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

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

/faction <message>

... wait, that's chat. To leave:

/faction leave   # ← actually no command; use the members UI to be safe

Open /faction members and find your own entry. The leave action there 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:

RankDefault permissions
MEMBERChat in faction
OFFICERINVITE_MEMBER, KICK_MEMBER, POST_FACTION_BOUNTY, WITHDRAW_TREASURY, MANAGE_STATION_INSURANCE
LEADERAll 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 the treasury pays for:

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:

Changes take effect immediately.

Diplomacy

State model

Between any two factions, the state is one of:

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

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):

Your faction tag prefixes your messages in chat. Other players hover over it to see your faction name + member count.

Lifecycle: dissolution + reactivation

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