Factions

In this article you will find everything related to the faction mechanics of the mod. At the release of Version 14.0, there are 35 factions in the mod.

## Factions

If you go to the Game of Thrones menu (default "L") and press the "Factions" button, you will be taken to several screens that display a lot of information: general information, ranks, friends and enemies, oath, as well as area of influence. To do this, scroll through the "corner" of the faction data page.

To earn reputation, you must **do mini-quests** or **kill people**. The whole system of faction mechanics in the game is built on this elementary idea.

You can read more about each faction below:

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## Reputation Scale

The reputation bar shows the selected faction and your current rank for it. Rank is your decorative title.

Use the arrows to scroll through the factions (←/→) or to change the continent (↑/↓) . The **Sword** in the middle indicates how far you have progressed to the next rank. After the reputation has changed, the sword will move and show a new number for a while.

## Sphere of Influence

Each faction has its own sphere of influence. For example, your actions against the Lannisters in Ultos will not count in any way in the North, because the North has not heard of such distant lands. Kill enemies only in the sphere of influence of the faction you want to earn their trust.

If you see **triangles** to the left and right of the gauge, it means that you are **in that faction's zone of influence**, and that killing an NPC will affect your leveling. The arrows will become translucent as you move further away from the center, and disappear completely when you are completely out of the area of ​​influence.

If you see a **dot** to the left and right of the scale, this means that there is a representative of the selected faction nearby. In this case, the amount of reputation on a kill will be half as much as in a full alignment area, but it will still be there. There are witnesses!

If you want to see the sphere visually, open the faction menu, scroll to the faction of interest and click on the red plus sign in the corner of the map.

## Relationships

To know who should or should not be killed, who will be your friend and who will be your enemy, you must know the relations of the factions. They can be viewed in the faction menu, leafing through the book by the "corner" on the page of the selected faction

Fractions have 5 types of relationships:

* Enemies;
* Enemies;
* Neutrals;
* Friends;
* Allies.

If the faction has no friends, one of the pages will be empty, scroll on.

Neutral are all factions, the relationship between which is not established. Below is a table with all the established faction relationships.

## Bonuses

Why be friends with someone, you ask. Of course, for bonuses! And here they are:

* Good reputation with NPCs - most NPCs will treat you like a friend and won't attack you if you have neutral or positive alignment.
* Quests are a good way to earn even more reputation peacefully.
* Trade - Most traders in the mod will only trade with you if they have a good reputation with their faction. **Blacksmiths are more demanding.**
* Recruitment - Captains in the mod require a certain reputation before they allow you to recruit their units. Elite warriors require **Oath of that faction.**
	+ Unit recruitment cost **reduces** as your leveling up.
	+ Unit recruitment cost **reduced even more** after swearing in.
	+ When you reach reputation +1000, you can buy an invasion horn.
* Oath of Allegiance becomes available at +100 reputation, which allows you to conduct a conquest on behalf of a faction.
* Faction Shield - you can equip it with +1000 reputation.
* Banner - a banner placed on a golden block will protect the 64x64 cuboid from invasions, explosions, fires and other troubles, working as a private.

## Oath

**Oath** is an extreme form of loyalty, a new aspect of the mod added in **Version 2**. The player can pledge allegiance to a faction with which they have a good reputation (most often +100 is enough) to conquer territories on their behalf and receive some bonuses (such as cheaper goods and units).

To be able to swear an oath, make sure you have not already **sworn to another faction**.

Otherwise, you must first break the oath of that faction and wait until everyone forgets your shame. .

Once all conditions match, you will receive the final confirmation page. If you press the red seal, you will sign a treaty and pledge allegiance to that faction. Fanfare will be heard and your sword on the reputation table will be replaced with a seal. On the first page of the corresponding faction, the signature will be replaced with "You have sworn!". Now the seal has a new function - **break the oath**.

## Betrayal

There are three ways to betray a faction:

* Kill friends and allies;
* Lose a lot of reputation with the faction;
* Click on the seal and break it;

If you kill an allied NPC, you will receive a chat warning. If you kill another within a certain amount of time after the first kill, your faction will lose faith in you.

If your reputation drops below the +100.0 threshold, the faction will cancel the treaty itself. This can happen by doing evil deeds in the eyes of your faction.
The third possibility is that you You can break the promise voluntarily, at will. Open the menu ("L"), select the "factions" button and scroll to your faction. Now click on the red seal that will break. After the final confirmation page, the contract will be terminated and sad fanfare announces it.

## Shame

After betrayal, you will be severely punished:

* You will lose 50-90% reputation with the faction. The percentage is higher, the higher the reputation was.
* Other factions will remember your betrayal for a while, during which no one wants to deal with you.

To set the "shame memory" time, use the following command:

```
/pledgeCooldown <ticks> [player]
```
When the world forgets your betrayal, it will be announced in the chat.

## Conquest

Conquest is a new aspect of the mod added in **Version 4**. The player can conquer territory for his faction, **to which he swore allegiance**, or for the allies of his faction. To do this, he **(or his hired units)** must kill enemy faction NPCs in the selected territory. In this case, the spawn of enemy NPCs will decrease, and the spawn of their own will increase.

In order to conquer a territory, you must first earn at least +100.0 reputation with a faction and swear allegiance to it. From now on, two numbers are now displayed next to each killed enemy NPC. The first is the **regular sword** (reputation change) and the **crimson crossed weapon** (conquest change).

To see the conquest visually, place a **table of command** on the ground and right-click on it. The map is divided into squares of 1024x1024 blocks. Each square has a **conquest number** for each faction.

If the conquest number is **zero**, the square is **uncolored**. When a mob is killed, the square turns **red**, and the areas around it become **lighter**. On new kills, **the shades darken**. The darkest colors shown on the map always indicate the highest value shown there.

You can use the slider and category button below the map to select a different faction and view its conquests.

When conquering, remember a few rules:

* If you kill enemies in a biome where it is not registered, you will not get anything, and the conquest will turn gray.
* If you kill enemies in your own territory, you will get red colored squares. Each kill will increase the conquest and you will speed up the spawning of your NPCs.
* If you kill enemies in the territory of your allies, you will receive striped squares. Each kill will increase the conquest and you will speed up the spawning of NPC allies.

## Loss of control

Loss of control is the opposite mechanic of gain. It begins only after there has been no change in a certain square for thirty minutes. Occurs at a rate of one unit every fifteen minutes. In order not to lose the conquest, you need to keep fighting enemies in the desired region.