Havor Wiki

War Doctrines

Declaring war in Havor is a formal act - not just permission to attack. Wars have claims, exhaustion tracks, war scores, and a forced resolution mechanic. You don't win by destroying the enemy; you win by sustaining the fight until their willpower breaks, or by negotiating terms they can live with.

Declaring War

A war declaration requires at least one claim already filed against the target player. Claims define what you want from the war. You cannot declare war without a valid cause.

Once declared, both players' diplomatic status changes to war, and a conflict record is created linking all pending claims.

Claims

Claims are the objectives you fight for. Each type has a different gameplay effect when enforced:

Claim TypeEffect if WonBase Cost
ConquestTerritorial transfer2,000 score
VassalizationOngoing tribute obligation1,500 score
HumiliationReputation penalty for loser500 score
Resource Tribute10% production tribute for 7 days1,000 score

Maximum claims per war: 5

War Exhaustion

Both sides accumulate war exhaustion (0–100) throughout the conflict. When either side reaches 75, the game forces a status quo resolution.

EventExhaustion Gained
Fleet lost in combat+5
Planet successfully raided+3
Passive per hour+0.5

High exhaustion signals that your empire has been stretched thin. A defender who survives long enough can force an attacker into status quo even without ever winning a decisive battle.

War Score

War score tracks who has the military advantage. Positive values favor the attacker; negative values favor the defender.

EventWar Score
Combat victory+10
Successful raid+5

War score is the tiebreaker if both sides exhaust simultaneously - the higher war score determines which side's claims are enforced.

Peace Offers

Either party can propose peace at any time. A peace proposal specifies which claims to enforce (winner keeps) and which to drop (abandoned). The other party has 24 hours to accept before the offer expires.

Accepting a peace offer:

  1. Resolves all claims per the proposal
  2. Ends the conflict
  3. Resets diplomatic status to neutral

Status Quo (Forced Resolution)

When exhaustion reaches 75 on either side:

  • Attacker exhausted → Defender wins; attacker's claims are dropped
  • Defender exhausted → Attacker wins; claims are enforced
  • Both exhausted → War score decides the winner; ties result in all claims dropped

A forced resolution still fires all claim notifications (won/lost) and sends war_ended to both parties.

Tribute Mechanic

If a Resource Tribute claim is enforced, the defeated player pays 10% of their production to the victor for 7 days. This is deducted passively - the loser cannot opt out. Hegemony pact alliances receive 5% of tribute to their treasury automatically.