Creation Song | Faction Guidelines

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                                 Official Guidelines

This is a guide relating to the use, organization, and implementation of various faction types in the game world of Creation Song. This has been created specifically for faction leaders & owners.


Factions

A faction is defined as an unofficial/official status group/organization/business which has tangible physical existence and presence somewhere in the world of Creation Song. There are two classifications of what a “faction” can consist of:

  • “Unorganized”
    – This would consist of small groups of members without any formal/official identity to the group itself. I.e. 5-person group of friends out on an expedition, or an 8-person bandit gang/posse raiding travel routes/maps.
    These are automatically formed and disbanded freely

  • “Organized”
    – This would consist of small organized crime mafias/organizations to large-scale governments over countries. I.e. The Protectorate Guild, or The Internal Intelligence
    Permission is needed to form these, and Permadeath Events are needed to destroy them
    Must have at least 1 “home” base to exist

An unorganized faction may be created at any time, while an organized faction requires permission to have an official presence on the game itself.

( HOW TO BECOME ORGANIZED:)


REQUIREMENTS TO BECOME AN ORGANIZED FACTION:
10 verifiable actively contributing members
– Good presence on area of a map that you currently inhabit
– Must be game-realistic and appropriate to lore (We can help you with this part)

(CONTACT CREATOR/LORE EXCLUSION TEAM TO BEGIN THE PROCESS)

All organized factions are added to our data spreadsheet and given a treasury amount along with other storage ability features for vehicles and other assets. Be prepared to grant your designated administrator an admin role in your faction’s server.

All designated administrators are there to protect your faction against other factions and unannounced insider metagame incidents.

(FACTION SUBJUGATION/ABSORPTION:)


  • All Factions may decide their fate through the single authority of the acting Faction Leader.

  • All actions taken against a Faction in terms of subjugation or absorption must be accepted by the Faction Leader or taken by force. (The Faction may disintegrate instead of being subjugated)

  • All main-lore factions may not disintegrate. A total of 100% of the entire faction’s membership must approve rebellion from subjugation/absorption in order to rebel as the main-lore faction. If 100% is not reached, a new faction will be created and split from the main-lore one.

  • Absorption is the complete dissolution of the faction into another faction. (i.e. Protectorate Guild’s Jaegars, Castle Infantry, and Recon Infantry.)

  • Subjugation is the direct pairing and linking underneath a parent organization. (i.e. The Internal Intelligence directly underneath the Government, or RHD underneath the Guild.)

  • Mutual Partnerships are alliances or specific contracts in place to pair more than two factions as sister/brother factions. (i.e. The Protectorate Government and the Protectorate Guild)

IMPORTANT NOTE:


Ordinances, rules, laws, or any other form of “legally binding” in-lore rules within any faction existing inside of the game’s sandbox MUST comply with overarching Game & Staff rules. Documents of any kind relating to the implementation of banned/allowed behaviors AND/OR actions against other players will be subject to multiple random inspections by the Administration team.

You are required as a faction “law-maker” to provide a brief explanation or intention of what you’re trying to implement into the game.

“Unorganized” groups consisting of over 10 members are asked to become organized official factions. Administrative action may be taken if attempts to circumvent the rule process are found to be malicious.

For more information relating to what you can actually do with unorganized or organized groups, see our Permanent Death guidelines here

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