Factions for beginners
A plain-English introduction to factions, claims, raids, seasons, scoreboards and the first choices that matter.
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Factions, claims, commands, raiding, economy and Season 1 rankings explained in plain English.
Read the beginner guideUse these shortcuts for the most common jobs: starting out, checking commands, planning claims, learning raids or reading the score rules.
Gold moves through inventories and treasuries, territory has upkeep, roles matter, and wars pressure chunks through Lands.
Your personal balance is vanilla gold you carry. Faction money starts in a gold-only treasury and becomes only a small Lands buffer for claims and upkeep. `/pay` is intentionally blocked.
There is no classic power pool. You hold chunks through Lands roles, claim shape, member trust and a daily upkeep model that currently costs 9 gold per chunk.
Allies and enemies are enabled. Nations are currently disabled for launch, so politics happen land-to-land until that system is deliberately enabled and tested.
Water does not cancel TNT block damage here. Obsidian, crying obsidian and reinforced deepslate are timers for repair, counterplay and evacuation, not unraidable guarantees.
A plain-English introduction to factions, claims, raids, seasons, scoreboards and the first choices that matter.
What Camp, Outpost, Stronghold, Province, Nation and Empire mean, where the names come from, and why size is more than raw player count.
United Factions command reference for /f, claims, faction invites, roles, relations, wars, power, account linking and website recruitment.
What raids and wars mean, why bases are not invincible, and what the website hides during active conflict.
A simple, picture-led guide to the 0–100 faction score and the four things that earn points.
Join, read the map, make friends and avoid losing your first chest room.
Gold in your inventory, gold in the faction chest, shards, and why the server avoids fake menu-money.
How Lands claims differ from classic Factions power: chunks, roles, upkeep, allies, enemies and disabled nations.
Charge, shot, water tray, redstone delay, range control and why timing matters more than size.
Recon, raid claims, cannon roles, breach discipline and how to attack without turning rivalry into harassment.
What durable blocks actually do on this server, including water, obsidian, crying obsidian and reinforced deepslate.
Layering, repair access, decoys, member roles, counters and why no honest Factions base is unraidable.
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Commands and balance values are reviewed against the game configuration before guides are published.