Slot cap and usage
War slots limit how many active wars a nation can sustain at once. If all slots are occupied, new declarations are blocked until a slot frees. Slot usage is an intentional pacing control, not a transient UI issue.
Check both offensive and defensive context as applicable. A nation can appear available from one screen while still being slot-constrained by active engagements.
Common blocks
Typical block causes include:
- Attacker has no free declaration slots.
- Target is in a protected shield state.
- Eligibility requirements are not met for the pairing.
- Session or ownership context is invalid for the action.
The best workflow is code-first diagnosis: read reason code, then verify the one condition it names. If you lead alliance operations, track slot pressure before launching coordinated declarations. Most failed war openers are preventable with a quick pre-check of available capacity and target eligibility.
Where to see reasonCode
Reason codes usually appear in API error responses, inline action errors, or related outcomes/debug surfaces. If your UI only shows a generic failure, inspect the network response payload and search for reasonCode.
Once identified, map that code to one concrete corrective step. Avoid changing multiple variables at once. When multiple declarations fail in a row, pause and re-evaluate shared assumptions. Repeated retries without state change usually indicate a real eligibility gate, not transient latency.