Faction intelligence

Your real world.
Your faction layer.

A block-accurate snapshot of the Minecraft world, including built terrain, with regions, regional bases and your own faction intelligence layered on top.

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NEW PLAYER FIELD BRIEFING

Warfront in 60 seconds

A region is a weekly faction campaign layered over the normal wilderness. Your faction chooses where to compete, earns Influence there and—if it wins—puts its name on the map while unlocking that region's exclusive route to chosen runes.

One faction.
One region per cycle.
Your choice locks after the first Influence point.
01

Choose one campaign

Your faction leader enlists in one active region from /warfront. You may change before earning the faction's first Influence; after that, the choice locks for the cycle.

02

Earn valid Influence

Every member can contribute through shared Daily Orders, regional events, KOTH and valid official-war combat against factions contesting the same region.

03

Lead at weekly reset

The highest faction at or above 250 Influence becomes the next controller. Control normally stays fixed all week; only an accepted official-war surrender can transfer it early.

04

Use the regional Charter

The controller unlocks that region's activity and visible reward catalogue. Reach 5 / 20 / 40 / 80 / 160 / 320 in that activity, then choose one exact rune from each unlocked rarity; progress is not spent.

THE TWO REASONS TO CONTROL A REGION

Prestige on the map. Chosen runes in the Treasury.

Every controller activity has a visible path to permanent runes. At 5 / 20 / 40 / 80 / 160 / 320 activity points, an officer chooses one exact Common / Uncommon / Rare / Epic / Legendary / Mythic rune. Progress belongs to the faction, stays cumulative and is never spent. Sunken Reach uses its visible 32–1,024 diamond market instead.

See every rune

What control gives you

  • The region's controller-only weekly Charter.
  • A safe Sanctum at its fortress for staging.
  • A 37×37 outer stronghold your faction can build and repair.
  • Faction-wide activity progress and Treasury rewards.
  • Your faction's name shown publicly as regional controller.

What control never gives you

  • No wilderness claims or claim bypass.
  • No passive money, items, power or combat buff.
  • No ownership of bases built inside the region.
  • No invulnerable outer walls: enemies may breach them with TNT.
Control does not mean peace

Your owner stays fixed until Monday, but rivals can TNT-breach the outer fortress and occupy it for Influence. Clear every infiltrator to stop the weekly pressure; normal full-loot combat still applies outside the Sanctum.

HOW CONTROL IS WONInfluence ledger
250 minimum at reset

Patrol, Hunt or Gather Daily Order+20 each

Complete all three Daily Orders+20 bonus

Regional event participation+30

Regional event victory+50 more

Owner Charter completion+75

Caravan delivered or stolen+75

Regional KOTH victory+100

Valid official-war kill+12

Death to a same-campaign war enemy−6

Kill points require an official war, both factions in the same campaign, a valid combat context and anti-farm checks.

At weekly reset: the highest eligible faction controls the region. The controller can keep it next week by winning again. There is no final assault, and Influence does not change ownership in the middle of a normal week.

Empty server? Solo Founding works: enlist, then complete Patrol + Hunt + Gather in /warfront orders. They give 80 Influence per full day; three days reach 240 and the first order on day four passes 250. Control is then assigned automatically—no claim command and no reset wait.

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