📜 Megahive Rules — 9-Point System

The first two weeks of Glory War are behind us and the mega‑hive has already delivered its first wins. To make setup and coordination easier — and to give individual alliances support where they need it — we've built a nine‑point system. It's mandatory. Every participant in the mega‑hive is expected to follow it.

The goals
  • Less chaos
  • Clearer expectations
  • Faster setup
  • Stronger defence
  • Better teamwork
  • More rewards for 277, less for everyone else

1. Hive build time covers 24 hours

Megahive setup happens over a full 24‑hour period. This gives:

  • Better coverage across timezones
  • Less panic moving
  • Time to correct mistakes
  • Better communication between alliances

Forcing everything into a smaller window creates unnecessary stress and confusion.

2. Poll your people before joining the megahive

Before joining the megahive, every alliance should confirm their members understand and accept the restrictions involved. Players may lose:

  • Tyrant
  • Siege
  • Boomers
  • Convenience
  • Personal flexibility for 48 hours

That's the reality of organised Glory Wars. If players won't agree to follow the rules beforehand, your alliance should not join the megahive. Sounds harsh, but one person ignoring instructions can create gaps that impact hundreds of players.

3. Rules need consequences

Mistakes happen. First breaches from each alliance get a warning. Repeated breaches can't continue indefinitely.

  • First breach: warning to the alliance's Glory Wars representative.
  • Any further breaches: alliance excluded from the megahive for one week.
Gaps, freelancing, random teleports and ignored instructions don't just affect one player — they compromise everyone. This needs accountability.

4. Alliances get three movement windows

Each alliance receives three separate 1‑hour movement windows. This covers different global timezones and gives players flexibility without creating constant movement chaos.

Outside of those windows:

  • No movement
  • No "quick TP"
  • No repositioning
  • No freelancing

People move only during their assigned window.

5. Every alliance gets a full area diagram & provides a placement diagram

Every alliance receives:

  • A map showing exactly where their alliance goes (defenders, blockers and attackers).
  • The order areas are filled in.

You then decide which spaces belong to which players. People do not move somewhere "close enough." They move exactly where assigned by you, in your plan, within the areas you're given.

  • No improvisation.
  • No "I thought this looked empty."
  • No wandering around the hive.

Simple systems prevent complicated problems.

6. Once you're in position, you stay there

Once positioned, you remain there until the final war ends. That means no:

  • Random TPing
  • Going back to hive
  • Boomers
  • "Quick trip" to join an attack because it looks fun
  • Moving because you're bored
Every gap weakens the hive. The strength of the megahive comes from consistency and stability. Discipline wins Glory Wars far more than raw power does.

7. Attack teams operate outside the megahive

Attack teams should either:

  • Operate from the designated external area for your alliance's attack team if helping in other wars (encouraged), or
  • Remain inside their own alliance hive — suboptimal, but at least doesn't create war‑losing gaps.

Attack teams must not create movement disruption inside the megahive itself. Their role is offensive pressure, not compromising defensive structure or megahive integrity.

8. Individual position ownership

Every alliance shares a full individual lineup showing:

  • Who occupies each space
  • Who reinforces where
  • Who replaces missing spaces if needed

The owner of each assigned space is responsible and accountable for keeping that space filled. If someone needs help organising this, ask — happy to help build layouts and structures.

9. Team lists & war plans shared early

Every alliance provides:

  • Attack team lists
  • Defence team lists
  • War plans
  • Team owners / leads

At least one hour before the war begins. Adjustments can happen during battle — but the named person is the owner responsible for that section / team unless changes are formally communicated. That clarity alone would solve half the confusion we currently see.

Final thought

None of this is about making Glory Wars "strict" for the sake of it. It's about reducing stress, reducing confusion, improving accountability, and giving ourselves the best possible chance to win.

Last season proved something important: organisation beats bought power surprisingly often. When 277 works together properly:

  • We defend better
  • We attack better
  • We reinforce faster
  • We lose fewer troops
  • We win more wars

The less chaos we create for ourselves, the more chaos we create for everyone else.