Factions
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Founding a faction
The first few steps every faction goes through.
/faction create <name>founds your faction and makes you its leader.- Stand in a province and run
/faction setcapital <name>. This is required before you can claim anything else. - Stand in a province adjacent to land you already own and run
/faction claim(leader only). - Invite others with
/faction invite <player>; they accept with/faction join <name>.
Note
Titles and tiers
Prestige unlocks the next title tier, each with its own province-forming cost.
| Tier | Prestige needed | Form cost |
|---|---|---|
| Province (untitled) | 10 | N/A |
| County | 100 | 5 |
| Duchy | 400 | 4 |
| Kingdom | 1,000 | 4 |
| Empire | 2,500 | 3 |
Prestige ranks
Prestige rank is separate from title tier. It lowers the de-jure requirement for annexing land as you climb.
| Rank | Prestige |
|---|---|
| Obscure Faction | 0 |
| Influential Faction | 200 |
| Powerful Faction | 500 |
| Glorious Faction | 600 |
| Legendary Faction | 3,000 |
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.
| Type | Radius | Upkeep / day | Build time | Vehicle slots |
|---|---|---|---|---|
| Fort | 80 blocks | 50 d | 5 days | 8 static emplacement + 2 land vehicle |
| Port | 80 blocks | 20 d | 3 days | 8 ship |
| Airport | 80 blocks | 35 d | 3 days | 10 aircraft |
Note
/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
| Command | Aliases | What it does | Notes |
|---|---|---|---|
/faction | None | Opens the faction hub GUI. | None |
/faction menu | None | Opens the faction view. | None |
/faction list | None | Lists every faction on the server. | None |
/faction create <name> | None | Founds a new faction. You become its leader. | You must not already be in a faction. |
/faction delete | None | Disbands your faction. | Faction leader only. Blocked if bankrupt, has active loans, or a positive balance. |
/faction invite <player> | None | Invites a player to join. | Faction leader only. Blocked once you hit the 64-member cap. |
/faction join <name> | None | Joins a faction that invited you. | None |
/faction leave | None | Leaves your faction. | The leader must /faction delete instead; guild members use /guild leave. |
/faction kick <player> | None | Removes a member. | Faction leader only. Cannot kick the leader or a guild member. |
/faction accept | None | Accepts 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> | None | Hands leadership to another member. | Faction leader only. Blocked under a democracy government. |
/faction rename <name> | None | Renames the faction. | Faction leader only. |
/faction setcapital <name> | None | Founds or moves the capital in your current province. | Faction leader only. |
/faction claim | None | Claims 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 unclaim | None | Releases the province you're standing in. | Faction leader only. Cannot unclaim the capital. |
/faction construct <fort|port|airport> <name> | None | Starts 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> | None | Demolishes an installation. | Faction leader only. |
/faction installation | None | Opens 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 maintenance | Arms 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> | None | Lists berthed vehicles with coordinates. | Any faction member. |
/faction setbanner | None | Sets the faction banner from the banner you're holding. | Faction leader only. |
/faction setcolour <R,G,B> | None | Sets the faction's colour on the web map. | Faction leader only. 0-255 per channel. |
/faction setrulertitle <title> | None | Sets your ruler's title (e.g. "King"). | Faction leader only. |
/faction setrulingsystem <system> | None | Sets the ruling-system label. | Faction leader only. |
/faction setculture <culture> | None | Sets the culture label. | Faction leader only. |
/faction setreligion <religion> | None | Sets the religion label. | Faction leader only. |
/faction setbank | None | Sets or moves the faction's bank chunk. | Faction leader only. |
/faction deposit <amount> | None | Deposits denars from your pouch into the faction bank. | Any member, while standing in the bank chunk. |
/faction withdraw <amount> | None | Withdraws denars from the faction bank into your pouch. | Faction leader only, while standing in the bank chunk. |
/guild | /guild menu | Opens the guild hub GUI. | None |
/guild list | None | Lists guilds. | None |
/guild create <name> | None | Creates a sub-guild inside your faction. | Must be in a faction, not already in a guild, and not the faction leader. |
/guild delete | None | Disbands your guild. | Guild leader only; not the base guild. Blocked if bankrupt, has a positive balance, or active loans. |
/guild invite <player> | None | Invites a player to the guild. | Guild leader only. Base guild uses /faction invite instead; outsiders blocked under Closed Borders. |
/guild join <name> | None | Joins a guild that invited you. | You cannot already be a guild leader. |
/guild leave | None | Leaves your guild. | The leader must /guild delete instead. |
/guild setleader <player> | None | Hands the guild to another member. | Guild leader only. |
/guild rename <name> | None | Renames the guild. | Guild leader only. |
/guild setcapital | None | Sets the guild's trade capital to your current province. | Guild leader only. |
/guild setbanner | None | Sets the guild banner from the banner you're holding. | Guild leader only; not the base guild. |
/guild setbank | None | Sets or moves the guild's bank chunk. | Guild or faction leader. |
/guild deposit <amount> | None | Deposits denars into the guild bank. | Any guild member, while in the guild bank chunk. |
/guild withdraw <amount> | None | Withdraws denars from the guild bank. | Guild leader only, while in the guild bank chunk. |
/ledger | None | Opens your personal daily cashflow: wages, dividends, and taxes. | None |
/war list | None | Lists active wars. | The only non-admin /war branch. |
/battle list | None | Lists scheduled battles. | None |
/battle join <battleId> | None | Joins a battle you're eligible for. | None |
/raid join | None | Joins a campaign raid during its 60-second muster window. | None |
/warband create <name> | None | Creates a warband (squad) for battles. | None |
/warband delete | None | Disbands your warband. | Warband leader only. |
/warband invite <player> | None | Invites a player to the warband. | Warband leader only. |
/warband kick <player> | None | Removes a member. | Warband leader only. |
/warband setleader <player> | None | Transfers warband leadership. | Warband leader only. |
/warband toggleopen | None | Toggles open joining vs. invite-only. | Warband leader only. |
/warband list | None | Lists warbands. | None |
/warband leave | None | Leaves your warband. | None |
/warband retreat | None | Retreats the warband from a live battle. | Warband leader only, and only after the first 1,200 seconds (20 minutes). |
/company found <name> | None | Buys a mercenary company charter. | You must be in a guild. |
/company invite <player> | None | Offers a company slot. | Company leader only. |
/company accept | /company decline | Signs on to, or turns down, a company offer. | You must have a pending offer. |
/company kick <player> | None | Dismisses a mercenary. | Company leader only. |
/company expand | None | Queues another company slot. | Company leader only; not while an unfilled slot already exists. |
/company draft | None | Writes a contract book you fill in and sign. | Company leader only. |
/company offer <faction> | None | Sends the reviewed contract to a faction. | Company leader only; you must be holding the reviewed book. |
/company contracts | None | Opens the contract ledger. | Any company member. |
/mercenaries | None | Opens the mercenary market GUI. | None |
/mercenaries list | None | Lists mercenary companies in chat, best reputation first. | None |
/mercenaries hire <company> | None | Checks whether you may sign a company here. | Faction leader in practice. |