Major Factions


1. Major Factions must have maintained activity for 30 days as a Minor Faction before being eligible for Major status.

2. Major Factions must maintain 5 or more unique, individual, active characters to remain active. Each character must be written by a different person.

3. A Major Faction's starting influence cloud is dependent on the number of people it has during it's Major Faction Application. For every 5 unique writers, the Major Faction will start with an extra hex, at a maximum of 3 starting hexes.

4. When a Major Faction Owner steps down, a public, faction-wide election must take place on the SWRP forums to choose a new Major Faction Owner.

5. Only a Major Faction has the resources necessary to role-play having a large fleet, army, etc.

6. Major Faction Owners/Admins are responsible for alerting the SWRP Staff Team's Administrators of waning activity, gained or lost hexes, SWRP Rule Violations within their Factions, etc.


1. Members may not be Faction Administrators, Faction Moderators, Faction Owners, or representatives of Faction Leadership in any manner of more than one Major Faction. This applies to all characters/sub-accounts owned.

2. A Major Faction Owner intending to go Minor is required to hold a majority decision vote with their Faction. If the vote is successful, the Major Faction is subject to the rules for Major Faction Recalls.


Faction Capitals are represented as planet icons on the Galaxy Map.

1. Each faction, upon creation, will name one planet as it's "Capital". Factions may not invade the hex containing the capital planet unless you have occupied a neighboring hex.

2. Major Faction Capitals may only be gained by another Faction by being declared the target of an Invasion.

3. The Major Faction Defending their Capital Hex receive the following buffs during an Invasion:

A: Invasion Minimum Post Count: +100 Posts
B: Faction Aid Requests: +5 Writers

4. The Major Faction Capital Hex may not be the target of Rebellions.