Factions
A faction is your group identity. It owns a shared treasury, owns stations, runs diplomacy with other factions, and tags chat messages.
The Independent Pilots Union (IPU) is a server-run open-membership faction every player joins by default. It's the "no real faction" state. You can leave anytime by founding or joining a real faction.
Founding
Solo-found (default)
/faction found <name>
You become the founder + only LEADER. You're now a one-person faction.
This is the default flow. Server config can require multi-member ceremonies; out of the box you can just type the command.
Naming
- 3–24 characters
- Must be unique (case-insensitive)
- Only letters, numbers, spaces, and
-_'.(no colour/format codes; they're stripped/rejected to prevent chat impersonation) - Can contain spaces, so quote them in commands
If the name's taken, the command rejects with a clear error.
Membership
Invite
Officers + Leaders can invite:
/faction invite <player>
The target gets a pinged message + a short TTL on the pending invite (a couple of minutes). They accept with:
/faction accept
Accepting consumes the pending invite + adds them as MEMBER.
Leave
Open /faction members, find your own entry, and use the leave action there; it handles the bookkeeping. If you're the last member, your faction dissolves.
Kick
Officers + Leaders can kick lower-ranked members:
/faction members # → right-click a member → kick
Kicking emits a faction-side event (used for downstream consequences like spy-detection in future systems).
Promote / demote
Leaders can promote up to + including Leader rank (lets you have co-Leaders):
/faction members # → left-click promote, right-click demote
Members default to MEMBER rank; the only rank ladder is MEMBER → OFFICER → LEADER.
Ranks + permissions
Three ranks:
| Rank | Default permissions |
|---|---|
| MEMBER | Chat in faction |
| OFFICER | INVITE_MEMBER, KICK_MEMBER, POST_FACTION_BOUNTY, WITHDRAW_TREASURY, MANAGE_STATION_INSURANCE |
| LEADER | All Officer permissions + CHANGE_RANK, MANAGE_DIPLOMACY, INITIATE_SCUTTLE, INITIATE_RELOCATION |
These are the default thresholds for each permission. You can adjust them per-faction in /faction settings (e.g. let any member invite, or restrict kick to leaders only).
Treasury
Shared credit pool for the faction. Anyone can fund it:
/faction deposit <amount>
Withdraw via /faction settings (gated by WITHDRAW_TREASURY permission, default OFFICER+).
The TAB menu shows treasury balance next to your personal credits.
What funds the treasury:
- Member deposits via
/faction deposit - Income tax: a Leader-set cut (0–30%) of every member's NPC sale proceeds + quest credit rewards auto-routes to the treasury (set the rate in
/faction settings; unaligned pilots always keep 100%)
What the treasury pays for:
- Station upkeep: periodic charge per active station
- Station insurance premiums: a 30-day policy per station, renewable; coverage is active while it hasn't lapsed (re-buy to renew)
- Construction: currently the seed cost is per-player; faction treasury is for ongoing/recurring costs
If the treasury can't cover an upkeep charge, the station enters arrears + drops its sov anchor. Top up promptly.
Settings UI
/faction settings opens a chest UI exposing:
- Per-permission rank thresholds: override the defaults per faction
- Occupant-PvP toggle for your stations (default OFF; turn on to enable PvP inside your station interiors)
- Cross-station ACL presets
Changes take effect immediately.
Diplomacy
State model
Between any two factions, the state is one of:
- Neutral (default; no relationship)
- Allied: bilateral, established via proposal + acceptance, unilaterally breakable
- Hostile: unilateral declare/retract
Allies + station ACL
Setting any station ACL action to ALLY_ONLY lets your allied factions' members pass. Useful when you want a friendly faction to be able to dock at your stations without joining you outright.
If no actual alliance exists, ALLY_ONLY behaves like FACTION_ONLY (only your own faction passes), so make sure to declare alliances explicitly via the commands.
Commands
All gated by MANAGE_DIPLOMACY (default LEADER):
/faction diplomacy # show your current state /faction diplomacy propose <faction> # offer an alliance /faction diplomacy accept <faction> # accept their proposal /faction diplomacy cancel <faction> # withdraw or decline a proposal /faction diplomacy break <faction> # break an existing alliance /faction diplomacy hostile <faction> # declare hostility (one-sided) /faction diplomacy peace <faction> # retract hostility /faction diplomacy help # show this list
Faction names are case-insensitive.
Cascade rules
- Declaring hostile against a currently-allied faction auto-breaks the alliance first (broadcasts an "Alliance broken" event), then sets hostility.
- Declaring hostile also cancels any pending alliance proposal in either direction.
- Faction dissolution clears all diplomatic state involving that faction.
Chat announcements
Diplomacy changes broadcast to global chat (formed alliance, broken alliance, declared hostility, retracted hostility). Cross-faction political news is visible to everyone.
Chat
Three modes (toggle with /faction or set sticky):
- Faction chat: only members of your faction see it
- Global: everyone (the default channel)
- Sticky toggle: typing
/factionwith no args toggles into faction chat mode + makes it your default until you toggle out
Your faction tag prefixes your messages in chat. Other players hover over it to see your faction name + member count.
Lifecycle: dissolution + reactivation
- If the last member leaves voluntarily, the faction enters DISSOLVING state with a grace window.
- During grace, the founder can reactivate via the founders' menu (rejoins as LEADER).
- If the grace expires unreactivated, the faction goes neutral (and any stations it owned drop their sov anchor + start their own destruction timer).
In practice, you'll rarely hit this, but if you go AFK from the game and your faction empties, you have a window to come back.
See also
- Your first faction: guided walkthrough
- Stations: what you build with your faction
- Sov + diplomacy: what alliances let you do
- Quests: factions don't yet provide standing/reputation with NPCs; quests are per-player