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Guide baseline: demo 0.6.0 · Reviewed 2026-09-22

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Factions

Factions describes nations, guilds, and secret societies. Extend their world names and descriptions with organizational structure and reputation or goals that change during play. This guide follows the runtime 0.6.0 development alpha.

Create a first faction

  1. Choose Factions → + Faction / template and select an empty faction, nation, guild, or secret society.
  2. Set its name, description, ideology, and visibility.
  3. Apply and select the faction from the list.
  4. Add units, ranks, roles, and members as needed.
  5. Save and check the setup through Sandbox state test.

A named empty faction is a valid starting point. You do not need to fill every organizational field.

Menu What to author Keep in mind
Organization / Units Branches, departments, and hierarchy Keep a non-cyclic tree within the same faction.
Ranks / Roles Rank order, responsibilities, and role capacities These are game settings, not server privileges.
Members Membership and unit, rank, or role assignments Initial world membership differs from joining during play.
Diplomacy Direction, relations, states, and history Diplomacy does not automatically change combat teams.
Places Presence and influence at a place Changing a relation does not move a map pin.
Hierarchy Relationships between parent and subordinate factions This differs from departments inside one faction.
Metrics & reputation Faction values, personal or party reputation, and bands Personal and party tracks are separate.
Goals Targets, progress, and completion rewards Initial completion differs from completion during play.
References Content that uses the faction Inspect connections before editing.

Reuse existing membership lore

If Relations contains a generic membership relation, choose Convert existing relation in the members view. Conversion is explicit and preserves the description. It does not invent ranks or reputation.

Connect reputation and goals to a story

For a route that unlocks guild records at higher reputation:

  1. Set a reputation track’s bounds, starting value, and bands in Metrics & reputation.
  2. Reference the faction and reputation track in a scene condition.
  3. Add a reputation increase to the mission-completion action.
  4. Preview the choice before and after the requirement is met.

Passing a reputation threshold does not automatically join a faction. Add explicit joining or promotion actions when required.

Goal completion rewards are protected against repeated issuance. An initially completed goal is not a way to grant its reward again; test a new goal through actual progress and completion.

Trials and visibility

Sandbox state test checks a copy of initial state. Also test the full scene flow when game variables or joining conditions matter.

Check that private organizations and members remain hidden from players. A guild leader does not gain GM or server-operator credentials.

Territory polygons and automatic war, economy, or diplomacy simulation are outside the current scope.

Related: World building · Relations · Game data

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