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Cohorts

Cohorts are factions for identity only. A tag, a roster, wars and a record, but no land claims.

A cohort is a group with a name and a tag. It is identity only. It gives you a team to fight with and a record that is kept forever.

What a cohort never gets

  • No land claims.
  • No protection.
  • No homes, warps or teleports.
  • No shared or safe storage.
  • No friendly-fire switch. Friendly fire is always on.
  • No way to see a member's location, world or distance. No command shows one.

Land is held by force, as everywhere else on the server.

Starting one

  • /cohort create <name> <TAG> starts a founding.
  • The name is 3 to 12 characters: letters, digits and _.
  • The tag is 2 to 4 characters: capital letters and digits, with at least one letter.
  • You need 3 founders. Each needs 5 hours of playtime. Invite the others with /cohort invite <player>. They join with /cohort join <name> within 10 minutes.
  • A cohort holds up to 30 members.
  • Names such as console, admin, staff, owner or 6d63 are reserved, and lookalike spellings are caught too.

The tag shows in chat next to your other tags, and in the tab list next to your name. /cohort hide hides your tag from the public. Brands stay visible.

Commands

Command What it does
/cohort help All commands. Aliases /f and /faction.
/cohort invite <player> Invite a player. Officers and leaders. Lasts 60 minutes.
/cohort join <name> Accept an invite.
/cohort leave Leave. You wait 24 hours before joining another.
/cohort kick <player>, /cohort exile <player> Remove a member. An exile adds a 24 hour rejoin ban.
/cohort promote, /cohort demote, /cohort leader Manage ranks and leadership.
/cohort disband confirm Leader ends the cohort. The record stays.
/cohort info [cohort] Founding date, members, kills, deaths, wars, standing and roster.
/cohort list [page], /cohort top [standing\|kills\|kd\|wars\|age\|playtime\|victims] Standings. They refresh every 5 minutes.
/cohort who <player> A player's cohort and brands.
/fc [message], /ac [message] Cohort chat and ally chat. Without a message, it toggles. /ignore does not apply there.
/cohort chat [cohort\|ally\|public] Pick where your chat goes.
/cohort ally, rival, neutral <cohort> Diplomacy. Leaders only.
/cohort relations [cohort] Allies, rivals and recent history.
/cohort war declare, war status [cohort], war board, war surrender [cohort] Wars. war board turns a sidebar on or off.
/cohort clash, /cohort clash join <side> The weekend clash. A leader can join the cohort's eligible members to one side. This is announced.
/cohort history [cohort] [page], /cohort verdict, /cohort nemesis, /cohort trophies Records and weekly events.
/cohort leak on\|off Leaders turn the weekly leak on or off for their cohort.

Diplomacy

A cohort can have up to 2 allies. An alliance needs both leaders to agree within 24 hours. A rival is one-sided. Every change is announced. The same two cohorts can change their relation once an hour.

Wars

  • A leader declares a war. The cohort needs 3 eligible members: 72 hours in the cohort and 10 hours played.
  • The other side gets 12 hours of notice. Then the war lasts 72 hours. Rosters freeze at the declaration.
  • A kill scores when the killer and victim are on opposite rosters. The same pair scores at most 3 times.
  • The war ends on time, by surrender, or by a rout. A rout needs 24 hours of war and a score of at least 5 and twice the other side's. A war can also end in a draw, or unanswered.
  • A cohort can have 3 open wars at most. The same two cohorts wait 48 hours between wars, and you can't declare war on an ally.
  • A hidden member who kills their own side during a war is announced as a snake.
  • Leaving during a war brands you [Traitor] for 7 days. Joining an enemy of that war within 7 days brands you [Turncoat], permanently.

Feuds and nemeses

If one cohort's eligible members get 5 counted kills on another cohort in 24 hours with no war between them, a 24 hour feud opens. A cohort can be in 3 feuds at most. A player in no cohort who gets 5 counted kills on one cohort in 24 hours becomes that cohort's nemesis for 7 days. A kill counts if the victim has 2 hours of playtime, and the same pair counts at most 3 times.

Weekly events

  • Weekend clash. On Friday at 20:00 Pacific time the server pairs two of the top 8 cohorts for 48 hours. The winning leader receives a named banner with a serial number.
  • Verdict. On Monday at 00:00 Pacific time one active cohort is cursed and one is favoured. Kills of a cursed cohort's members count double for the killer, in standings and wars. A favoured cohort is only noticed.
  • Leak. On Wednesday at 20:00 Pacific time the server posts one random line from one cohort's channel. The sender is not named and every number is replaced by #. A leader can turn this off with /cohort leak off. Turning it off is announced, and turning it back on needs a 24 hour wait.

Standings

The standing score is eligible kills, plus 2 for each unique victim, plus 10 for each war won, plus 15 for each clash won. Kills count only if the killer has 72 hours in the cohort and 10 hours of playtime, and the victim has 2 hours. The same pair counts at most 3 times in 24 hours.

History

Every founding, exile, war and verdict is written to the history. A cohort with no members dissolves after 30 days, and until then former members can revive it. A dissolved cohort's record stays forever. Its name and tag are reserved for 90 days.

See also: Rules, Stats and leaderboards.