Difference between revisions of "Faction"

From Star Wars Combine :: Game Guide
Jump to: navigation, search
(Faction Checks: - Removed since they are no longer done)
(Updating numbers and values to match latest sync with faction requirements. Some relatively minor tweaks to flow and typos.)
 
Line 1: Line 1:
'''Factions''' (or 'Combine Member Groups) are more or less Guilds of [[SWC]]. They are collections of players that have gathered together under a mutual idea, agreement, or simply to make money. Not anyone can make a Faction, though anyone could lead one. The following should help you better understand Factions, what they are, what they can do and other related topics.
+
'''Factions''' (or "Combine Member Groups") are more or less Guilds of [[SWC]]. They are collections of players that have gathered together under a mutual idea, agreement, or simply to make money. Not anyone can make a Faction, though anyone could lead one. The following should help you better understand Factions, what they are, what they can do and other related topics.
  
 
==Factions are more than Guilds==
 
==Factions are more than Guilds==
Line 6: Line 6:
  
 
==Making a Faction==
 
==Making a Faction==
Therefor making a faction is a lot more complicated than in many other games. A series of requirements need to be met before being able to create one. These are listed below:
+
Making a faction is a lot more complicated than in many other games. A series of requirements need to be met before being able to create one. These are listed below:
  
* Capital - how much depends on which faction you are trying to make. Cheapest faction requires 30,000,000 credits in asset value.
+
* Capital - how much depends on which faction type you are trying to make. The cheapest faction type requires 50,000,000 credits in asset value.
* Start up Credits - this is either 15,000,000 credits for an Information faction, or 25,000,000 credits for any other faction.
+
* Registration Fee - this ranges from 50,000,000cr to 200,000,000cr depending on faction type.
* 7x7 facility - faction creation will convert a 7x7 facility owned by you into the faction HQ.
+
* 7x7 Facility - faction creation will convert a 7x7 facility owned by you into the faction HQ.
 
* Art - several banners and logos are required to identify your faction.
 
* Art - several banners and logos are required to identify your faction.
  
Some requirements are different for different types of Factions.
+
Some requirements are different for different types of Factions. You can see the complete list of requirements on the [http://www.swcombine.com/rules/?Faction_Creation Faction Creation] rules page.
  
 
==Faction types==
 
==Faction types==
  
There are various types of factions. Examples of faction types would be government, mining or security. Not all game features are equally available to all types of factions, so that factions of different types will have to cooperate. For example a government will not be able to build ships for their navy without the help of a ship production type faction.
+
There are various types of factions. Examples of faction types would be Government, Mining or Pirates. Not all game features are equally available to all types of factions, so that factions of different types will have to cooperate. For example, a Government will not be able to build ships for their navy without the help of a Manufacturing type faction.
  
A full list of different faction types is available in the rules section: [http://www.swcombine.com/rules/?Faction_Creation]
+
A full list of different faction types is available in the rules section: [http://www.swcombine.com/rules/?Faction_Creation Faction Creation]
  
 
==Maintaining a Faction==
 
==Maintaining a Faction==
  
Once you have established a faction then it needs to be maintained. If certain conditions are not met then the faction is at risk of being dissolved by the game.
+
Once you have established a faction, certain conditions must be maintained to ensure that the faction is not dissolved.
  
If the active member count falls below a threshold then the faction will be in danger of dissolution. For all government factions this requirement is 35 or more active members. All other factions require just five. If the number of members falls below that count then a notice is provided in the faction events page. This notice is sent once a day for 14 days, counting down until the last day at which point it is dissolved. If the member count returns about the threshold then the countdown is halted and it will count back upwards one day at a time.
+
If the active member count falls below a threshold then the faction will be in danger of dissolution. For all Government factions this requirement is 15 or more active members. All other faction types require just 1 member. If the number of members falls below that count then a notice is provided in the faction events page. This notice is sent once a day for 14 days, counting down until the last day at which point it is dissolved. If the member count returns above the threshold then the countdown is halted and it will count back upwards one day at a time.
  
Government factions will not dissolve and will instead revert if they fail to meet the requirements. After the timer expires, the Government will revert back to its pre-government type and lose access to all government faction resources including the ability to claim taxes.
+
Government factions will not dissolve after the timer expires and will instead revert to the faction type it was before becoming a government. Additionally, they also lose access to all Government faction resources, including the ability to claim taxes.
  
Should a faction be dissolved then all assets owned by that faction will be placed on the Combine Market for sale to the general public. NPCs will become the property of the player they are assigned to. All faction specific buildings such as Headquarters will be destroyed.
+
Should a faction be dissolved, then all assets owned by that faction will be placed on the [[Trading#Prices_and_Markets|Market]] for sale to the general public. NPCs will become the property of the player they are assigned to. All faction specific buildings such as Headquarters will be destroyed.
  
  
 
[[Category: Game Features]]
 
[[Category: Game Features]]

Latest revision as of 22:11, 10 September 2018

Factions (or "Combine Member Groups") are more or less Guilds of SWC. They are collections of players that have gathered together under a mutual idea, agreement, or simply to make money. Not anyone can make a Faction, though anyone could lead one. The following should help you better understand Factions, what they are, what they can do and other related topics.

Factions are more than Guilds

Guilds are often an association of character or players. But Factions are more powerful in SWC than Guilds in most other games. They have advanced features to administrate their members and their assets. They can own things and allow their members to use them. Factions can even own other Factions. Factions can take on the role that companies, societies or even governments have in real life.

Making a Faction

Making a faction is a lot more complicated than in many other games. A series of requirements need to be met before being able to create one. These are listed below:

  • Capital - how much depends on which faction type you are trying to make. The cheapest faction type requires 50,000,000 credits in asset value.
  • Registration Fee - this ranges from 50,000,000cr to 200,000,000cr depending on faction type.
  • 7x7 Facility - faction creation will convert a 7x7 facility owned by you into the faction HQ.
  • Art - several banners and logos are required to identify your faction.

Some requirements are different for different types of Factions. You can see the complete list of requirements on the Faction Creation rules page.

Faction types

There are various types of factions. Examples of faction types would be Government, Mining or Pirates. Not all game features are equally available to all types of factions, so that factions of different types will have to cooperate. For example, a Government will not be able to build ships for their navy without the help of a Manufacturing type faction.

A full list of different faction types is available in the rules section: Faction Creation

Maintaining a Faction

Once you have established a faction, certain conditions must be maintained to ensure that the faction is not dissolved.

If the active member count falls below a threshold then the faction will be in danger of dissolution. For all Government factions this requirement is 15 or more active members. All other faction types require just 1 member. If the number of members falls below that count then a notice is provided in the faction events page. This notice is sent once a day for 14 days, counting down until the last day at which point it is dissolved. If the member count returns above the threshold then the countdown is halted and it will count back upwards one day at a time.

Government factions will not dissolve after the timer expires and will instead revert to the faction type it was before becoming a government. Additionally, they also lose access to all Government faction resources, including the ability to claim taxes.

Should a faction be dissolved, then all assets owned by that faction will be placed on the Market for sale to the general public. NPCs will become the property of the player they are assigned to. All faction specific buildings such as Headquarters will be destroyed.