Factions
Updated
Founding a faction
/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 | 30 d | 5 days | 8 static emplacement + 2 land vehicle |
| Port | 80 blocks | 15 d | 3 days | 8 ship |
| Airport | 80 blocks | 20 d | 3 days | 10 aircraft |
| Train station | 80 blocks | 5 d | 3 days | 2 static emplacement |
Note
/faction vehicle maintenance pay) cannot be repaired. The upkeep column is for a newly built installation. A train station at level 2 costs 35 denars a day (3-day build, 3 static emplacements). Level 3 costs 100 denars a day (5-day build, 4 static emplacements).Trade, lanes, and foreign installations
Ports, airports, stations, and the lanes between them carry a guild's trade.
Ports, airports and train stations carry a guild's trade and production further, and so do the sea lanes and railways between them. Trade can join a sea lane or railway at any province along it, and is strongest getting on and off at the installations.
Guilds can use every installation in their realm. A foreign installation depends on a trade agreement and on both realms' economy laws. An equal trade agreement gives full use both ways. An unequal treaty gives the leader full use and the subject half.
The host's law sets how open its installations are to foreign guilds. The guest's law adds or removes reach abroad. Access is capped at 100%. An isolationist host stays closed whatever the guest's law. Embargo or war means no access. Tariffs apply as usual.
| Economy law | Open to foreigners | Own guilds abroad |
|---|---|---|
| Free trade | 50% | +10% |
| Decentralized | 35% | — |
| Mercantilism | 15% | +20% |
| Protectionism | 10% | — |
| Isolationism | Closed | −25% |
/faction construct builds a fort, port, airport, or train station in the current province at once. There is no confirmation screen. The province must be owned and not water, and only one build can be underway.
Note
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 | — | Opens the faction hub menu. | — |
/faction menu | — | Opens the faction view. | — |
/faction list | — | Lists every faction on the server. | — |
/faction create <name> | — | Founds a new faction. You become its leader. | You must not already be in a faction. |
/faction delete | — | Disbands your faction. | Faction leader only. Blocked if bankrupt, has active loans, or a positive balance. |
/faction invite <player> | — | Invites a player to join. | Faction leader only. Blocked once you hit the 64-member cap. |
/faction join <name> | — | Joins a faction that invited you. | — |
/faction leave | — | Leaves your faction. | The leader must /faction delete instead; guild members use /guild leave. |
/faction kick <player> | — | Removes a member. | Faction leader only. Cannot kick the leader or a guild member. |
/faction accept | — | 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> | — | Hands leadership to another member. | Faction leader only. Blocked under a democracy government. |
/faction rename <name> | — | Renames the faction. | Faction leader only. |
/faction setcapital <name> | — | Founds or moves the capital in your current province. | Faction leader only. |
/faction claim | — | 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 | — | Releases the province you're standing in. | Faction leader only. Cannot unclaim the capital. |
/faction construct <fort|port|airport|train_station> <name> | — | Builds an installation in the current province. | Faction leader only. Province must be owned and non-water; one build at a time. The build starts immediately. There is no confirmation screen. |
/faction deconstruct <id> | — | Demolishes an installation. | Faction leader only. |
/faction installation | — | 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> | — | Lists berthed vehicles with coordinates. | Any faction member. |
/faction setbanner | — | Sets the faction banner from the banner you're holding. | Faction leader only. |
/faction setcolour <R,G,B> | — | Sets the faction's colour on the web map. | Faction leader only. 0-255 per channel. |
/faction setrulertitle <title> | — | Sets your ruler's title (e.g. "King"). | Faction leader only. |
/faction setrulingsystem <system> | — | Sets the ruling-system label. | Faction leader only. |
/faction setculture <culture> | — | Sets the culture label. | Faction leader only. |
/faction setreligion <religion> | — | Sets the religion label. | Faction leader only. |
/faction setbank | — | Sets or moves the faction's bank chunk. | Faction leader only. |
/faction deposit <amount> | — | Deposits denars from your pouch into the faction bank. | Any member, while standing in the bank chunk. |
/faction withdraw <amount> | — | 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 menu. | — |
/guild list | — | Lists guilds. | — |
/guild create <name> | — | Creates a sub-guild inside your faction. | Must be in a faction, not already in a guild, and not the faction leader. |
/guild delete | — | Disbands your guild. | Guild leader only; not the base guild. Blocked if bankrupt, has a positive balance, or active loans. |
/guild invite <player> | — | Invites a player to the guild. | Guild leader only. Base guild uses /faction invite instead; outsiders blocked under Closed Borders. |
/guild join <name> | — | Joins a guild that invited you. | You cannot already be a guild leader. |
/guild leave | — | Leaves your guild. | The leader must /guild delete instead. |
/guild setleader <player> | — | Hands the guild to another member. | Guild leader only. |
/guild rename <name> | — | Renames the guild. | Guild leader only. |
/guild setcapital | — | Sets the guild's trade capital to your current province. | Guild leader only. |
/guild setbanner | — | Sets the guild banner from the banner you're holding. | Guild leader only; not the base guild. |
/guild setbank | — | Sets or moves the guild's bank chunk. | Guild or faction leader. |
/guild deposit <amount> | — | Deposits denars into the guild bank. | Any guild member, while in the guild bank chunk. |
/guild withdraw <amount> | — | Withdraws denars from the guild bank. | Guild leader only, while in the guild bank chunk. |
/ledger | — | Opens your personal daily cashflow: wages, dividends, and taxes. | — |
/war list | — | Lists active wars. | The only non-admin /war branch. |
/battle list | — | Lists scheduled battles. | — |
/battle join <battleId> | — | Joins a battle you're eligible for. | — |
/raid join | — | Joins a campaign raid during its 60-second muster window. | — |
/warband create <name> | — | Creates a warband (squad) for battles. | — |
/warband delete | — | Disbands your warband. | Warband leader only. |
/warband invite <player> | — | Invites a player to the warband. | Warband leader only. |
/warband kick <player> | — | Removes a member. | Warband leader only. |
/warband setleader <player> | — | Transfers warband leadership. | Warband leader only. |
/warband toggleopen | — | Toggles open joining vs. invite-only. | Warband leader only. |
/warband list | — | Lists warbands. | — |
/warband leave | — | Leaves your warband. | — |
/warband retreat | — | Retreats the warband from a live battle. | Warband leader only, and only after the first 1,200 seconds (20 minutes). |
/company found <name> | — | Buys a mercenary company charter. | You must be in a guild. |
/company invite <player> | — | 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> | — | Dismisses a mercenary. | Company leader only. |
/company expand | — | Queues another company slot. | Company leader only; not while an unfilled slot already exists. |
/company draft | — | Writes a contract book you fill in and sign. | Company leader only. |
/company offer <faction> | — | Sends the reviewed contract to a faction. | Company leader only; you must be holding the reviewed book. |
/company contracts | — | Opens the contract ledger. | Any company member. |
/mercenaries | — | Opens the mercenary market menu. | — |
/mercenaries list | — | Lists mercenary companies in chat, best reputation first. | — |
/mercenaries hire <company> | — | Checks whether you may sign a company here. | Faction leader in practice. |
