Territories
Understanding faction territory claims and protection in HyperFactions.
Territories
The territory system allows factions to claim chunks of land, protecting them from outsiders and expanding their influence across the world.
Chunk-Based Claims
Territory is managed in chunks - 32x32 block areas that extend vertically through the world. Each chunk can be claimed by one faction at a time.
Tip
Press F7 in-game to display debug information including your current chunk coordinates.
How Claiming Works
Factions can claim chunks as their territory. Claiming requires:
- Faction power - Each claim costs power to maintain (default: 2 power per claim)
- Unclaimed land - The chunk must be wilderness, or belong to a vulnerable enemy faction
- Connection (optional) - When adjacent mode is enabled, new claims must connect to existing territory
The number of claims a faction can hold is limited by their total power:
Max Claims = Total Faction Power ÷ Power Per Claim
For example, a faction with 50 total power can hold up to 25 claims at the default rate.
For claiming commands, see Territory Commands.
Territory Protection
Claimed land provides protection for faction members. The protection system checks player permissions based on their relationship to the claiming faction.
Protection Categories
| Category | What's Protected |
|---|---|
| Building | Block placement and breaking |
| Containers | Chests, storage, and crafting stations |
| Interaction | Doors, gates, switches, and mechanisms |
| Items | Item pickup within claimed areas |
Access Levels
Protection varies based on the player's relationship to the claiming faction:
| Relationship | Default Access |
|---|---|
| Member | Full access |
| Ally | Configurable (interaction by default) |
| Neutral | No access |
| Enemy | No access |
Faction leaders can customize these permissions through the settings GUI. See Factions for details on territory permissions.
Overclaiming
When a faction's power drops below what's needed for their claims, they become vulnerable to overclaiming. Enemy factions can seize their territory.
Vulnerability condition:
Vulnerable when: Current Claims × Power Per Claim > Total Faction Power
This creates strategic gameplay around power management. Deaths cause power loss, so sustained combat can weaken a faction enough to lose territory.
Info
Overclaiming only takes one chunk at a time. The attacking faction must also have sufficient power for the new claim.
Claim Decay
Inactive factions gradually lose claims through the decay system:
- When no faction members log in for an extended period (default: 30 days), the faction becomes "inactive"
- Inactive factions begin losing claims over time
- Claims are released back to wilderness
This prevents abandoned factions from permanently occupying territory.
Multi-World Support
HyperFactions tracks claims across all worlds and dimensions:
- Claims are stored per-world
- Faction power is global (shared across worlds)
- The chunk map displays the current world only
The Stuck Command
Players trapped in enemy territory can use the stuck command to escape. After a warmup period (default: 30 seconds), they're teleported to nearby wilderness.
The warmup is cancelled by movement or taking damage, preventing abuse during combat.
Strategic Considerations
Defensive Territory
- Claim in connected patterns to prevent fragmentation
- Maintain a power buffer above what's needed for claims
- Don't overextend beyond your faction's power capacity
Offensive Territory
- Target factions with low power-to-claims ratios
- Coordinate attacks to drain enemy power through combat
- Overclaim strategically valuable chunks first
Data Storage
Claims are stored within each faction's data file and indexed in memory for fast lookups. See Installation for the data directory structure.
Related Topics
- Power System - How power determines claim capacity
- Zones - Server-managed SafeZones and WarZones
- Territory Commands - Claiming and map commands