Factions start at rank 1 when they are created, but through gaining reputation, can be ranked up all the way to rank 15. Unlike player reputation, faction reputation is not specific to a corporation and is instead global with all of them. Reputation can be gained in two different ways. The first is through faction contracts and the second is through personal contracts. When you complete a faction contract, all of the reputation is given to the faction. When you complete a personal contract, 10% of the reputation you gain your faction gains as well.
|0||1||HQ (Main Faction Claim)|
|25,000||2||Faction Void Station|
|50,000||3||Capital Ship 1, +1 Personal Bonus Power|
|350,000||6||Capital Ship 2, +1 Personal Bonus Power|
|750,000||8||Capital Ship 3|
|1,000,000||9||Outpost 3, +1 Personal Bonus Power|
|1,500,000||10||+25% Personal Contract Rewards|
|2,000,000||11||Capital Ship 4|
|2,500,000||12||Outpost 4, +1 Personal Bonus Power|
|3,000,000||13||Capital Ship 5|
|5,000,000||15||Flag Ship, +1 Personal Bonus Power|
Much like normal contracts, faction contracts are a way for your faction to make money and to gain reputation. Unlike normal contracts, you do not need to go to a contact to get a contract. Instead, faction leaders can use /faction contract, click the book in the center, and then select a contract from the list of available contracts. Personal contracts take priority over faction contracts, so if a player in a faction has a mining contract and the faction has a mining contract, the personal contract will gain progress first. Once a faction contract's requirements are completed, the contract is completed automatically. At this point, the faction leader can choose a new contract.
Factions cost 50,000 credits to create.
Each chunk that you claim costs 2,500 credits.
Outposts cost 500,000 credits to claim.
You can have a minimum of 0 power and a maximum of 65 power.
You lose 2 power every time you die.
You lose 0.5 power for each day you are offline.
You gain 3 power for each hour you are online.
Personal max power is increased by 1 for every 3 corporation ranks you have.
There are three tiers/types/levels of faction safety. You have tier 1 safety if you have less power than land claims. You have tier 2 safety if you have more power than land claims, but less power than twice your land claims. You have tier 3 safety if you have more power than twice your land claims.
In tier 1 safety you can be overclaimed with the command /f overclaim. When you overclaim a piece of land, you must own a piece of land adjacent to the land that you seek to overclaim. (This will most often be a capital ship). Explosions and PvP will be enabled in your land. In tier 2 safety, you cannot be overclaimed but explosions and pvp will be enabled in your land. In tier 3 safety, you cannot be overclaimed and explosions and pvp will be disabled in your land.
You can buy faction powerboosts using the command /f powerboost. Power gained through this way cannot be removed from your faction unless you fail to pay the daily upkeep. The daily upkeep for a power boost is 1000 credits + the power boost amount squared. So a 10 power powerboost will cost you 1100 credits every day and a 100 power poweboost will cost you 11000 credits every day. You are also charged the daily upkeep when purchase the powerboost. If you do not have enough credits in your faction bank when the daily powerboost upkeep is charged (after the midnight restart), the powerboost is removed from your faction.
Table Of Contents
|Store||Bugs & Suggestions|
|Ship Blocks and HP||Ship Classes|
|SQTech Machines||Ship Modules|
|Faction Basics||Claiming and Sieges|
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