Power System
Understanding the power system that governs territory claims and warfare in HyperFactions.
Power System
The power system is the backbone of HyperFactions' territory and warfare mechanics. Every player contributes power to their faction, which determines how much territory the faction can hold and whether enemies can raid you.
How Power Works
Personal Power
Each player has their own personal power that contributes to their faction:
| Property | Default Value | Config Key |
|---|---|---|
| Starting Power | 10.0 | power.startingPower |
| Maximum Power | 20.0 | power.maxPlayerPower |
When you first join the server or create a faction, you start with 10 power and can regenerate up to a maximum of 20 power.
Faction Power
A faction's total power is the sum of all member power:
Total Faction Power = Sum of all online member power + Sum of all offline member power
Example Calculation
A faction with 5 members:
- Player A: 20 power (max)
- Player B: 15 power
- Player C: 18 power
- Player D: 12 power (just died)
- Player E: 10 power (just joined)
Total Faction Power: 75
Power and Territory Claims
Each chunk of territory your faction claims requires power to maintain:
| Property | Default Value | Config Key |
|---|---|---|
| Power per Claim | 2.0 | power.powerPerClaim |
| Hard Claim Limit | 100 | claims.maxClaims |
Maximum Claims Formula
Your faction's maximum allowed claims is calculated as:
Max Claims = min(floor(Total Faction Power / Power Per Claim), Hard Claim Limit)
Example: Calculating Max Claims
Given:
- Total Faction Power: 75
- Power Per Claim: 2.0
- Hard Claim Limit: 100
Calculation:
- Power-based claims: floor(75 / 2) = 37 claims
- Limited by hard cap: min(37, 100) = 37 claims
Your faction can hold up to 37 chunks of territory.
Claim Capacity vs. Actual Claims
Understanding the relationship between your power and claims is critical:
| Scenario | Result |
|---|---|
| Claims < Max Claims | Safe - you have a power buffer |
| Claims = Max Claims | At capacity - no buffer for deaths |
| Claims > Max Claims | Vulnerable to overclaiming |
Power Regeneration
Power regenerates automatically over time for online players:
| Property | Default Value | Config Key |
|---|---|---|
| Regen Rate | 0.1 per minute | power.regenPerMinute |
| Offline Regen | Disabled | power.regenWhenOffline |
Regeneration Calculations
With the default rate of 0.1 power per minute:
| Time Period | Power Regenerated |
|---|---|
| 1 minute | 0.1 power |
| 10 minutes | 1.0 power |
| 1 hour | 6.0 power |
| Full recovery (0→20) | ~3.3 hours |
Online-Only Regeneration
By default, power only regenerates while you're online. Server owners can enable offline regeneration with power.regenWhenOffline: true, but this is disabled by default to encourage active participation.
Power Loss
Death Penalty
When a player dies, they lose power:
| Property | Default Value | Config Key |
|---|---|---|
| Death Penalty | 1.0 | power.deathPenalty |
Combat Implications
If you die multiple times in quick succession, your power can drop significantly. At 0.1 regen per minute, recovering 1 power lost from death takes 10 minutes.
Combat Tag Logout Penalty
If you disconnect while combat tagged:
| Property | Default Value | Config Key |
|---|---|---|
| Logout Penalty Enabled | Yes | combat.taggedLogoutPenalty |
| Logout Power Loss | 1.0 | combat.logoutPowerLoss |
Don't Combat Log!
Disconnecting during combat results in additional power loss. Stay and fight or escape properly before logging out.
Minimum Power
Power cannot drop below 0. Even after multiple deaths, your personal power will remain at 0 until you regenerate.
Overclaiming
When a faction's total power drops below what's needed to maintain their claims, they become raidable - enemies can overclaim their territory.
Overclaim Conditions
For an enemy to overclaim your territory:
- Your faction must have negative power balance (current claims × power per claim > total power)
- The enemy must use
/f overclaimin your territory
Preventing Raids
To avoid being overclaimed:
- Maintain a power buffer - Keep faction power well above your claim requirements
- Minimize deaths - Each death reduces total faction power
- Don't overexpand - Only claim what you can defend
- Stay active - Online members regenerate power
Power Buffer Strategy
Recommended buffer: Maintain at least 20% more power than your claim requirements.
Example: If you have 30 claims requiring 60 power, aim for 72+ total faction power to have a safe buffer.
Power Limits via Permissions
Server owners can grant custom power limits using permissions:
hyperfactions.limit.power.<amount>
| Permission | Effect |
|---|---|
hyperfactions.limit.power.30 | Player max power is 30 |
hyperfactions.limit.power.50 | Player max power is 50 |
hyperfactions.limit.power.100 | Player max power is 100 |
For Server Owners
Use permission-based power limits to create VIP tiers or reward active players:
/hp group setperm vip hyperfactions.limit.power.50
This allows VIP players to accumulate up to 50 power instead of the default 20.
Viewing Power Information
Power information is available through various faction commands:
- Faction info displays total faction power, current claims, power required for claims, and raidable status
- Personal power shows your individual power and maximum
- Other factions can be inspected to assess their vulnerability
See Basic Commands for the info and power command syntax.
Strategic Considerations
For New Factions
- Start small - Claim only essential territory initially
- Build power first - Wait for members to regenerate before expanding
- Recruit carefully - New members start at 10 power, but also add claim capacity
For Established Factions
- Monitor power balance - Check
/f inforegularly - Before wars - Ensure high power buffer
- After losses - Don't claim more until power recovers
During Warfare
Offensive Strategy:
- Kill enemy faction members repeatedly
- Wait for their power to drop
- Overclaim their territory when vulnerable
Defensive Strategy:
- Minimize deaths at all costs
- Stay online to regenerate faster
- Temporarily unclaim non-essential territory if needed
Configuration Examples
High-Intensity PvP Server
{
"power": {
"maxPlayerPower": 10,
"startingPower": 5,
"deathPenalty": 2,
"regenPerMinute": 0.2,
"powerPerClaim": 1
}
}
- Lower max power = smaller empires
- Higher death penalty = wars matter more
- Faster regen = quicker recovery
- Lower power per claim = more territory per power
Casual/Building-Focused Server
{
"power": {
"maxPlayerPower": 50,
"startingPower": 25,
"deathPenalty": 0,
"regenPerMinute": 0.05,
"powerPerClaim": 5
}
}
- Higher max power = larger empires
- No death penalty = peaceful play
- Slower regen (doesn't matter without deaths)
- Higher power per claim = more strategic claiming
Related Topics
- Territories - How claiming works
- Diplomacy - Relations affect combat rules
- Configuration Reference - All power settings