The Citadel Protocol establishes a "Geopolitical Air Gap," decoupling administrative transitions from civilian life. It replaces total warfare with professionalized, high-stakes engagements within specialized facilities. Sovereignty is treated as a managed asset, and the "keys to the city" are transferred only after a verified breach of a Command Compound.
Stake-to-Scale Ratio: The compound's size and complexity (Tiers 1–3) are proportional to the territory's GDP and strategic value.
Omni-Sensing Architecture: Every compound is equipped with blast-resistant 360° cameras, acoustic triangulation, and LIDAR mapping. This creates a "Glass Booth" for the Arbiter to monitor every movement and structural change in real-time.
24/7 Readiness: The compound must be defended at all times. This allows for "Shadow Preparation" and sneak attacks, ensuring that a ruling group remains competent and vigilant.
The Defensive Ceiling: The defending group sets the maximum weapon tier. This forces a tactical balance: high-tier weapons increase defense but risk self-sabotage and high repair costs.
Forbidden Tactics: Chemical, Biological, Radiological, Nuclear (CBRN), and High-Altitude EMPs are strictly prohibited due to persistent environmental contamination.
Biochemical Ethics: Tactical serums (sleeping/tranquilizing) are encouraged. Lethal force must be fast or low-pain to minimize unnecessary suffering.
The "No Grudge" Mandate: Combatants are "Licensed Professionals." Personal cruelty, torture, or mockery is a violation of the Protocol. Hostages are removed from play by the Arbiter and repatriated during the Handover.
Selection: Triggered at the onset of combat. The Invader and Defender each choose one nation; these two then select a third neutral nation to lead the panel.
The Switch: The Arbiter verifies "Administrative Control." If a group holds the Vault for 6 hours (via combat or "Silent Capture" bribery), the transfer is authorized.
Litigation Floor: Disputes are taken to the International Floor. Combat may continue in the compound only while litigation is pending to prevent civilian spillover.
The Combatant Cap: To prevent "Zerg Rush" tactics, the Arbiter sets a fixed number of personnel slots for the engagement. Third-party nations can "donate" troops, but they must fit within these slots.
The Reconstruction Tithe: Every piece of equipment (tanks, drones) incurs an "Impact Fee" paid into the Compound Repair Fund.
Sponsor-Mentor Mandate: If an Insurgent Team wins, their sponsoring Arbiter nation must provide a "Civilian Oversight" team to assist in the 5-day management bridge and 90-day consolidation.
Days 1–4 (Audit): The losing team continues to manage the city under Arbiter Live Audit. No policy changes or "Logic Bombs" (digital sabotage) are permitted.
Day 4 (The Sweep): Forensic verification of the City and Compound.
Day 5 (The Switch): Physical exit of losers; physical entry of winners.
The Sabotage Penalty: If a defender destroys infrastructure to spite the winner, the cost is tripled and billed to the loser's national treasury as a Sovereign Debt Lien.
Lockout Period: Upon the Day 5 switch, a mandatory 90-day "Peace Shield" is activated. No new challenges can be issued.
Stabilization: The winner must restore the compound and prove managerial competency.
Vulture Protection: This lockout applies to all third parties, preventing "weak-group" exploitation after a taxing conflict