Factions
A faction is a realm on the map: its members, the provinces it claims, its money and its government. The leader runs most of it from /faction menu. Everything belongs to your current character.
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Joining a faction
The easiest start is to join a faction that already exists.
Ask a faction's leader to invite you. Click Accept on the invite, or type /faction join. /faction list shows every faction. Each faction is split into guilds. You start in the main guild, which the faction leader runs. The main guild holds up to 64 members.
Founding a faction
You become the leader of a faction of one.
/faction create <name>founds the faction.- Stand in an unclaimed province and run
/faction setcapital <name>to claim it as your capital. - Stand in a chunk of your capital province and run
/faction setbank. This is where members pay in and where everyone banks their own money. - Invite players with
/faction invite <player>.
Land and prestige
Land is claimed one province at a time, and prestige decides how much you can hold.
Stand in a province and run /faction claim. It must border your land or lie across a river or lake from it. You can also claim any coast you can reach over water from the land connected to your capital, however far, as long as no land is in the way. Sea provinces can't be claimed.
- Each claim needs prestige: 50 for your second province, 100 for your third, and so on. Prestige isn't spent.
- Prestige comes mostly from members and the time they play, plus your wealth, trade, land, titles and subjects. Low stability and long inactivity lower it.
- If your prestige drops too low for the land you hold, other factions can claim your provinces from you.
- You can hold at most 5 provinces outside a title. Form a County to grow further.
Titles and ranks
The leader forms titles from the Tier menu.
| Title | Formed from | Prestige |
|---|---|---|
| County | 5 provinces outside any title | 80 |
| Duchy | 4 Counties | 200 |
| Kingdom | 4 Duchies | 600 |
| Empire | 3 Kingdoms | 1,000 |
Only your highest title adds prestige, on top of 10 for each province. You can't hold more Counties than you have members. Titles that already exist on the map can be claimed from the Titles menu once you hold enough of their provinces. How much depends on your faction's rank:
| Rank | Prestige | Provinces needed to claim a title |
|---|---|---|
| Obscure | 0 | 90% |
| Influential | 350 | 85% |
| Powerful | 800 | 80% |
| Glorious | 1,500 | 75% |
| Legendary | 5,000 | 60% |
The higher ranks also need a share of the strongest faction's prestige, so they get harder as the top factions grow.
Government and taxes
Government, laws, council and elections are all in /faction menu.
- Laws set the government type, how the leader is chosen, the council, taxes, the military, vassals, the economy and the borders. Changing a law costs administrative power and locks that law for a few days.
- When the leader is elected, members vote at a Voting Booth during an election. Only the faction leader can set up a booth.
- Taxes take a share of what members and guilds earn. Money is settled once a day, and
/ledgershows your own daily earnings, taxes and upkeep.
To hold a council session, the leader picks a Lantern. At least 75% of the council must be online. When elections are allowed, sign up as a candidate at your faction's Voting Booth before voting begins. Each guild other than the main guild may put forward one candidate for leader and one for council. Leaders of other guilds cannot stand for faction leader. An election starts on a Monday, at least 21 days after the previous election ended, and only if someone has signed up. Voting lasts 7 days. Council elections follow the same cycle when the laws allow them.
Government shows whether the ruler is Legitimate, Contested or Illegitimate. A doubtful claim to rule, the Weak State penalty, a Community government holding more land than it can manage, civil war, declining an ally's call to arms and bankruptcy all lower stability. Low stability reduces administrative power, tax income and prestige, raises upkeep, and makes titles harder to claim. A collapsing state cannot wage war or form titles. The Weak State penalty applies when the main guild has too few branch levels compared with the largest other guild, depending on the government law. Repression and Favouring laws let the government penalise or support chosen guilds and subjects, changing their trade and their support for the government.
Diplomacy
The leader sets relations with other factions from the Diplomacy menu.
Each faction has an opinion of every other, which slowly moves toward what your relations call for. An alliance needs both sides at 40 or more, a rivalry -10 or less, and declaring war needs -50 or less. You can also sign trade agreements and non-aggression pacts, place embargoes, and take smaller factions as subjects. Agreements that need both sides are answered by the other leader with /faction accept while online.
Choose Friendly, Neutral, Unfriendly or Hostile to move opinion over time. Diplomatic capacity limits the relations you can maintain. An ally can call you to war. An unanswered call expires after 5 minutes without counting as a decline.
| Relation | What it means |
|---|---|
| Subject | A realm under an overlord, contributing taxes and levies. |
| Integrated Subject | A closer subject with heavier taxes and more levies, using less diplomatic capacity. |
| March | A military subject with lighter taxes and cheaper troops. At most one. |
| Mercantile | A trading subject with heavier taxes, faster resource work and fewer levies. |
| Palatinate | A privileged subject that helps diplomacy, prestige and title claims. At most one. |
| Tributary / Suzerain | The tributary pays tribute to its suzerain. |
| Unequal Treaty | A trade agreement that gives one side better trade access than the other. |
Movements and civil war
Open Government in /faction menu to choose a cause and rally support.
Main-guild members, other guild leaders and subject leaders can start movements when they cannot put the proposal through government. A guild in a faction with only one province cannot start or join one. Causes include Change Leader, Nationhood for guilds, Independence for guilds or subjects, Snap Elections, Dissolve, White Peace and Surrender. A qualifying subject can choose Usurp to take its overlord's highest title and become the overlord instead. Choose a cause that applies to your group, then invite support. Foreign factions can back a movement too.
Once ready, the movement leader sends its demands to the faction leader. Accepting applies them. Refusing starts a civil war, with the movement and its backers fighting the government.
Inactivity
If every member stays offline for 3 weeks, the faction slowly loses prestige. As it loses the prestige needed to hold its land, it loses provinces too, with the capital last. Inactive guilds keep their upgrade levels, but the output from those upgrades fades while they remain inactive.
Spymaster
Each faction has a Spymaster, who hides its army and spies on everyone else's.
- The leader appoints one with
/faction spymaster <player>. While nobody is appointed, the leader holds the office. A new Spymaster starts out weak and reaches full strength after a week, and the leader must wait 2 days before appointing someone else, unless the Spymaster's character dies. - Your Spymaster hides your military from other factions: your regiments, your faction's vehicles and the military lines of your accounts. Everything else, such as members, money, laws, government, installations and offices, is open to everyone.
- Each day your Spymaster gathers a report on every other faction's military. It can be a botched report, rumours, or broad, reliable or detailed estimates, and the better it is, the closer its numbers. How good it is depends on both factions' Spymasters. Overlords find it easier to spy on their subjects.
- The Spymaster can open up your own military to your overlord, your subjects or your allies, so they see it exactly up to the report quality you choose. Set it with
/faction spymaster shareor in the Spymaster's office in/faction espionage.
Commands
| Command | Aliases | What it does | Notes |
|---|---|---|---|
/faction menu | None | Opens your faction: government, laws, diplomacy, titles and more. | None |
/faction list | None | Lists every faction. | None |
/faction create <name> | None | Founds a faction with you as its leader. | Not while you are in a faction. |
/faction setcapital <name> | None | Claims the province you stand in as your capital. Later, moves or renames the capital. | Leader. Every move after the first costs 100 d from the faction bank. |
/faction claim | None | Claims the province you stand in. | Leader. |
/faction unclaim | None | Gives up the province you stand in. | Leader. Not the capital. |
/faction invite <player> | None | Invites a player to join. | Leader. |
/faction join [name] | None | Accepts an invite. You can also click Accept on the invite. | None |
/faction accept | /faction decline | Answers a request sent to you, such as an alliance offer or a vehicle handover. | None |
/faction leave | None | Leaves your faction. | Leave any guild other than the main one first with /guild leave. A leader must hand over or delete the faction first. |
/faction kick <player> | None | Removes a member. | Leader. Members of another guild must first be removed by its leader with /guild kick. |
/faction setleader <player> | None | Hands the leadership to another member. | Leader. Not when the leader is elected. |
/faction delete <faction> | None | Disbands your faction. | Leader. The bank must be empty, with no loans and no bankruptcy. |
/faction setbank | None | Makes the chunk you stand in the faction bank. | Leader. It must be in your capital province. |
/faction deposit <amount> | None | Pays money from your pouch into the faction bank. | At the faction bank. |
/faction withdraw <amount> | None | Takes money from the faction bank into your pouch. | Leader, at the faction bank. |
/faction rename <name> | None | Renames the faction. | Leader. |
/faction setbanner | None | Uses the banner in your hand as the faction banner. | Leader. |
/faction setcolour <R,G,B> | None | Sets the faction's colour on the map. | Leader. Each colour can only be used by one faction. |
/faction setrulertitle <title> | /faction setrulingsystem, /faction setculture, /faction setreligion | Sets the ruler title, ruling system, culture or religion shown for your faction. | Leader. These are names only and change nothing else. |
/faction positions | None | Shows your faction's offices and who holds them. | None |
/faction espionage | None | Opens the Spymaster's office. | None |
/faction spymaster <player> | /faction spymaster remove | Appoints or removes the Spymaster. | Leader. |
/faction spymaster share <overlord|vassals|allies> <tier> | None | Lets that partner see your own military exactly, up to the quality you choose (rumours, broad, reliable or detailed). none stops sharing. | Spymaster. |
/ledger | None | Shows your own money in and out each day: earnings, taxes and upkeep. | None |
