TFMC

Factions

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Founding a faction

The first few steps every faction goes through.

  1. /faction create <name> founds your faction and makes you its leader.
  2. Stand in a province and run /faction setcapital <name>. This is required before you can claim anything else.
  3. Stand in a province adjacent to land you already own and run /faction claim (leader only).
  4. Invite others with /faction invite <player>; they accept with /faction join <name>.

Note

Untitled land is capped at 5 provinces. Claim a 6th and you're told to form a County first: see the tier table below.

Titles and tiers

Prestige unlocks the next title tier, each with its own province-forming cost.

TierPrestige neededForm cost
Province (untitled)10N/A
County1005
Duchy4004
Kingdom1,0004
Empire2,5003

Prestige ranks

Prestige rank is separate from title tier. It lowers the de-jure requirement for annexing land as you climb.

RankPrestige
Obscure Faction0
Influential Faction200
Powerful Faction500
Glorious Faction600
Legendary Faction3,000

Money and banking

Banking needs a claimed bank chunk.

The leader places a faction bank block, then anyone standing in that bank chunk can /faction deposit <amount>; only the leader can /faction withdraw <amount>. Guilds work the same way with their own bank chunk. Every deposit and withdrawal moves denars: see the Denar Economy page for how the currency itself works.

Province cost
50 prestige
Max members
64 per faction
Untitled province cap
5

Guilds and government

A guild is a sub-organisation inside your faction, useful for trade income.

Any non-leader member can /guild create <name> to start a sub-guild with its own bank, leadership, and trade branches (Bureaucracy, Guild Halls, Workshops, Storehouses). The faction leader runs the "base guild" automatically. From /faction menu you can also open government, laws, taxes, council and elections: under a democracy the leader can't be set directly; players vote at voting booths instead.

Resource nodes

Guilds also own resource nodes: production sites that turn out ores, crops, wood or stone on a repeating cycle. You must be in a guild to place one, and a one-person guild is enough.

  • Craft a General Node and place it. A guild can own only one node, and each chunk holds only one.
  • Run it as an Ore Mine, Magical Mine, Farm, Plantation, Forestry or Quarry, then pick what it focuses on.
  • Upgrades from level 1 to 10 are paid from the guild bank, so the guild needs a bank with funds in it.
  • Only members of the owning guild can change a node. A guild leader can claim a node that another guild has marked for transfer.

War and battles

Battles are scheduled events, not spontaneous fights.

When a war has been declared, check /war list. Form a squad with /warband create <name>, then join a scheduled fight with /battle join <battleId> when its window opens, or a campaign raid with /raid join during its 60-second muster. Retreating a warband mid-battle is locked for the first 20 minutes.

Installations

Built by a faction leader with /faction construct, in an owned, non-water province.

TypeRadiusUpkeep / dayBuild timeVehicle slots
Fort80 blocks50 d5 days8 static emplacement + 2 land vehicle
Port80 blocks20 d3 days8 ship
Airport80 blocks35 d3 days10 aircraft

Note

Berthing a vehicle requires the vehicle's owner to be online and consent. An unpaid vehicle (see /faction vehicle maintenance pay) cannot be repaired.

Mercenaries

A guild can found a mercenary company and hire it out to other factions.

Inside a guild, /company found <name> buys a charter; the company leader invites recruits and drafts a contract with /company draft, then sends it to a buyer faction with /company offer <faction>. Buyers browse the market with /mercenaries and hire with /mercenaries hire <company>.

Commands

Note

Some actions require a leadership role within your faction, guild, or warband. Check the Notes column before planning a group action.
CommandAliasesWhat it doesNotes
/factionNoneOpens the faction hub GUI.None
/faction menuNoneOpens the faction view.None
/faction listNoneLists every faction on the server.None
/faction create <name>NoneFounds a new faction. You become its leader.You must not already be in a faction.
/faction deleteNoneDisbands your faction.Faction leader only. Blocked if bankrupt, has active loans, or a positive balance.
/faction invite <player>NoneInvites a player to join.Faction leader only. Blocked once you hit the 64-member cap.
/faction join <name>NoneJoins a faction that invited you.None
/faction leaveNoneLeaves your faction.The leader must /faction delete instead; guild members use /guild leave.
/faction kick <player>NoneRemoves a member.Faction leader only. Cannot kick the leader or a guild member.
/faction acceptNoneAccepts a pending diplomacy or transfer request.Requires a pending request. Diplomacy and war prompts go to the faction leader; guild elevate, movement join, wanted-leader, and vehicle consent go to whoever received the prompt.
/faction setleader <player>NoneHands leadership to another member.Faction leader only. Blocked under a democracy government.
/faction rename <name>NoneRenames the faction.Faction leader only.
/faction setcapital <name>NoneFounds or moves the capital in your current province.Faction leader only.
/faction claimNoneClaims the province you're standing in.Faction leader only. Needs a capital first; blocked during a civil war and past the 5-province untitled cap.
/faction unclaimNoneReleases the province you're standing in.Faction leader only. Cannot unclaim the capital.
/faction construct <fort|port|airport> <name>NoneStarts building an installation in the current province.Faction leader only. Province must be owned and non-water; one build at a time.
/faction deconstruct <id>NoneDemolishes an installation.Faction leader only.
/faction installationNoneOpens the installations view.Any faction member.
/faction vehicle transfer <installation id>/faction transfervehicle <id>Berths one of your vehicles at that installation.Faction leader only; the vehicle's owner must be online and consent.
/faction vehicle maintenance pay/faction maintenanceArms a right-click to pay one day of vehicle upkeep from your pouch.Faction leader only. An unpaid vehicle cannot be repaired.
/faction findvehicles <installation id>NoneLists berthed vehicles with coordinates.Any faction member.
/faction setbannerNoneSets the faction banner from the banner you're holding.Faction leader only.
/faction setcolour <R,G,B>NoneSets the faction's colour on the web map.Faction leader only. 0-255 per channel.
/faction setrulertitle <title>NoneSets your ruler's title (e.g. "King").Faction leader only.
/faction setrulingsystem <system>NoneSets the ruling-system label.Faction leader only.
/faction setculture <culture>NoneSets the culture label.Faction leader only.
/faction setreligion <religion>NoneSets the religion label.Faction leader only.
/faction setbankNoneSets or moves the faction's bank chunk.Faction leader only.
/faction deposit <amount>NoneDeposits denars from your pouch into the faction bank.Any member, while standing in the bank chunk.
/faction withdraw <amount>NoneWithdraws denars from the faction bank into your pouch.Faction leader only, while standing in the bank chunk.
/guild/guild menuOpens the guild hub GUI.None
/guild listNoneLists guilds.None
/guild create <name>NoneCreates a sub-guild inside your faction.Must be in a faction, not already in a guild, and not the faction leader.
/guild deleteNoneDisbands your guild.Guild leader only; not the base guild. Blocked if bankrupt, has a positive balance, or active loans.
/guild invite <player>NoneInvites a player to the guild.Guild leader only. Base guild uses /faction invite instead; outsiders blocked under Closed Borders.
/guild join <name>NoneJoins a guild that invited you.You cannot already be a guild leader.
/guild leaveNoneLeaves your guild.The leader must /guild delete instead.
/guild setleader <player>NoneHands the guild to another member.Guild leader only.
/guild rename <name>NoneRenames the guild.Guild leader only.
/guild setcapitalNoneSets the guild's trade capital to your current province.Guild leader only.
/guild setbannerNoneSets the guild banner from the banner you're holding.Guild leader only; not the base guild.
/guild setbankNoneSets or moves the guild's bank chunk.Guild or faction leader.
/guild deposit <amount>NoneDeposits denars into the guild bank.Any guild member, while in the guild bank chunk.
/guild withdraw <amount>NoneWithdraws denars from the guild bank.Guild leader only, while in the guild bank chunk.
/ledgerNoneOpens your personal daily cashflow: wages, dividends, and taxes.None
/war listNoneLists active wars.The only non-admin /war branch.
/battle listNoneLists scheduled battles.None
/battle join <battleId>NoneJoins a battle you're eligible for.None
/raid joinNoneJoins a campaign raid during its 60-second muster window.None
/warband create <name>NoneCreates a warband (squad) for battles.None
/warband deleteNoneDisbands your warband.Warband leader only.
/warband invite <player>NoneInvites a player to the warband.Warband leader only.
/warband kick <player>NoneRemoves a member.Warband leader only.
/warband setleader <player>NoneTransfers warband leadership.Warband leader only.
/warband toggleopenNoneToggles open joining vs. invite-only.Warband leader only.
/warband listNoneLists warbands.None
/warband leaveNoneLeaves your warband.None
/warband retreatNoneRetreats the warband from a live battle.Warband leader only, and only after the first 1,200 seconds (20 minutes).
/company found <name>NoneBuys a mercenary company charter.You must be in a guild.
/company invite <player>NoneOffers a company slot.Company leader only.
/company accept/company declineSigns on to, or turns down, a company offer.You must have a pending offer.
/company kick <player>NoneDismisses a mercenary.Company leader only.
/company expandNoneQueues another company slot.Company leader only; not while an unfilled slot already exists.
/company draftNoneWrites a contract book you fill in and sign.Company leader only.
/company offer <faction>NoneSends the reviewed contract to a faction.Company leader only; you must be holding the reviewed book.
/company contractsNoneOpens the contract ledger.Any company member.
/mercenariesNoneOpens the mercenary market GUI.None
/mercenaries listNoneLists mercenary companies in chat, best reputation first.None
/mercenaries hire <company>NoneChecks whether you may sign a company here.Faction leader in practice.