we were allied. They are Public Enemy, right?&lt;br /&gt;
A: No, your alliance expired. When alliances expire, assume that war starts right away!&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Diplomacy Gametype]]&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
*[https://github.com/FizzerWL/ExampleMods/tree/master/DiplomacyMod]source code&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Safe_Start&amp;diff=4676</id>
		<title>Safe Start</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Safe_Start&amp;diff=4676"/>
		<updated>2018-11-03T17:59:01Z</updated>

		<summary type="html">&lt;p&gt;Avioane: Created page with &amp;quot;This is a mod that prevents ALL players from attacking each other for the first X number of turns in the game (where X is selected by the game creator).  ==See also== *[[D...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a [[mod]] that prevents ALL players from attacking each other for the first X number of turns in the game (where X is selected by the game creator).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Diplomacy Gametype]]&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
*[https://github.com/FizzerWL/ExampleMods/tree/master/SafeStartMod]source code&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Diplomacy_Gametype&amp;diff=4669</id>
		<title>Diplomacy Gametype</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Diplomacy_Gametype&amp;diff=4669"/>
		<updated>2018-09-05T20:28:29Z</updated>

		<summary type="html">&lt;p&gt;Avioane: /* Diplomacy mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Diplomacy gametype&#039;&#039;&#039; is a user created &amp;quot;custom&amp;quot; game with a set of rules in a FFA to be followed to play the game as a real world scenario of deceiving enemies, making valuable alliances, making &amp;quot;declarations&amp;quot; of war, and eventually being the last one standing, however, the game can be [[Vote to end|voted to end]] if an alliance claims &amp;quot;victory&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Rules&#039;&#039;&#039; ==&lt;br /&gt;
Common rules consist of:&lt;br /&gt;
&lt;br /&gt;
# No attacking other players without declaring war on them in public chat so as to give the enemy a fair chance. &lt;br /&gt;
# If a player attacks without warning (in some games this is known as &amp;quot;Blitzkrieging&amp;quot;, German for &amp;quot;Lighting War&amp;quot;, which is what the Germans used in WWII to surprise and overwhelm their enemies to win), then all players in the immediate area of the blitzkrieger can attack without warning or reason. Commonly, the blitzkrieger becomes &amp;quot;public enemy&amp;quot; or &amp;quot;PE&amp;quot;, requiring all other players to attack the PE if they are able. This rule is used to enforce people to follow the rules, as there is no concrete way of stopping people from breaking them. Most hosts make the game a [[Ranked versus Practice|practice game]].&lt;br /&gt;
# Alliances are encouraged. Some games require alliances be made public, some allow it to be private. Allies are a good way of invading successfully or defending from a stronger enemy.&lt;br /&gt;
&lt;br /&gt;
Common settings are &amp;quot;no fog&amp;quot; or &amp;quot;slight fog&amp;quot;, so as to know if someone really did blitzkrieg. All [[cards]] are often enabled to allow for interesting storyline twists to occur in the game.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Origin&#039;&#039;&#039; ==&lt;br /&gt;
While the exact creator is not known as after its obscure creation other users quickly copied the rules and made spinoffs, the user &amp;quot;Soviet Russia Buddy&amp;quot; takes the most credit for creating the game. His first game was known as &amp;quot;Reality Warfare, A New Way Of Playing&amp;quot;, which was then shortened to &amp;quot;Reality Warfare&amp;quot; which its current name is. This can be disputed by Le Count H who was laying the foundation in scenarios in late September of 2012. These were initially unfair due their emphasis on giving nations overwhelming advantages due to their size. His games became extremely popular the following summer. Another user named &amp;quot;Zecit&amp;quot; coined the term &amp;quot;Public Enemy&amp;quot; in his game &amp;quot;Simulation World&amp;quot;, which is used in many Diplomacy games. Out of all hosts commonly making these games, he (presumably male) has the most amount of rules and hosts games at least once a day. However, not all of them are rules and rather more creative and realistic additions, one of which is a rule involving capitals, and some are guidelines that can be used to be more &amp;quot;diplomatic&amp;quot;. People who have played with him have said they have played that gametype with him for almost 2 years. When asked where he got his possibly original idea, he said he had been playing a 24FFA with no fog when he noticed that everyone had to have secret alliances as no one was attacking anyone.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Current&#039;&#039;&#039; ==&lt;br /&gt;
Currently, many different players host these games. Most of them are 6FFAs, but Soviet Russia Buddy and others host 24FFAs, or sometimes less for scenario diplomacy games. While many players attribute many different users for its creation, many only use 3-4 of Soviet Russia Buddy&#039;s original rules, usually copying them word for word. Alternatively, rules are slacked and public declarations are only required if a player wants to be &amp;quot;trustworthy&amp;quot;. Many diplomacy games involve a strong element of roleplay, as players play as if they were a character in whichever world the game is set in. This works especially well with maps of universes from fantasy novels, such as George RR Martin&#039;s &amp;quot;Song of Ice and Fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Diplomacy mods&#039;&#039;&#039;==&lt;br /&gt;
The most requested feature from Uservoice, [https://warlight.uservoice.com/forums/77051-warlight-features/suggestions/1088481-peace-treaties Peace Treaties], has been implemented as a [[Mod]]. The [[Advanced Diplomacy Mod]] removes the need for players to be &amp;quot;trustworthy&amp;quot;, as declarations are not needed anymore, since if you are at peace with someone, you cannot attack each other.&lt;br /&gt;
&lt;br /&gt;
Currently there are bugs with the Advanced Diplomacy mod. Use the [[Diplomacy]] mod&lt;br /&gt;
[[:Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Diplomacy_(mod)&amp;diff=4668</id>
		<title>Diplomacy (mod)</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Diplomacy_(mod)&amp;diff=4668"/>
		<updated>2018-09-05T20:27:50Z</updated>

		<summary type="html">&lt;p&gt;Avioane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a [[mod]].&lt;br /&gt;
Use the mod menu to propose alliance for x number of turns. Does not allow attacks with players you are allied.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Diplomacy Gametype]]&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
*[https://github.com/FizzerWL/ExampleMods/tree/master/DiplomacyMod]source code&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Diplomacy_(mod)&amp;diff=4667</id>
		<title>Diplomacy (mod)</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Diplomacy_(mod)&amp;diff=4667"/>
		<updated>2018-09-05T20:25:07Z</updated>

		<summary type="html">&lt;p&gt;Avioane: Created page with &amp;quot;Use the mod menu to propose alliance for x number of turns. Does not allow attacks with players you are allied.  ==See also== *Diplomacy Gametype *Mods *[https://githu...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Use the mod menu to propose alliance for x number of turns. Does not allow attacks with players you are allied.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Diplomacy Gametype]]&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
*[https://github.com/FizzerWL/ExampleMods/tree/master/DiplomacyMod]source code&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Membership&amp;diff=4659</id>
		<title>Membership</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Membership&amp;diff=4659"/>
		<updated>2018-07-19T15:04:25Z</updated>

		<summary type="html">&lt;p&gt;Avioane: /* Member Benefits */ Standalone Client&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can pay to become a Warzone &#039;&#039;&#039;member&#039;&#039;&#039; which allows you to play without advertisements and also unlocks some additional features for you to use.&lt;br /&gt;
&lt;br /&gt;
==Membership does not make you stronger!==&lt;br /&gt;
Membership unlocks new features and gets rid of advertisements. It doesn&#039;t increase your chances at winning a game. Warzone doesn&#039;t sell additional armies, [[cards]], or anything that would give paying players an advantage over free players. Players have the same chances to win as members.&lt;br /&gt;
&lt;br /&gt;
==Member Benefits==&lt;br /&gt;
There are a few benefits of purchasing a membership:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ad-Free Play || Members can choose to turn off advertisements in the Settings tab&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Commanders&#039;&#039;&#039; || Members can include [[Commanders]] in games they create.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bomb Card&#039;&#039;&#039; || Members can include the [[Bomb Card]] in games they create.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Create 20 player games&#039;&#039;&#039; || Members can create games with up to 20 players. This can be any mix of [[AI]]s, [[open seats]], or other players (they don&#039;t have to be members)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Extra Vacations&#039;&#039;&#039; || Members can take up to 7 [[vacations]] per year&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Recent Games Page&#039;&#039;&#039; || Members can view the [[Recent Games Page]] to see games other players are playing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Open Games&#039;&#039;&#039; || Members can advertise up to four games on the Open Games tab at once&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mods&#039;&#039;&#039; || Members can play games with [[Mods]] (modifications to the core game)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Standalone Client&#039;&#039;&#039; || Members can download and play Warzone from the [[Standalone Client]] (faster than the Unity browser version)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Payments==&lt;br /&gt;
Your account will be upgraded to member-status immediately after the transaction is complete. You can also gift membership status to someone else. You can pay for a membership with [[coins]] or with money. Memberships can be purchased for a year (for 14.99 USD or 1499 coins) or for a month (for $3.99 USD or 399 coins). &lt;br /&gt;
&lt;br /&gt;
[[:Category:Warzone]]&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=User_talk:DanWL60&amp;diff=4393</id>
		<title>User talk:DanWL60</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=User_talk:DanWL60&amp;diff=4393"/>
		<updated>2018-01-07T19:47:54Z</updated>

		<summary type="html">&lt;p&gt;Avioane: Created page with &amp;quot;Yes they can go in the cards template too.i don&amp;#039;t know how to do that&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yes they can go in the cards template too.i don&#039;t know how to do that&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Extended_Winning_Conditions&amp;diff=4369</id>
		<title>Extended Winning Conditions</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Extended_Winning_Conditions&amp;diff=4369"/>
		<updated>2017-12-08T15:47:00Z</updated>

		<summary type="html">&lt;p&gt;Avioane: Created page with &amp;quot;This mod offers a variety of winning conditions, such as *captured this many territories/bonuses  *owns this many territories/bonuses   Do not use this mod on big maps&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This [[mod]] offers a variety of winning conditions, such as&lt;br /&gt;
*captured this many territories/bonuses &lt;br /&gt;
*owns this many territories/bonuses&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Do not use this mod on big maps&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Gift_Armies&amp;diff=4368</id>
		<title>Gift Armies</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Gift_Armies&amp;diff=4368"/>
		<updated>2017-12-08T15:44:23Z</updated>

		<summary type="html">&lt;p&gt;Avioane: Created page with &amp;quot;This is a  mod where you can send armies to another player. The armies are spread randomly.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a  [[mod]] where you can send armies to another player. The armies are spread randomly.&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Don%27t_Lose_a_Territory&amp;diff=4367</id>
		<title>Don&#039;t Lose a Territory</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Don%27t_Lose_a_Territory&amp;diff=4367"/>
		<updated>2017-12-08T15:42:33Z</updated>

		<summary type="html">&lt;p&gt;Avioane: Created page with &amp;quot;This is a  mod where if you lose any territory, you lose the game.   ----  ==See also== *Mods *[https://github.com/dabo123148/WarlightMod source code]&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a  [[mod]] where if you lose any territory, you lose the game. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
*[https://github.com/dabo123148/WarlightMod source code]&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Better_Not_Fail_An_Attack&amp;diff=4366</id>
		<title>Better Not Fail An Attack</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Better_Not_Fail_An_Attack&amp;diff=4366"/>
		<updated>2017-12-08T15:41:22Z</updated>

		<summary type="html">&lt;p&gt;Avioane: Created page with &amp;quot;This is a  mod where if you fail any attack, you lose the game.   ==See also== *Mods *[https://github.com/dabo123148/WarlightMod source code]&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a  [[mod]] where if you fail any attack, you lose the game. &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
*[https://github.com/dabo123148/WarlightMod source code]&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Multi_Attack&amp;diff=4365</id>
		<title>Multi Attack</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Multi_Attack&amp;diff=4365"/>
		<updated>2017-12-08T15:37:39Z</updated>

		<summary type="html">&lt;p&gt;Avioane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Multi-attack is a game setting that allows armies to move long distances in a single turn.&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
In a normal game, each army can only be given one order per turn. For example, the same army cannot attack from A to B then attack from B to C in the same turn.&lt;br /&gt;
 &lt;br /&gt;
When Multi-Attack is enabled, armies can follow any number of attacks in a single turn. This significantly changes the way the game plays.&lt;br /&gt;
 &lt;br /&gt;
In multi-attack mode, you can issue orders in succession which can allow armies to travel long distances as shown:&lt;br /&gt;
 &lt;br /&gt;
https://d2wcw7vp66n8b3.cloudfront.net/Images/MultiAttack.png&lt;br /&gt;
&lt;br /&gt;
When in multi-attack mode, your attacks will default to being input as [[percentages]] instead of armies, unless attacking by percentage is disabled for that game. This is helpful, since you usually won&#039;t know how many armies you will have by the time the attack occurs.&lt;br /&gt;
 &lt;br /&gt;
As soon as an army does a &#039;&#039;&#039;transfer&#039;&#039;&#039;, it then cannot do any more attacks or transfers for the remainder of that turn. In other words, each army can only do one transfer per turn and cannot attack after doing so. A transfer is defined as a move from one of your territories to another one of your territories (or teammate&#039;s territories.)&lt;br /&gt;
 &lt;br /&gt;
Multi-attack should only be enabled for &#039;&#039;&#039;experienced players&#039;&#039;&#039;. Using this mode requires intimate knowledge of the Warzone attack system and is not recommended for newer players.&lt;br /&gt;
&lt;br /&gt;
==Attack anywhere==&lt;br /&gt;
&lt;br /&gt;
Note that Warzone allows you to issue attacks from any territory to any connecting territory anywhere on the map.  This is what allows entering of a long chain like what the image above shows.  &lt;br /&gt;
&lt;br /&gt;
However, sometimes players are surprised that you can issue attack orders anywhere, even if your armies could not possibly be there.  While it may seem strange to issue an attack somewhere deep in your opponent&#039;s territory, attacks issued where your armies are not present won&#039;t actually do anything.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Limited multiattacks]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Settings]]&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Limited_multiattacks&amp;diff=4364</id>
		<title>Limited multiattacks</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Limited_multiattacks&amp;diff=4364"/>
		<updated>2017-12-08T15:34:08Z</updated>

		<summary type="html">&lt;p&gt;Avioane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Limited multiattacks is a [[mod]] that allows the game creator to specify how many consecutive [[multiattack]]s players can have. This can be a compromise between the infinite number that the multiattacks game setting offers and the one attack per turn from a territory that normal games have.&lt;br /&gt;
&lt;br /&gt;
The mod can be configured to take effect only when playing a [[Reinforcement Card]], [[Airlift Card]], [[Gift Card]], or [[Reconnaissance Card]], while when not playing one of these card, only one attack can be made from any territory.&lt;br /&gt;
&lt;br /&gt;
==Video tutorial on Limited multiattacks by dabo1==&lt;br /&gt;
https://www.youtube.com/watch?v=1dr5KFuIUwg&amp;amp;feature=youtu.be&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
*[https://github.com/dabo123148/WarlightMod source code]&lt;br /&gt;
*[[Multiattack]]&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Mod_Hooks&amp;diff=4363</id>
		<title>Mod Hooks</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Mod_Hooks&amp;diff=4363"/>
		<updated>2017-12-07T22:14:58Z</updated>

		<summary type="html">&lt;p&gt;Avioane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warzone will call into a [[Mods|mod&#039;s]] lua code using what are called &#039;&#039;&#039;hooks&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
For example, it will call a hook named Server_StartGame when a game is beginning and give your mod an opportunity to change things about how the map is set up.&lt;br /&gt;
&lt;br /&gt;
If you provide a function with the name listed here, and in a file with the name listed here, it will be called as explained.  Note that both the function name and the file name are case-sensitive.&lt;br /&gt;
&lt;br /&gt;
== Server Hooks ==&lt;br /&gt;
&lt;br /&gt;
Server_Created (Server_Created.lua)&lt;br /&gt;
** Called in every game when the game is first created.  In multi-player, this means it&#039;s called before players even accept or join the request for the game.  This is the only place that game settings can be changed.&lt;br /&gt;
** Return value: None.&lt;br /&gt;
** Arguments: &lt;br /&gt;
# [[Mod API Reference:Game|Game]]: Provides read-only information about the game.&lt;br /&gt;
# [[Mod API Reference:GameSettings|GameSettings]]: (writable) Allows your mod to change the game&#039;s settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Server_StartDistribution (Server_StartDistribution.lua)&lt;br /&gt;
** Called in any game set to manual territory distribution before players select their picks.  This hook is not called in any game configured to automatic territory distribution.  This is called after the standing has been built (wastelands and pickable territories have already been placed and initial cards have already been given out.)&lt;br /&gt;
** Return value: None.&lt;br /&gt;
** Arguments: &lt;br /&gt;
# [[Mod API Reference:Game|Game]]: Provides read-only information about the game.&lt;br /&gt;
# [[Mod API Reference:GameStanding|Standing]]: (writable) Allows your mod to change the standing before players see it.  For example, a mod could change the number of armies on any territory, control which territories are pickable, or define what cards each player starts with.&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
* Server_StartGame (Server_StartGame.lua)&lt;br /&gt;
** Called when the game starts the first turn.  In a manual territory distribution game, this is called after all players have entered their picks.  In an automatic territory distribution game, this is called when the game starts. This is called after the standing has been built (picks have been given out)&lt;br /&gt;
** Return value: None.&lt;br /&gt;
** Arguments: &lt;br /&gt;
# [[Mod API Reference:Game|Game]]: Provides read-only information about the game.&lt;br /&gt;
# [[Mod API Reference:GameStanding|Standing]]: (writable) Allows your mod to change the the standing before players see it.  For example, a mod could change the number of armies on any territory, control which players control which territories, or define what cards each player starts with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Server_AdvanceTurn_Start (Server_AdvanceTurn.lua)&lt;br /&gt;
** Called whenever the server begins processing a normal turn (not territory picking).  This gives mods an opportunity to insert orders at the start of a turn, before any player&#039;s orders are added.  All of the Server_AdvanceTurn_* turns share global state within a single turn, so global variables can be read and written reliably by mods.&lt;br /&gt;
** Arguments:&lt;br /&gt;
# [[Mod API Reference:Game|Game]]: Provides read-only information about the game.&lt;br /&gt;
# addNewOrder: A function that you can call to add a [[Mod API Reference:GameOrder|GameOrder]] to the start of the turn.  Pass a single GameOrder as the only argument to this function.  You may call this function multiple times if you wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Server_AdvanceTurn_Order (Server_AdvanceTurn.lua)&lt;br /&gt;
** Called whenever the server processes a player&#039;s order during a normal turn (not territory picking).  This gives mods an opportunity to skip the order, modify it, or let it process normally. &amp;lt;br/&amp;gt;This hook is called after the results of the order have been computed, but before it has been applied to the [[Mod API Reference:GameStanding|standing]].  For example, when looking at an [[Mod API Reference:GameOrderAttackTransfer|Attack/Transfer order]] that represents a territory being captured, the standing will still show the territory as uncaptured.  &amp;lt;br/&amp;gt;All of the Server_AdvanceTurn_* turns share global state within a single turn, so global variables can be read and written reliably by mods.&lt;br /&gt;
** Arguments:&lt;br /&gt;
# [[Mod API Reference:Game|Game]]: Provides read-only information about the game.&lt;br /&gt;
# [[Mod API Reference:GameOrder|GameOrder]]: The order being processed. (read-only)&lt;br /&gt;
# [[Mod API Reference:GameOrderResult|GameOrderResult]]: The result of the order being processed. This is writable, so mods can change the result.  Currently, only [[Mod API Reference:GameOrderAttackTransferResult|GameOrderAttackTransferResult]] has writable fields.&lt;br /&gt;
# skipThisOrder: A function that you can call to indicate that this order should be skipped.  This should be called with one of three values, listed below.  If it is called multiple times, the last call overrides the previous calls.&lt;br /&gt;
## WL.ModOrderControl.Keep: Indicates this order should be processed normally.  This is the default value, and all orders will default to Keep if skipThisOrder is not called.&lt;br /&gt;
## WL.ModOrderControl.Skip: Indicates this order should be skipped.  It won&#039;t appear in the orders list at all and it will be as if the order never existed.  A [[Mod API Reference:GameOrderEvent|GameOrderEvent]] will be written into the orders list to tell the player who entered this order that their order was skipped.&lt;br /&gt;
## WL.ModOrderControl.SkipAndSupressSkippedMessage: Same as Skip, except that the GameOrderEvent is not written.  This should be used with care, as players will want to know why their order didn&#039;t appear in the orders list.  This should only be used if you use some other mechanism to explain to the player why their order was not present, or if this is an order that your mod inserted and therefore no players were expecting it.&lt;br /&gt;
# addNewOrder: A function that you can call to add a [[Mod API Reference:GameOrder|GameOrder]] to the turn, which will be inserted just after the current order.  Pass a single GameOrder as the only argument to this function.  You may call this function multiple times if you wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Server_AdvanceTurn_End (Server_AdvanceTurn.lua)&lt;br /&gt;
** Called whenever the server finishes processing a normal turn (not territory picking).  This gives mods an opportunity to insert orders at the end of a turn, after all player&#039;s orders are added.  All of the Server_AdvanceTurn_* turns share global state within a single turn, so global variables can be read and written reliably by mods.&lt;br /&gt;
** Arguments:&lt;br /&gt;
# [[Mod API Reference:Game|Game]]: Provides read-only information about the game.&lt;br /&gt;
# addNewOrder: A function that you can call to add a [[Mod API Reference:GameOrder|GameOrder]] to the end of the turn.  Pass a single GameOrder as the only argument to this function.  You may call this function multiple times if you wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Server_GameCustomMessage (Server_GameCustomMessage.lua)&lt;br /&gt;
** Called whenever your mod calls [[Mod API Reference:ClientGame|ClientGame]].SendGameCustomMessage.  This gives mods a way to communicate between the client and server outside of a turn advancing.  Note that if a mod changes Mod.PublicGameData or Mod.PlayerGameData, the clients that can see those changes and have the game open will automatically receive a refresh event with the updated data, so this message can also be used to push data from the server to clients.&lt;br /&gt;
** Arguments:&lt;br /&gt;
# [[Mod API Reference:Game|Game]]: Provides read-only information about the game.&lt;br /&gt;
# [[Mod API Reference:PlayerID|PlayerID]]: The ID of the player who invoked this call.&lt;br /&gt;
# payload: The data passed as the &#039;&#039;payload&#039;&#039; parameter to SendGameCustomMessage.  Must be a lua table.&lt;br /&gt;
# setReturn: Optionally, a function that sets what data will be returned back to the client.  If you wish to return data, pass a table as the sole argument to this function.  Not calling this function will result in an empty table being returned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Client Hooks ==&lt;br /&gt;
&lt;br /&gt;
* Client_PresentConfigureUI (Client_PresentConfigureUI.lua)&lt;br /&gt;
** Called when a player checks your mod on the Create Game page.  If your mod has any configurable settings, you should create UI controls on the screen to allow players to configure them using the [[Mod API Reference:UI|UI API]].  Mods should also check the &amp;lt;code&amp;gt;[https://www.warzone.com/wiki/Mod_Game_Data_Storage Mod.Settings]&amp;lt;/code&amp;gt; global to see if any settings are already defined, and if they are, default their UI state to match that.&lt;br /&gt;
** Arguments: &lt;br /&gt;
# rootParent: Pass this as an argument to the top-level UI element your mod creates.  See the [[Mod API Reference:UI|UI API]] for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Client_SaveConfigureUI (Client_SaveConfigureUI.lua)&lt;br /&gt;
** Called when a player submits the Create Game Mod page with your mod checked.  If your mod presented any UI in Client_PresentConfigureUI, your mod should persist any settings into the &amp;lt;code&amp;gt;Mod.Settings&amp;lt;/code&amp;gt; global during this hook.  This is the only place that &amp;lt;code&amp;gt;Mod.Settings&amp;lt;/code&amp;gt; should ever be written to.&lt;br /&gt;
** Arguments: &lt;br /&gt;
# alert: A function callback that takes a string.  If the user has configured anything wrong with your UI, you can call this to notify them of their mistake.  Calling this function will also abort the save.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Client_PresentSettingsUI (Client_PresentSettingsUI.lua)&lt;br /&gt;
** Called when a player opens the Game Settings panel of a game that has your mod included.  If your mod has any configurable settings, you should read them out of the global &amp;lt;code&amp;gt;Mod.Settings&amp;lt;/code&amp;gt; and show them to the player here using the [[Mod API Reference:UI|UI API]].&lt;br /&gt;
** Arguments: &lt;br /&gt;
# rootParent: Pass this as an argument to the top-level UI element your mod creates.  See the [[Mod API Reference:UI|UI API]] for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Client_PresentMenuUI (Client_PresentMenuUI.lua)&lt;br /&gt;
** If present, games with this mod enabled will have a new button on the menu.  When the player clicks that button, this mod hook is invoked and the resulting UI will be shown to the player in a dialog.  See [[Mod API Reference:UI|UI API]].&lt;br /&gt;
** Arguments: &lt;br /&gt;
# rootParent: Pass this as an argument to the top-level UI element your mod creates.  See the [[Mod API Reference:UI|UI API]] for details.&lt;br /&gt;
# setMaxSize: Function mods can call to set the maximum size of the dialog.  Pass two numbers: the width and the height.  Note that screen sizes can vary a lot, so you can never be sure you&#039;ll get the size you request, so plan on making your UI work in all sizes.&lt;br /&gt;
# setScrollable: Function mods can call to set whether the dialog is scrollable horizontally or vertically.  Pass two booleans: the first determines if it&#039;s horizontally scrollable, and the second determines if it&#039;s vertically scrollable.  The default is false, true.&lt;br /&gt;
# [[Mod API Reference:ClientGame|ClientGame]]: Information about the game.&lt;br /&gt;
# close: Function that, when called, will close the current dialog.  Takes no arguments and returns nothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Client_GameRefresh (Client_GameRefresh.lua)&lt;br /&gt;
** Invoked whenever the client gets data about this game from the server.  This can be used to check for updated Mod.PublicGameData or Mod.PlayerGameData, documented at [[Mod Game Data Storage]]&lt;br /&gt;
** Arguments: &lt;br /&gt;
# [[Mod API Reference:ClientGame|ClientGame]]: Information about the game.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
Any hooks that start with &amp;lt;code&amp;gt;Server_&amp;lt;/code&amp;gt; are run on the server in multi-player games, and on the client in single-player games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
No hooks have return values.  Meaning, it doesn&#039;t matter if you return any values from your hook functions.  Instead, the mod framework gives you callbacks to call to affect things.  This is preferred over return values for a few reasons.  First, it allows mods to call the callbacks early on or late on in their function, which can be easier than a return statement which must come at the end.  Second, it allows mods to simply not call the callback, which can signal to Warzone that the mod doesn&#039;t care about the result of this.  This can be important in some cases where multiple mods that define the same hook.  Sometimes the mods instructions can conflict and Warzone must decide which to obey.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Mod Developers Guide]]&lt;br /&gt;
* [[Mod Game Data Storage]]&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Mod_Hooks&amp;diff=4362</id>
		<title>Mod Hooks</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Mod_Hooks&amp;diff=4362"/>
		<updated>2017-12-07T22:03:06Z</updated>

		<summary type="html">&lt;p&gt;Avioane: /* Client Hooks */ added link to Mod.Settings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warzone will call into a [[Mods|mod&#039;s]] lua code using what are called &#039;&#039;&#039;hooks&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
For example, it will call a hook named Server_StartGame when a game is beginning and give your mod an opportunity to change things about how the map is set up.&lt;br /&gt;
&lt;br /&gt;
If you provide a function with the name listed here, and in a file with the name listed here, it will be called as explained.  Note that both the function name and the file name are case-sensitive.&lt;br /&gt;
&lt;br /&gt;
== Server Hooks ==&lt;br /&gt;
&lt;br /&gt;
Server_Created (Server_Created.lua)&lt;br /&gt;
** Called in every game when the game is first created.  In multi-player, this means it&#039;s called before players even accept or join the request for the game.  This is the only place that game settings can be changed.&lt;br /&gt;
** Return value: None.&lt;br /&gt;
** Arguments: &lt;br /&gt;
# [[Mod API Reference:Game|Game]]: Provides read-only information about the game.&lt;br /&gt;
# [[Mod API Reference:GameSettings|GameSettings]]: (writable) Allows your mod to change the game&#039;s settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Server_StartDistribution (Server_StartDistribution.lua)&lt;br /&gt;
** Called in any game set to manual territory distribution before players select their picks.  This hook is not called in any game configured to automatic territory distribution.  This is called after the standing has been built (wastelands and pickable territories have already been placed and initial cards have already been given out.)&lt;br /&gt;
** Return value: None.&lt;br /&gt;
** Arguments: &lt;br /&gt;
# [[Mod API Reference:Game|Game]]: Provides read-only information about the game.&lt;br /&gt;
# [[Mod API Reference:GameStanding|Standing]]: (writable) Allows your mod to change the standing before players see it.  For example, a mod could change the number of armies on any territory, control which territories are pickable, or define what cards each player starts with.&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
* Server_StartGame (Server_StartGame.lua)&lt;br /&gt;
** Called when the game starts the first turn.  In a manual territory distribution game, this is called after all players have entered their picks.  In an automatic territory distribution game, this is called when the game starts. This is called after the standing has been built (picks have been given out)&lt;br /&gt;
** Return value: None.&lt;br /&gt;
** Arguments: &lt;br /&gt;
# [[Mod API Reference:Game|Game]]: Provides read-only information about the game.&lt;br /&gt;
# [[Mod API Reference:GameStanding|Standing]]: (writable) Allows your mod to change the the standing before players see it.  For example, a mod could change the number of armies on any territory, control which players control which territories, or define what cards each player starts with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Server_AdvanceTurn_Start (Server_AdvanceTurn.lua)&lt;br /&gt;
** Called whenever the server begins processing a normal turn (not territory picking).  This gives mods an opportunity to insert orders at the start of a turn, before any player&#039;s orders are added.  All of the Server_AdvanceTurn_* turns share global state within a single turn, so global variables can be read and written reliably by mods.&lt;br /&gt;
** Arguments:&lt;br /&gt;
# [[Mod API Reference:Game|Game]]: Provides read-only information about the game.&lt;br /&gt;
# addNewOrder: A function that you can call to add a [[Mod API Reference:GameOrder|GameOrder]] to the start of the turn.  Pass a single GameOrder as the only argument to this function.  You may call this function multiple times if you wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Server_AdvanceTurn_Order (Server_AdvanceTurn.lua)&lt;br /&gt;
** Called whenever the server processes a player&#039;s order during a normal turn (not territory picking).  This gives mods an opportunity to skip the order, modify it, or let it process normally. &amp;lt;br/&amp;gt;This hook is called after the results of the order have been computed, but before it has been applied to the [[Mod API Reference:GameStanding|standing]].  For example, when looking at an [[Mod API Reference:GameOrderAttackTransfer|Attack/Transfer order]] that represents a territory being captured, the standing will still show the territory as uncaptured.  &amp;lt;br/&amp;gt;All of the Server_AdvanceTurn_* turns share global state within a single turn, so global variables can be read and written reliably by mods.&lt;br /&gt;
** Arguments:&lt;br /&gt;
# [[Mod API Reference:Game|Game]]: Provides read-only information about the game.&lt;br /&gt;
# [[Mod API Reference:GameOrder|GameOrder]]: The order being processed. (read-only)&lt;br /&gt;
# [[Mod API Reference:GameOrderResult|GameOrderResult]]: The result of the order being processed. This is writable, so mods can change the result.  Currently, only [[Mod API Reference:GameOrderAttackTransferResult|GameOrderAttackTransferResult]] has writable fields.&lt;br /&gt;
# skipThisOrder: A function that you can call to indicate that this order should be skipped.  This should be called with one of three values, listed below.  If it is called multiple times, the last call overrides the previous calls.&lt;br /&gt;
## WL.ModOrderControl.Keep: Indicates this order should be processed normally.  This is the default value, and all orders will default to Keep if skipThisOrder is not called.&lt;br /&gt;
## WL.ModOrderControl.Skip: Indicates this order should be skipped.  It won&#039;t appear in the orders list at all and it will be as if the order never existed.  A [[Mod API Reference:GameOrderEvent|GameOrderEvent]] will be written into the orders list to tell the player who entered this order that their order was skipped.&lt;br /&gt;
## WL.ModOrderControl.SkipAndSupressSkippedMessage: Same as Skip, except that the GameOrderEvent is not written.  This should be used with care, as players will want to know why their order didn&#039;t appear in the orders list.  This should only be used if you use some other mechanism to explain to the player why their order was not present, or if this is an order that your mod inserted and therefore no players were expecting it.&lt;br /&gt;
# addNewOrder: A function that you can call to add a [[Mod API Reference:GameOrder|GameOrder]] to the turn, which will be inserted just after the current order.  Pass a single GameOrder as the only argument to this function.  You may call this function multiple times if you wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Server_AdvanceTurn_End (Server_AdvanceTurn.lua)&lt;br /&gt;
** Called whenever the server finishes processing a normal turn (not territory picking).  This gives mods an opportunity to insert orders at the end of a turn, after all player&#039;s orders are added.  All of the Server_AdvanceTurn_* turns share global state within a single turn, so global variables can be read and written reliably by mods.&lt;br /&gt;
** Arguments:&lt;br /&gt;
# [[Mod API Reference:Game|Game]]: Provides read-only information about the game.&lt;br /&gt;
# addNewOrder: A function that you can call to add a [[Mod API Reference:GameOrder|GameOrder]] to the end of the turn.  Pass a single GameOrder as the only argument to this function.  You may call this function multiple times if you wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Server_GameCustomMessage (Server_GameCustomMessage.lua)&lt;br /&gt;
** Called whenever your mod calls [[Mod API Reference:ClientGame|ClientGame]].SendGameCustomMessage.  This gives mods a way to communicate between the client and server outside of a turn advancing.  Note that if a mod changes Mod.PublicGameData or Mod.PlayerGameData, the clients that can see those changes and have the game open will automatically receive a refresh event with the updated data, so this message can also be used to push data from the server to clients.&lt;br /&gt;
** Arguments:&lt;br /&gt;
# [[Mod API Reference:Game|Game]]: Provides read-only information about the game.&lt;br /&gt;
# [[Mod API Reference:PlayerID|PlayerID]]: The ID of the player who invoked this call.&lt;br /&gt;
# payload: The data passed as the &#039;&#039;payload&#039;&#039; parameter to SendGameCustomMessage.  Must be a lua table.&lt;br /&gt;
# setReturn: Optionally, a function that sets what data will be returned back to the client.  If you wish to return data, pass a table as the sole argument to this function.  Not calling this function will result in an empty table being returned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Client Hooks ==&lt;br /&gt;
&lt;br /&gt;
* Client_PresentConfigureUI (Client_PresentConfigureUI.lua)&lt;br /&gt;
** Called when a player checks your mod on the Create Game page.  If your mod has any configurable settings, you should create UI controls on the screen to allow players to configure them using the [[Mod API Reference:UI|UI API]].  Mods should also check the &amp;lt;code&amp;gt;[https://www.warzone.com/wiki/Mod_Game_Data_Storage Mod.Settings]&amp;lt;/code&amp;gt; global to see if any settings are already defined, and if they are, default their UI state to match that.&lt;br /&gt;
** Arguments: &lt;br /&gt;
# rootParent: Pass this as an argument to the top-level UI element your mod creates.  See the [[Mod API Reference:UI|UI API]] for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Client_SaveConfigureUI (Client_SaveConfigureUI.lua)&lt;br /&gt;
** Called when a player submits the Create Game Mod page with your mod checked.  If your mod presented any UI in Client_PresentConfigureUI, your mod should persist any settings into the &amp;lt;code&amp;gt;Mod.Settings&amp;lt;/code&amp;gt; global during this hook.  This is the only place that &amp;lt;code&amp;gt;Mod.Settings&amp;lt;/code&amp;gt; should ever be written to.&lt;br /&gt;
** Arguments: &lt;br /&gt;
# alert: A function callback that takes a string.  If the user has configured anything wrong with your UI, you can call this to notify them of their mistake.  Calling this function will also abort the save.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Client_PresentSettingsUI (Client_PresentSettingsUI.lua)&lt;br /&gt;
** Called when a player opens the Game Settings panel of a game that has your mod included.  If your mod has any configurable settings, you should read them out of the global &amp;lt;code&amp;gt;Mod.Settings&amp;lt;/code&amp;gt; and show them to the player here using the [[Mod API Reference:UI|UI API]].&lt;br /&gt;
** Arguments: &lt;br /&gt;
# rootParent: Pass this as an argument to the top-level UI element your mod creates.  See the [[Mod API Reference:UI|UI API]] for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Client_PresentMenuUI (Client_PresentMenuUI.lua)&lt;br /&gt;
** If present, games with this mod enabled will have a new button on the menu.  When the player clicks that button, this mod hook is invoked and the resulting UI will be shown to the player in a dialog.  See [[Mod API Reference:UI|UI API]].&lt;br /&gt;
** Arguments: &lt;br /&gt;
# rootParent: Pass this as an argument to the top-level UI element your mod creates.  See the [[Mod API Reference:UI|UI API]] for details.&lt;br /&gt;
# setMaxSize: Function mods can call to set the maximum size of the dialog.  Pass two numbers: the width and the height.  Note that screen sizes can vary a lot, so you can never be sure you&#039;ll get the size you request, so plan on making your UI work in all sizes.&lt;br /&gt;
# setScrollable: Function mods can call to set whether the dialog is scrollable horizontally or vertically.  Pass two booleans: the first determines if it&#039;s horizontally scrollable, and the second determines if it&#039;s vertically scrollable.  The default is false, true.&lt;br /&gt;
# [[Mod API Reference:ClientGame|ClientGame]]: Information about the game.&lt;br /&gt;
# close: Function that, when called, will close the current dialog.  Takes no arguments and returns nothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Client_GameRefresh (Client_GameRefresh.lua)&lt;br /&gt;
** Invoked whenever the client gets data about this game from the server.  This can be used to check for updated Mod.PublicGameData or Mod.PlayerGameData, documented at [[Mod Game Data Storage]]&lt;br /&gt;
** Arguments: &lt;br /&gt;
# [[Mod API Reference:ClientGame|ClientGame]]: Information about the game.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
Any hooks that start with &amp;lt;code&amp;gt;Server_&amp;lt;/code&amp;gt; are run on the server in multi-player games, and on the client in single-player games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
No hooks have return values.  Meaning, it doesn&#039;t matter if you return any values from your hook functions.  Instead, the mod framework gives you callbacks to call to affect things.  This is preferred over return values for a few reasons.  First, it allows mods to call the callbacks early on or late on in their function, which can be easier than a return statement which must come at the end.  Second, it allows mods to simply not call the callback, which can signal to Warzone that the mod doesn&#039;t care about the result of this.  This can be important in some cases where multiple mods that define the same hook.  Sometimes the mods instructions can conflict and Warzone must decide which to obey.&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Limited_multiattacks&amp;diff=4361</id>
		<title>Limited multiattacks</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Limited_multiattacks&amp;diff=4361"/>
		<updated>2017-12-07T21:47:55Z</updated>

		<summary type="html">&lt;p&gt;Avioane: Created page with &amp;quot;Limited multiattacks allows the game creator to specify how many consecutive multiattacks players can have. This can be a compromise between the infinite number that the m...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Limited multiattacks allows the game creator to specify how many consecutive [[multiattack]]s players can have. This can be a compromise between the infinite number that the multiattacks game setting offers and the one attack per turn from a territory that normal games have.&lt;br /&gt;
&lt;br /&gt;
The mod can be configured to take effect only when playing a [[Reinforcement Card]], [[Airlift Card]], [[Gift Card]], or [[Reconnaissance Card]], while when not playing one of these card, only one attack can be made from any territory.&lt;br /&gt;
&lt;br /&gt;
==Video tutorial on Limited multiattacks by dabo1==&lt;br /&gt;
https://www.youtube.com/watch?v=1dr5KFuIUwg&amp;amp;feature=youtu.be&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
*[https://github.com/dabo123148/WarlightMod source code]&lt;br /&gt;
*[[Cards]]&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Mods&amp;diff=4360</id>
		<title>Mods</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Mods&amp;diff=4360"/>
		<updated>2017-12-07T21:43:56Z</updated>

		<summary type="html">&lt;p&gt;Avioane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Mods&#039;&#039;&#039; are a way of modifying/expanding the Warzone core gameplay beyond what is possible using the built-in configuration options. Mods are currently available only in the Warzone&#039;s Unity client, and only for members - users who have purchased a [[Membership]].&lt;br /&gt;
&lt;br /&gt;
Mods are coded in the programming language Lua which, after uploading it to Warzone, gets embedded into both the Warzone server and the client.   When joining a multi-player game with mods, the Warzone client will automatically download and run the code for that mod.   No installation is required by end-users to use mods, they simply join or create a game that has mods enabled.&lt;br /&gt;
&lt;br /&gt;
See the [[Mod Developers Guide]] for details on how to get started making your own mod.&lt;br /&gt;
&lt;br /&gt;
== List of published mods (not exhaustive) ==&lt;br /&gt;
Please note some of these mods might have bugs. Contact the mod developer to report a bug.&lt;br /&gt;
* [[Advanced Diplomacy Mod]]&lt;br /&gt;
* [[Better Not Fail An Attack]]&lt;br /&gt;
* [[Bonus Value Quick Overrider]]&lt;br /&gt;
* [[Deployment Limit]]&lt;br /&gt;
* [[Diplomacy]]&lt;br /&gt;
* [[Don&#039;t Lose a Territory]]&lt;br /&gt;
* [[Extended Winning Conditions]]&lt;br /&gt;
* [[Gift Armies]]&lt;br /&gt;
* [[Information for spectators]]&lt;br /&gt;
* [[Late Airlifts]]&lt;br /&gt;
* [[Limited multiattacks]]&lt;br /&gt;
* [[Lotto mod - instant random winner]]&lt;br /&gt;
* [[Neutral Moves]]&lt;br /&gt;
* [[Nuke card]] (custom card package or replace the recon card)&lt;br /&gt;
* [[One way connections]]&lt;br /&gt;
* [[Pentagram]]&lt;br /&gt;
* [[Pestilence]]&lt;br /&gt;
* [[Picks Swap]]&lt;br /&gt;
* [[Randomized Bonuses]]&lt;br /&gt;
* [[Randomized Wastelands]]&lt;br /&gt;
* [[Runtime Wastelands ]]&lt;br /&gt;
* [[Safe Start]]&lt;br /&gt;
* [[Smart Ones]]&lt;br /&gt;
* [[Spawnbarriers]]&lt;br /&gt;
* [[Special Units Are Medics]] &lt;br /&gt;
* [[Stack Limit]]&lt;br /&gt;
&lt;br /&gt;
The following mods can be used in [[commerce]] games only&lt;br /&gt;
*[[Buy Neutral]]&lt;br /&gt;
*[[Gift Gold]]&lt;br /&gt;
*[[Commerce Plus]]&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Advanced_Diplo_Mod&amp;diff=4359</id>
		<title>Advanced Diplo Mod</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Advanced_Diplo_Mod&amp;diff=4359"/>
		<updated>2017-12-07T20:58:28Z</updated>

		<summary type="html">&lt;p&gt;Avioane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Advanced Diplomacy [[Mod]] was created by user [https://www.warzone.com/Profile?p=5852007897 dabo1]&lt;br /&gt;
&lt;br /&gt;
Report any crashes to dabo1.&lt;br /&gt;
&lt;br /&gt;
Every player starts at peace with each other. There are 3 levels of diplomacy status between players:&lt;br /&gt;
*allied (to attack an ally, you have to cancel the alliance, wait a turn, then cancel the peace treaty, and wait another turn)&lt;br /&gt;
*at peace (to attack someone you are at peace with, you have to cancel the peace treaty). This will take effect in 1 turn.&lt;br /&gt;
*at war (the default status of Warzone)&lt;br /&gt;
&lt;br /&gt;
Unlike regular [[diplo]] games, attacks while allied/at peace DO NOT count as war declarations.&lt;br /&gt;
&lt;br /&gt;
==Basic features==&lt;br /&gt;
 &lt;br /&gt;
*Declare war (if allied or at peace). Will take 1 turn.&lt;br /&gt;
*Offer peace for X turns(if at war). This is effectively a cease fire, unless turned into an alliance. If the peace offer is accepted the same turn, and you had committed attacks, your attacks will be canceled by the mod. &lt;br /&gt;
*Offer alliance (if at peace). Can be accepted the same turn.&lt;br /&gt;
*Cancel the alliance (if allied). Will take effect the next turn.&lt;br /&gt;
*Pending requests: see a list of requests from other players. This list will pop up at the beginning of your turn. You can decline the request if you do not wish to see&lt;br /&gt;
*Mod history: see a list of public trades, alliances, and war declarations. The list is not in order by turn.&lt;br /&gt;
*Alliances:&lt;br /&gt;
**If a player declares war on you, your allies automatically declare war on that player.&lt;br /&gt;
**(not implemented yet) You can see all the territories your ally sees.&lt;br /&gt;
**Can be public or private (depends on settings)&lt;br /&gt;
*Trading &lt;br /&gt;
**Gift (sell if the shop is enabled) a territory to: &lt;br /&gt;
***a specific person. The offer will be sent to that person, but you will not know if the person accepts or not.&lt;br /&gt;
***anyone (first player that takes it)&lt;br /&gt;
&lt;br /&gt;
==Advanced features (Shop system)==&lt;br /&gt;
The shop system allows players to&lt;br /&gt;
&lt;br /&gt;
*Gift money to someone&lt;br /&gt;
*Buy armies (deploys armies to a territory you own). Make sure to move the order to the deployment phase, otherwise the game will crash if the order is found after any attacks. The default multiplier is 2 money per army.&lt;br /&gt;
&lt;br /&gt;
The shop system can be enabled or disabled. If enabled, these settings are available: (defaults are shown after the colon)&lt;br /&gt;
&lt;br /&gt;
*Use the basic Warlight money system: No (&#039;&#039;&#039;what does this mean?&#039;&#039;&#039;)&lt;br /&gt;
*Player starting money: 100&lt;br /&gt;
*Extra money per turn: 5&lt;br /&gt;
*Extra money per killed army: 1&lt;br /&gt;
*Extra money per captured territory: 5&lt;br /&gt;
*Extra money per captured bonus: 10&lt;br /&gt;
*Price per army: 2&lt;br /&gt;
&lt;br /&gt;
==Example games==&lt;br /&gt;
*https://www.warzone.com/MultiPlayer?GameID=13922952 (uses commerce)&lt;br /&gt;
*https://www.warzone.com/MultiPlayer?GameID=13901792&lt;br /&gt;
&lt;br /&gt;
==Frequently Asked Questions:==&lt;br /&gt;
Q: How do I declare war? &lt;br /&gt;
Note: Attacks do NOT count as war declarations. &lt;br /&gt;
A: To declare war, click &lt;br /&gt;
Game&lt;br /&gt;
Mod: Advanced Diplo V2&lt;br /&gt;
Declare War&lt;br /&gt;
Select Player...&lt;br /&gt;
(Select the player from the list)&lt;br /&gt;
Declare&lt;br /&gt;
&lt;br /&gt;
Q: Does gifting a territory count as a card piece?&lt;br /&gt;
A: No&lt;br /&gt;
 &lt;br /&gt;
Q: How do I accept a peace request? A:To accept peace, click &lt;br /&gt;
Game&lt;br /&gt;
Mod: Advanced Diplo V2&lt;br /&gt;
Pending Requests&lt;br /&gt;
and then search the offer and click accept&lt;br /&gt;
&lt;br /&gt;
Q:If I send someone money, and they accept the same turn, can they use it immediately? &lt;br /&gt;
Yes they can in case the basic money system setting isn&#039;t activated&lt;br /&gt;
&lt;br /&gt;
Q: Will other players see that I sent someone money? &lt;br /&gt;
There isn&#039;t a message you will see when someone sends you money(something the author forgot to add)&lt;br /&gt;
&lt;br /&gt;
Q: Is the bomb/sanction card an act of war?&lt;br /&gt;
The [[Sanction card]] and all other cards that require war and not peace will declare war if you&#039;re at peace. This can be changed in the mod settings.&lt;br /&gt;
You cannot [[bomb]] unless you&#039;re at war (&lt;br /&gt;
This can be overwritten in the mod settings at game creation)&lt;br /&gt;
&lt;br /&gt;
Q: What if I bomb/sanction someone I&#039;m allied with? &lt;br /&gt;
Check the game mod settings. The game creator can allow to bomb/sanction to be used on allies and players you are in peace with, but this is disabled by default.&lt;br /&gt;
&lt;br /&gt;
==Mod limitations:==&lt;br /&gt;
Do not use in conjunction with other mods that use a pop-up notification system&lt;br /&gt;
&lt;br /&gt;
Report any crashes to dabo1.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Diplomacy Gametype]]&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
*[https://github.com/dabo123148/WarlightMod source code]&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Cards&amp;diff=4352</id>
		<title>Cards</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Cards&amp;diff=4352"/>
		<updated>2017-12-07T06:36:50Z</updated>

		<summary type="html">&lt;p&gt;Avioane: /* Types of Cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Cards&#039;&#039;&#039; can be played to accomplish a variety of tasks, such as gaining additional armies, spying on opponents, airlifting armies around, etc.&lt;br /&gt;
&lt;br /&gt;
==Receiving Cards==&lt;br /&gt;
When you successfully attack and capture an enemy or neutral [[territory]], at the end of that turn you will receive a piece of a card, regardless of whether you lose the territory later that turn. You can&#039;t get more, no matter how many territories you take.&lt;br /&gt;
&lt;br /&gt;
Games can also be configured to give more than one piece per turn via the [[number of card pieces per turn]] setting. In this case, players who take a territory will always get exactly that number of pieces configured by that game each turn.&lt;br /&gt;
&lt;br /&gt;
If a game has multiple types of cards included, the type of card(s) you get is determined randomly based on their [[Card weights|weight]]. It&#039;s also possible for game creators to configure [[Card minimums|minimums]] that remove the randomness, either partially or completely.&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
The game creator can pick which cards will be available in their game, so be sure to check the game [[settings]] to know which types of cards you&#039;re dealing with.&lt;br /&gt;
 &lt;br /&gt;
Cards can be divided into any number of pieces. You cannot play a card until you have collected the entire card.&lt;br /&gt;
 &lt;br /&gt;
You may only hold onto a certain number of cards at one time, as defined by the [[maximum number of cards you can hold]] setting.  Therefore, there can be occurrences where you must use or discard a card.&lt;br /&gt;
&lt;br /&gt;
When you play a card, that card is consumed.  Even if the card had no effect, you don&#039;t get your card back.  For example, if you spy on a player who gets eliminated the same turn, the card is just wasted.&lt;br /&gt;
&lt;br /&gt;
==Types of Cards==&lt;br /&gt;
Warzone has 13 different cards:&lt;br /&gt;
&lt;br /&gt;
* [[Reinforcement Card]]&lt;br /&gt;
* [[Spy, Reconnaissance, and Surveillance Cards]]&lt;br /&gt;
* [[Blockade and Emergency Blockade Cards]]&lt;br /&gt;
* [[Order Priority Card]]&lt;br /&gt;
* [[Order Delay Card]]&lt;br /&gt;
* [[Airlift Card]]&lt;br /&gt;
* [[Gift Card]]&lt;br /&gt;
* [[Diplomacy Card]]&lt;br /&gt;
* [[Sanctions Card]]&lt;br /&gt;
* [[Bomb Card]]&lt;br /&gt;
&lt;br /&gt;
Additionally, players have created or modified cards through [[Mods]]:&lt;br /&gt;
* [[Nuke card]]&lt;br /&gt;
* [[Late Airlifts]]&lt;br /&gt;
&lt;br /&gt;
==Card Fog==&lt;br /&gt;
There are two &amp;quot;fog&amp;quot; settings that determine what is shown to your opponents in regards to cards: &lt;br /&gt;
&lt;br /&gt;
* Visibility of opponent&#039;s cards: This setting, visible or hidden, determines whether you can see what cards your opponent is holding as well as the type of card they get at the end of each turn.  To see the cards, open the Cards panel and select a player in the drop-down.&lt;br /&gt;
&lt;br /&gt;
* Visibility of opponents playing cards: This setting, visible or hidden, determines whether you can see when your opponents play their cards. If it&#039;s set to visible, then all cards being played are public (they&#039;ll show up in the [[orders list]].)&lt;br /&gt;
&lt;br /&gt;
{{Cards}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cards|!]]&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Late_Airlifts&amp;diff=4351</id>
		<title>Late Airlifts</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Late_Airlifts&amp;diff=4351"/>
		<updated>2017-12-07T06:35:29Z</updated>

		<summary type="html">&lt;p&gt;Avioane: Created page with &amp;quot;Late airlift was created by user [https://www.warzone.com/Profile?p=5852007897 dabo1]. It modifies the Airlift Card to happen at the end of the turn instead of at the begi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Late airlift was created by user [https://www.warzone.com/Profile?p=5852007897 dabo1]. It modifies the [[Airlift Card]] to happen at the end of the turn instead of at the beginning. This mods adds another strategic level to the game, as it acts more like a transport of armies than a reinforcement. If the territory you airlift to is lost, the order is canceled. &lt;br /&gt;
&lt;br /&gt;
Is the card lost though? &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
*[https://github.com/dabo123148/WarlightMod source code]&lt;br /&gt;
*[[Cards]]&lt;/div&gt;</summary>
		<author><name>Avioane</name></author>
	</entry>
</feed>