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MAJOR FACTION CAPITALS
Faction Capital Hexes are represented as planet icons on the Galaxy Map.
1. Each faction, upon creation, will name one planet / hex as it's "Major Faction's Capital".
2. Factions may not invade a Major Faction Capital containing the capital planet unless they have occupied a neighboring hex or the Major Faction has only its capital hex remaining.
3. Major Faction Capitals may only be gained by another Faction by being declared the target of an Invasion.
4. If a Major Faction successfully defends their Capital they may take any non-capital adjacent hex from the attacker. Alternatively, they may render any non-capital hex from the attacker as neutral as though they had successfully invaded it.
5. Major Faction Capitals may be requested to be changed only once per IRL year via the Map Update Request thread.
6. When a Major Faction Capital is invaded, the defending Major Faction loses it's current Mandate and may not request a new one until the end of the Invasion thread.
4. The Major Faction Capital Hex may not be the target of Rebellions.
5. If a faction with more than one hex loses its capital due to an invasion it must choose a replacement capital from the hexes it currently controls. That hex then becomes the faction's capital.
6. In the event a one hex Major Faction loses an invasion targeting their Capital, that Major Faction will automatically be reduced to Minor Faction status. This faction must then wait a minimum of 60 days before they can resubmit an application for Major Faction status.
7. In the event a Major Faction Capital is lost, the losing Major Faction may not initiate Invasions until the Faction has won an Invasion, Rebellion, or completed three Dominions.
Faction Capital Hexes are represented as planet icons on the Galaxy Map.
1. Each faction, upon creation, will name one planet / hex as it's "Major Faction's Capital".
2. Factions may not invade a Major Faction Capital containing the capital planet unless they have occupied a neighboring hex or the Major Faction has only its capital hex remaining.
3. Major Faction Capitals may only be gained by another Faction by being declared the target of an Invasion.
4. If a Major Faction successfully defends their Capital they may take any non-capital adjacent hex from the attacker. Alternatively, they may render any non-capital hex from the attacker as neutral as though they had successfully invaded it.
5. Major Faction Capitals may be requested to be changed only once per IRL year via the Map Update Request thread.
6. When a Major Faction Capital is invaded, the defending Major Faction loses it's current Mandate and may not request a new one until the end of the Invasion thread.
4. The Major Faction Capital Hex may not be the target of Rebellions.
5. If a faction with more than one hex loses its capital due to an invasion it must choose a replacement capital from the hexes it currently controls. That hex then becomes the faction's capital.
6. In the event a one hex Major Faction loses an invasion targeting their Capital, that Major Faction will automatically be reduced to Minor Faction status. This faction must then wait a minimum of 60 days before they can resubmit an application for Major Faction status.
7. In the event a Major Faction Capital is lost, the losing Major Faction may not initiate Invasions until the Faction has won an Invasion, Rebellion, or completed three Dominions.