AncarFA

## Introduction

AncarFA is an unique nation/faction simulation plugin that allows players to create and manage nations, own land, wage wars and form alliances. AncarFA has been entirely coded by Acult.

* Each nation has it's own private chat and treasury. Nations may expand their territory by colonizing unowned provinces or conquering new provinces from their enemies, directly impacting the ownership of the recognized settlements and military bases within the contested area.
* Each nation has a Leader, however AncarFA provides a suitable system of fully customizable ranks and permissions. Each faction can create it's own ranks and assign different permissions to each, giving the freedom to create an unique gerarchy system within the faction.
* Nations are able to outlaw certain players, forbidding them to join.
* Nations don't have an upkeep cost, therefore they may only disappear in certain conditions: all provinces have been conquered by others, prolonged inactivity or by leader's decision.

## Creating a new nation

To create a new faction, you have to fulfil certain requirements:

* Open a ticket on discord
* Be at least **two** active players
* Build a small hut in an unowned province

After those have been fulfilled

* Make a wiki page about your faction
* Post a faction advert in discord related channel

When all these things are fulfilled, staff will proceed to create the faction in-game and put one Player as owner

Note, the Nation will start with 0 score and will get deleted at next score cycle if no points get added (either by building new settlements/colonization/war).

## Expansion

Nations may expand in one of two ways: War and Colonization, both of which have their respective pages which go into more detail, but in summary;

### War

War involves the subjugation of a province controlled by another faction. War can starts through a declaration on Discord and will take place on a specific scheduled day (Friday/Saturday/Sunday at 18:00 CET). For further info on how battles work, visit this page: War

When an attacking nation wins a war, the ownership of the targetted-province gets transferred to the conqueror nation, all recognized builds (settlements/miltiary bases) within such province get aswell passed to the new nation, GriefPrevention claims are excluded from this passage (thus the new owners won't be able to build, or grief even if they own the settlement).

If during a war, not every checkpoint has been captured by the attacking side but the defenders tickets drop to zero, control of the province is split between the attacker and defender based on the ratio of checkpoints captured, e.g. 1/3rd or 2/3rds, and the distribution on the map, meaning checkpoints that may grant control over a settlement within the province are of paramount strategic interest to defend/conquer.

Each newly conquered recognized build will grant 1 new point to the conqueror and will remove 1 point from the defeated nation score.

### Colonization

Colonization is the process by which a faction may permanently bring ungoverned land into the politics of the server, for better or worse. Factions may be disbanded over time, but by colonizing provinces they lay the groundwork for civilisation, and so unless settlements are razed to the ground they will be immediately available for recolonization by any who have an interest in the region.

Colonization is dependent on the construction of urban infrastructure, and once a Civil Settlement is recognised the province is officially colonized by the faction. Factions may then build Military Bases. Both of these may be teleported to by faction members, but only Military Bases are available for teleportation during times of War.

Each time a new recognized structure gets build (either settlement or military base), a new point gets added to the nation score. The point would aswell get removed if such structure gets de-recognized.

#### Civil Settlements

These are where your faction members might live and work (especially during an exodus after a main city gets conquered). Requires the building of:

* living quarter houses
* a food supply (e.g. crop farms, animal pens etc)
* a water supply
* central buildings such as a main hall, or church
* road network connecting each building
* a town centre/hub

This serves as a base to allow anyone willing to make a settlement their home. Although the process might seem tedious, it might be incredibly helpful if your capital is conquered and your faction needs a new capital to build back in.

#### Military Bases

These serve a vital role during wartime, as they are the only places your faction members can tp to during the time allocated to battles. A province can host 3 military barracks altogether, with the building requirements being as follows;

* Barracks for respawning players (could be wool tents but have to be discreet)
* An Army Depot for storing equipment
* A 4 block-high perimeter surrounding the base
* A central headquarters

A staff member is required for the recognition of a Military Base, and will place a faction teleport within the central headquarters.

#### Quick Tips

-The map is populated by road systems corresponding to real life highways and roads. A faction may find it beneficial to build their infrastructure along these road systems rather than fashion their own from scratch

## Hierarchy

All factions start with a Leader, which is chosen upon creation. This Leader may then create and assign roles to faction members with different permissions available.

A faction may create role permissions that are purely RP in nature, such as Discord-related roles or assigning diplomats, or they may select from a list of pre-determined ingame permissions as follows;

### Permissions

* Money Depositing - [deposit]
* Money Withdrawal - [withdraw]
* Plaer Rank Promotion - [promote]
* Player Rank Demotion - [demote]
* Assigning a Faction Color Tag - [tag]
* Writing a Faction Description - [description]
* Adding New Ranks - [rank-add]
* Deleting Existing Ranks - [rank-delete]
* Assigning Rank Priority (e.g. Leader > Civilian) - [rank-priority]
* Designating Faction Outlaws - [outlaw-add]
* Removing Faction Outlaws - [outlaw-remove]
* Writing a Reason for Outlawing a Player - [outlaw-reason]
* Military Teleports - [military-tp]
* Civic Teleports - [civil-tp]
* Permission Removal - [perm-remove]
* and Permission Adding - [perm-add]

*-to add permissions to a rank, use **/fa perm add [permission] [rank name]***

The role of Leader has access to all permissions.

### Promotion

*-to promote a player to a rank, use **/fa promote [name] [rank]***

#### Quick Tips

-This system allows a large faction a large variety of RP potential, from having civilian roles to treasurer or deputy-leader roles! A well-defined roles list will help your faction feel like a real functioning nation!

## Nation Score

The score is what defines the activity and competence of a nation: highest the score, highest the position on the leaderboard.

Each newly created nation starts with 0 score and is able to increment such number by acquiring new recognized structures, either by building new settlements/military bases within their own territory, or by building new ones in unowned provinces (thus colonizating new lands) or by conquering provinces from their enemies (thus conquering recognized structures by war).

The nations score gets displayed on the /fa info in-game and aswell sorted in a leaderboard available through /fa lb or /fa leaderboard.

Each score cycle has a duration of one month. When the cycle ends, the nation with the highest score gets proclaimed as winner: all members get a special discord role and in-game rewards which might vary and rotate. Those nations which totalized 0 points at the end of the cycle, will get deleted for inactivity. When the cycle ends, all scores get resetted.

## How to become Leader

The leader is the political head of the nation, such figure has all the powers and the ability to change the shape of it's nation.

### If the leader is inactive

A leader is defined inactive when he doesn't join the server since two weeks (./seen <player>). In such case, leadership can be claimed by fulfilling these requirements:

* Be part of the nation for at least two weeks (./fin <player> to check join date)
* Build a new Recognized Civil Settlement

### If the leader is active

If the nation's leader is active, the only option to overthrow him is through a civil war survey.

To start a civil war survey, you have to:

* Be part of the nation for at least two weeks (./fin <player> to check join date)
* Build a new Recognized Civil Settlement
* Open a ticket on Discord, asking to start a civil war survey

#### Civil war survey

The survey will take place in-game, ability to vote is available only for those players which joined the nation two weeks before the start of the survey. After a survey is declared, those players which joined the faction before the start of the survey cannot get outlawed anymore till the survey ends.

The vote is between two choices:

* Yes, so you want to change the dirigent class of the interested nation (= supporting rebels)
* No, so you don't want to change the actual dirigent class (= supporting the current leader)

#### Survey results

* If "Yes" votes are equal or greater than 80% of all votes: the dirigent class gets changed, the rebels win without hosting a battle.

* If "Yes" votes are equal or greater than 40% of all votes: A Civil War begins (a battle gets hosted) and the dirigent class will be changed only if rebels manage to succeed. In case the rebels lose the battle, they can get outlawed from the nation but they could still repeat the survey (read "repeat survey" below).

* If "Yes" votes are lower than 40% of all votes: No Civil War, so no battle and no dirigent class changing. The rebels can get outlawed.

#### Repeat a survey

* A dirigent class which has been kicked from a nation after a Civil War, can demand a survey to return in power after 15 days.
* The rebels which lost a Civil War may start another survey after 30 days even without being part of the nation and without building a new settlement.