# Faction war The two factions with the most members online fight over a ring of war beacons. | | | | --- | --- | | Severity | **WAR** (purple two chevrons) | | Needs | **NeroFactions** | | Can damage | Players in the fight. The war beacons are placed only in empty air outside protected areas, cannot be broken, and are removed when the war ends | | Location | Public — the announcement, the console and the HUD say roughly where it is | > **This build:** faction wars are switched off until NeroFactions is published, so they do not > appear yet. The war beacon block is already registered, so worlds keep it either way. ## What to do Stand at a beacon with your faction, and no enemy, to capture it; the ring on the ground fills as you capture. Holding beacons scores points over time. The score is shown under the countdown on your screen ("Red 34 · Blue 21"). The side with the higher score when time runs out wins; a tie has no winner. ## Who fights - Each faction needs at least `warMinMembersOnline` (2) members online; the two with the most members online fight. With fewer than two such factions the war is skipped. - Never rolled in a single-player world (`single_player` in `/neroevents preview`). - Your side is fixed the first time you come near the war: changing faction mid-war changes nothing. - Players in both factions or neither stay **neutral**: they never capture, score or earn. ## Rewards Everyone on a side who took part shares the event's credits and XP — see [Rewards](Rewards.md). The winning side's fighters gain reputation with their own faction and the losing side's lose a little, at most `rewardReputationMaxDeltaPerEvent` (25) per event. NeroEvents only reads which faction you are in; NeroFactions keeps the reputation. ## Switches - `combatEventsEnabled=false` — no wars (or raids, invasions and bosses). - `eventsDisabled` — add `neroevents:factions/faction_war`. ## See also - [How events work](Events.md)