I think war between kingdoms should be turn based, and that weapons that take time to move over a large area, or nukes in general, should have a turn frame to allow the opposing player to react.
Rule 1: Denying the defender/attacker a vital turn (possible destruction of a key Tech, or any turn in general) will result in an automatic ignorance of such an attack, meaning that the side that had their turn skipped doesn't have to pay attention to the attack that was "double dipped" by it's opponent.
Basically any turn skip cheat maneuver will not count, and the other kingdom gets to do their turn like normal.
Rule 2: Rule 1 does not apply in battles related to "wild Techs"(except juicers), or conflicts specifically only hosted in the hosting kingdom's own territory with indigenous attackers.
Rule 3: All nukes, regardless of their cost, speed, kind, or abilities (this even includes "warping/jumping insta-hit nukes") must take 2 or more turns to reach their target because their existence renders whole Techs or armies of Techs obsolete. They also have a 50% miss any Tech that can go faster that 60 mph.
Any Tech designed to move really fast, explode itself and "create a crater", or destroy an entire large Tech (this means close to capital-class, but obviously don't count techs smaller than 14x14x14) or more in one hit is
always counted as a nuke.
Rule 4: All legit Kingdom HQs (not temporary RP-storyline ones) automatically own a Anti-ICBM defense that can automatically shoot down incoming ICBMs/nukes without having to say so. This makes it so that an actual fight is required to capture an HQ.
HQs are automatically returned back to the original kingdom after a day in full working condition.
Rule 5: If a kingdom's leader is in a bad state, or just don't want to be attacked due to morale issues, don't attack that kingdom or expect the powerful
@saiwuntest to intervene to prevent possible thread closures and kingdom lockdown destruction. The kingdom with morale issues cannot attack other kingdoms ether.
Rule 6: A kingdom isn't allowed to produce any more BB than a certain maximum value per day. This value will be specified later. This is put in to make sure that the warring kingdoms are balanced.
Rule 7 (optional): You kingdom must at least experience some kind of disaster sometime to make it look "realistic"
Rule 8: New kingdoms are highly not recommended, but it can be done with determination. Any new Kingdoms will be invincible until they get their first new member. During this period, it is highly suggested not to attack the other kingdoms as the invincibility ends as soon as you strike the first blow on another kingdom.
Attacking new kingdoms just because "ANOTHER KINGDOM!!!!1!1!" is not a valid excuse to go to war.
Rule #9: You cannot loot a kingdom for their blocks, resources, Tech blueprints, existing Techs, flag, or BB's unless authorized by that kingdom's king. Acquiring the resources anyways without permission will result in the attacked kingdom having rights to keep their stuff, and to reclaim their "duplicated loot" from the attacking kingdom.
Rule 10: When multiplayer comes out, you must warn another kingdom before attacking them. Larger kingdoms aren't allowed to attack or destroy smaller kingdom's bases until they are even, or the small kingdom's base is close within the range of 100(subject to change)m. The other kingdom must respond back with a "ready", or else the attack cannot happen.