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.
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.