ANARCHIA // SCUM

SERVER RULES

Normal raiding rules

PvE-aligned squads should not raid player bases during normal non-Purge gameplay.

The reason is reciprocity: a PvE squad shouldn’t be able to leave its protected base, raid a PvP squad, and retreat somewhere the victim cannot retaliate against.

PvE players can still participate in normal PvP combat outside protected territory.

PvP squads accept normal raid vulnerability in exchange for unrestricted raiding.

During The Purge, those normal PvE raiding restrictions disappear.

The Purge

The Purge is primarily a pre-wipe endgame event, currently envisioned as roughly 48 hours.

Separate mid-wipe Purge weekends might eventually happen through community votes, but they aren’t the core system.

What makes Anarchia’s Purge different from a normal server purge is that it isn’t simply “raid protection is off.” It has objectives and persistent rewards.

Alignment

A squad’s Purge alignment is determined by where the squad leader’s flag is planted.

PvE-zone flag = PvE-aligned base. PvP-zone flag = PvP-aligned base.

If a squad wants to change alignment, it must move its flag into the other permanent territory before the Purge snapshot.

Solo players work exactly the same way: their flag location determines their Purge alignment.

PvE objective

PvE-aligned bases earn persistent gold by keeping their qualifying flag through the end of The Purge.

PvE players can raid during The Purge, but capturing flags does not award them Purge gold.

Their Purge objective is defense.

PvP objective

PvP-aligned squads and solos earn persistent gold by successfully capturing qualifying flags.

They do not receive Purge gold simply for defending their own base.

Their Purge objective is conquest.

Minimum qualifying base

Current V1 baseline: 4 walls + 1 roof + 1 door, with the flag belonging to that base.

This prevents people from dropping naked flags around the map just to qualify for rewards.

Squad-size rewards

Gold value scales primarily with eligible squad size, rather than how many hundreds of building pieces somebody has.

Solo is the bottom tier, with rewards increasing in compressed steps for larger groups.

Eligible squad size is members who have actually been active during the previous 7 days, so dormant accounts can’t inflate a flag’s value.

Squad membership must eventually be linked between the in-game squad and CleaNZBot.

Flag captures

Touching a flag does not count. Starting a takeover does not count.

The game must actually complete the takeover and transfer flag ownership.

Current target Purge takeover duration is approximately 45 minutes, replacing SCUM’s normal 24-hour duration during the event if live testing confirms it works correctly.

If Team A starts a capture and Team B wipes them out, Team B starts its own fresh takeover timer. Nobody inherits another squad’s takeover progress.

Whoever actually completes the ownership transfer first receives the eligible capture reward.

A squad may attack multiple bases simultaneously if it has enough players to do so.

Once a flag successfully produces a Purge capture reward, it becomes exhausted. That flag can never produce another capture reward during that Purge, regardless of how many times it changes hands afterward.

Only two public notifications are used: Takeover started, and Capture completed.

Squad rewards go to the CleaNZBot squad bank. Solo rewards go to the player’s personal account.

If someone is not linked correctly when payment is due, the reward is held temporarily rather than destroyed.

Purge anti-farming

A flag may score only once.

Late-created flags don’t qualify.

Recapturing an exhausted flag does nothing.

Gold and wipes

Normal currency resets with major wipes. Gold persists through wipes.

That gives long-term progression without allowing players to carry their entire cash fortune from wipe to wipe.

Players can normally convert value into gold, but the exchange involves meaningful loss.

During The Purge, buying gold is approximately 40% more expensive.

That allows raided loot to retain value while stopping a successful raider from receiving capture gold and converting huge amounts of stolen cash into persistent gold at the normal rate.

Gold remembers what you accomplished after everything else is gone.