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Player Power

The per-player scalar that accrues with time online and is lost on death, and which sums into a faction's strength.

Every player has a power score. It is the atom that Faction Power is built from, and the mechanism by which player activity turns into territorial control.

The dials

The defaults in config.yml describe the intended rhythm:

Setting Default Meaning
initialPower 5 Where a new player starts
maxPower 20 Individual ceiling
minPower -5 Individual floor — power can go negative
hoursToReachMaxPower 12 Time from zero to ceiling
hoursToReachMinPower 72 Time from zero to floor
powerLostOnDeath 1 Deducted when you die
powerGainedOnKill 1 Awarded to the killer

The asymmetry between the two "hours to reach" values is the design statement: climbing takes 12 hours, falling takes 72. Power is easier to build than to lose, which keeps a faction from evaporating over a quiet week.

Negative power

The floor is below zero. A player who has died repeatedly does not merely stop contributing to their faction — they subtract from it, dragging the faction below its Demesne Limit and exposing its claims. This is what makes sustained warfare bite: killing the same defender repeatedly is territorially meaningful, not just cosmetic.

Power at logout

The record stores powerAtLogout separately from power. The two fields let the plugin reconstruct what a player's power should be when they return, rather than requiring a background task that ticks every offline player. It is the same trick as computing Faction Power on read: store the inputs, derive the value.

The player record also carries isBypassEnabled (an operator override for land protection) and the player's Faction chat channel — both incidental to power, but stored on the same row.

Sources

Linked from