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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:

PropertyDefault ValueConfig Key
Starting Power10.0power.startingPower
Maximum Power20.0power.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:

PropertyDefault ValueConfig Key
Power per Claim2.0power.powerPerClaim
Hard Claim Limit100claims.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:

ScenarioResult
Claims < Max ClaimsSafe - you have a power buffer
Claims = Max ClaimsAt capacity - no buffer for deaths
Claims > Max ClaimsVulnerable to overclaiming

Power Regeneration

Power regenerates automatically over time for online players:

PropertyDefault ValueConfig Key
Regen Rate0.1 per minutepower.regenPerMinute
Offline RegenDisabledpower.regenWhenOffline

Regeneration Calculations

With the default rate of 0.1 power per minute:

Time PeriodPower Regenerated
1 minute0.1 power
10 minutes1.0 power
1 hour6.0 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:

PropertyDefault ValueConfig Key
Death Penalty1.0power.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:

PropertyDefault ValueConfig Key
Logout Penalty EnabledYescombat.taggedLogoutPenalty
Logout Power Loss1.0combat.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:

  1. Your faction must have negative power balance (current claims × power per claim > total power)
  2. The enemy must use /f overclaim in your territory

Preventing Raids

To avoid being overclaimed:

  1. Maintain a power buffer - Keep faction power well above your claim requirements
  2. Minimize deaths - Each death reduces total faction power
  3. Don't overexpand - Only claim what you can defend
  4. 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>
PermissionEffect
hyperfactions.limit.power.30Player max power is 30
hyperfactions.limit.power.50Player max power is 50
hyperfactions.limit.power.100Player 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

  1. Start small - Claim only essential territory initially
  2. Build power first - Wait for members to regenerate before expanding
  3. Recruit carefully - New members start at 10 power, but also add claim capacity

For Established Factions

  1. Monitor power balance - Check /f info regularly
  2. Before wars - Ensure high power buffer
  3. After losses - Don't claim more until power recovers

During Warfare

Offensive Strategy:

  1. Kill enemy faction members repeatedly
  2. Wait for their power to drop
  3. Overclaim their territory when vulnerable

Defensive Strategy:

  1. Minimize deaths at all costs
  2. Stay online to regenerate faster
  3. 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

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