Factions

Factions

A faction is a group of characters holding territory on the world map, contesting it with neighbours and signing treaties with them.

Membership

One faction per character at a time; each of your characters chooses independently.

Joining By invitation from an officer or leader only; quit your current faction first
Leaving Free, no permission needed
Invitations In notifications; all expire 15 min after the latest one received, from any faction
Accepting The invitation is consumed only when the join succeeds
Naming another faction Any command that names a faction takes its name
Event Notified
Kicked The kicked character
Made leader (transfer or succession) The new leader
Disbanded All members

A character that dies leaves its faction, shrinking it. Only a PvP death on a contested tile also moves tiles.

Creating a faction

Free, no minimum size, for any character in no faction. The tile you stand on becomes the HQ: it must be traversable, unowned and not contested. The HQ can be contested but is never lost; it is the last tile a faction holds.

Names: 3 to 32 characters, letters, numbers, - and _, unique.

Ranks

Rank Permissions
Leader Promote, demote, transfer leadership, kick anyone, disband, invite
Officer Invite, kick non-officers, demote themselves
Member Fight in faction combat, contribute to claims
Event Result
Leader transfers Former leader becomes an officer; there is no other way to step down
Leader leaves or dies, no transfer pending Longest-serving member is promoted, even offline (takes over at next login)
No members left Faction destroyed
Disband (on the HQ tile) Immediate: territory neutral, members removed, contested tiles cleared, treaties end; reserve and stored items: Stash

Territory

Display

Your faction's ground is drawn in full; any other faction's within 16 tiles along the grid, in your sector, for everyone.

Ground Appearance
Yours, an ally's (treaty) or a rival's Tinted in that faction's colour
Any headquarters Tinted, with an outline
Contested Diagonal strike, drawn over every other marking
A decaying faction's Faded

Capacity

capacity = floor(sqrt(members) * 16) + 1    (the +1 is the HQ)

Tiles are capped, members are not. Each member adds radius, so losing one costs a small faction proportionally more. Values: Reference: Factions.

Growth

Territory grows as a circle from the HQ, nearest unowned tile first, a ring at a time, up to capacity.

When Every 30 s for each faction with room, tile after tile; at once when a member joins; regardless of anyone being online
Paid from Faction stamina: every member's current stamina, online and offline, drained proportionally; members are told the claim and its cost
Cost ceil(10 * 1.1^n), n = claims since the counter lapsed; it lapses after 24 h with no claim, and every claim restarts the 24 h
Pool short The claim is refused; nothing is drained

A solo founder pays it all, from the same stamina escapes spend (Combat).

Costs

Action Cost
Creating, joining, leaving Free
Claiming an unowned or contested tile Escalating faction stamina
Fighting another player Free; only escapes spend your own stamina
Defending a raid Free
Proposing a treaty ceil(50 * 1.1^p) faction stamina, p = proposals since midnight server time
Revoking a treaty ceil(100 * 1.1^r), r = revocations since midnight

A solo faction's pool is at most 100 unless worn gear raises its founder's stamina, so it can revoke only on a full pool.

Shrinking and shape

Losing a member Releases tiles furthest from the HQ first, contested tiles last; they turn neutral and nobody is moved
Rooms Sealed from the walkable area around them, so a zone can show a gap

Decay

After one week with no member logging in, a faction releases one tile every 30 s, outermost first, contested last, never the HQ (a solo faction's 16 tiles go in 8 minutes). A login stops it; ordinary claims regrow. A decaying faction is drawn faded.

Raids

A faction with capacity left and no unowned tile on its border raids every faction its border touches, automatically. A raid is between one attacker and one defender; the contested area is where they meet.

  • Several attackers can raid one defender, and contest the same tile.
  • Contested tiles stay the defender's until taken.
  • An attacker's officers or leader can withdraw, clearing its contested tiles against that defender; it does not contest that defender again until midnight server time.
  • Contested ground shows like any other: within 16 tiles along the grid, in your sector, to anyone.

In a raid

An attacker entering a tile its faction contests, with a defender on it Fight starts at once
Standing on a tile as it becomes contested Drawn in, no grace
Joining An attacker stepping onto that tile joins on its faction's side; anyone joining any other way is a third side, hostile to both
Offline members Cannot attack or be attacked
A defender dies Capacity drops; contested tiles nearest the death go first, then the outer edge
The death tile To the killer's faction if it contests the tile and can pay and hold it; otherwise as below
Other released tiles To the faction that contested them earliest; if it cannot pay or has no capacity, the next; neutral if none can
Raid ends Contested area empty, or the attacker out of capacity

Raids run at any hour; there are no set raid windows.

Meeting a rival on Result
Contested tile, as an attacker stepping onto a defender Fight starts
Anywhere else Nothing on its own; needs an Ambush or a Request (PvP). Members of the same faction can never open on each other

Treaties

A mutual no-expansion pact: no contested tiles, no automatic fights, no tiles change hands. It cannot be broken, only revoked; it has no expiry and ends if a faction is destroyed (immediately, no grace). One per pair of factions.

Step Rule
Propose Officer or leader; paid when proposed, not refunded on rejection
Answer The other side's officers or leader, within 1 h, or it expires
Accept Immediate: contested tiles between them clear; fights between them end, both sides ejected at current HP, mana, stamina
Revoke An officer or leader of either side, alone; the other side's officers and leader are told at once
Grace 24 h, treaty still in force
After Contesting resumes; neither can propose a treaty to the other for 48 h; raids allowed
Who Sees the treaty
Both signatories Always
Anyone else No

All faction formulas: Reference: Factions.

Generated from factions.md.