Notes I took for the plugin: Factions Foundation players can group together in 'factions' factions can claim land factions can have relationships with other factions relationships are {allies, enemies, neutral} factions have power power dictates if factions can take over other factions land relates to power factions on territories not under a neutral relationship status have effects to players faction chat rooms players can only be in one faction at a time factions have admins and moderators //notes// The factions will be fighting factions on the opposing sides factions control land, and any land controlled by the factions is controlled by their respective side // What we add: more power features and/or targeted objectives you need to hit in order to take over said land, targets would be beacons, amount of beacons would be determined by amount of power (amount of beacons for every x power [ {customizable} default is every 10 power = 1 primary, each increment of 10 before 100 power would add secondary beacons and after 100 power said faction would obtain a second primary Economy Empire Objectives Levels Professions factions: pay taxes to their respective sides only exist within sides when a faction is taken over, they switch sides economy: tax rates money accumulates for the side taxes configured on a faction by faction basis some automatic tax features -tax based on how much land they own -tax based on how many players are in the faction -stuff like that empires: 2 halves of the empire - civil war neutral side (not on a side) players can choose to be involved -owner chooses the perks for being involved server shop (sides): buys and sells SIDES stuff commands based sells everything (configurable) server shop (players): sells stuff (configurable) shops: see above ^ shops sell things and give discounts depending on the state the side is in neutral side: relationships are handled on a player level sides: factions belong to sides empires can only be changed once every n units of time pay money to keep sustained has a primary faction that is the head when a side loses they still fight primary faction will be changed if the primary faction is inactive economy on a larger scale (player economy and side economy is different) side states: {attacking, defending} states are decided based on their situation (how much land they have) objectives: (factions based) completed based on what is done to the other side -Start your first skirmish (faction vs. faction) configurable awards levels: level ups leves dictate what can be done armor: armor levels {light, medium, heavy} professions: armorsmith - creates and repairs armor weaponsmith - creates and repairs weapons soldier - fights better - wear heavy armor (diamond, iron) chef - cooks food ////// If anyone is able to do this please add me on skype - msmc360