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Factions concept

Factions are shared player teams with their own identity, members, rights, money pool, and shared operational tools.

What a faction includesโ€‹

A faction includes:

  • name, color, optional visual identifiers (armband/flag)
  • member list with custom access rights for each member
  • optional ranks with rights, a daily withdraw limit and a wage
  • optional alliances with other factions
  • shared treasury (faction balance)
  • faction places (shared coordinates)
  • faction spawns (items spawned by the admins)
  • optional faction-linked base alarms
  • optional faction-linked subscriptions

Two permission layers in faction workflowsโ€‹

Faction behavior is controlled by two layers:

  1. Server-level staff permissions
  2. Faction member rights (inside one faction)

Server admins can bypass regular faction-member limitations through broader admin-level rights.

Faction member rightsโ€‹

Faction member rights are managed per membership and are separate from global user/group access rights.

Common faction member rights:

  • admin โ€” every faction member right at once
  • shown_as_leader
  • edit_details
  • manage_members
  • treasure_withdraw
  • treasure_deposit
  • place_order โ€” can place shop orders charged to the faction treasury
  • change_base_alarm
  • change_subscriptions
  • manage_places
  • manage_alliances โ€” found alliances, invite factions, vote on invitations and removals, rename and leave alliances
  • view_markers โ€” see the faction's map markers
  • manage_markers โ€” set, edit and delete the faction's map markers (see Map)

No right is given automatically when someone joins โ€” in particular a new member does not see the faction's markers until view_markers is granted.

Ranksโ€‹

A faction can define ranks, for example Recruit, Soldier and Officer. Members with manage_members create and edit them on the Ranks tab of the faction page and give each member at most one rank in the member's rights drawer. A faction without ranks works exactly as before.

A rank has:

  • Rights from the same list as the member rights, except admin and shown_as_leader, which are always given to a member directly. What a member may do is their own rights plus the rights of their rank; taking a rank away leaves their own rights untouched.
  • Daily withdraw limit: the most a holder may take out of the treasury per day, counted in the server's time zone. A member can get their own limit instead of the rank's. Without a limit, withdrawals are only bounded by the treasury.
  • Wage: an amount per day or per week, paid automatically from the treasury.

Wagesโ€‹

Wages are paid after each period ends โ€” a daily wage for the previous day, a weekly wage for the previous week (Monday to Sunday), both in the server's time zone โ€” usually within the first hour of the next period.

  • Only members who hold the rank when the wage is paid and were on the server at some point during the period get it.
  • Each wage is booked like a withdrawal: Wage to <player> in the treasury history and Wage from <faction> on the member's balance.
  • All or nothing: if the treasury cannot pay every wage of a period, nobody is paid for it, and the faction's leaders (or, without leaders, its admins) get a Discord message. That period is not paid later โ€” top up the treasury before the next one.
  • Each period is paid once. The Ranks tab lists the latest payouts and the ones the treasury could not cover.

Alliancesโ€‹

Factions can join forces in alliances, if the server allows it (Allow faction alliances, on by default).

  • An alliance has a name and two or more factions. A faction can be in several alliances at once.
  • Two factions are allies when they share at least one alliance. An ally's ally is not automatically yours: if Wolves and Bears share one alliance and Bears and Foxes another, Wolves and Foxes are not allies.

Founding an allianceโ€‹

A member with manage_alliances (or a faction admin) founds an alliance on the Alliances tab of the faction page: they name it and invite one or more factions.

  • Each invited faction accepts or declines for itself. Factions invited together when the alliance is founded only answer for themselves โ€” they do not have to agree to each other.
  • The alliance holds as soon as the first invited faction accepts. If every invited faction declines, nothing comes of it.
  • A founding invites at most 10 factions; more can be invited once the alliance stands.
  • A faction can have only one open invitation to another faction at a time, across all its alliances โ€” so nobody gets flooded with invitations.

Votes: taking in and removing factionsโ€‹

Once an alliance exists, changing who is in it is put to a vote among the member factions:

  • Inviting another faction needs the invited faction and every other member faction to agree.
  • Removing a faction needs every member faction except the one that proposed it and the one to be removed.
  • A single no ends the proposal. The faction that proposed it can withdraw it while it is open.
  • Leaving needs nobody's consent. An alliance left with only one faction ends. Votes of a faction that leaves drop out; a proposal that only waited for it can pass then. A removal that nobody is left to vote on is dropped instead of passing.
  • Renaming needs no vote: any member with manage_alliances can rename the alliance, and the other factions are told.

For every invitation and every vote, the members who manage a faction's alliances (or its leaders, if nobody does) get a Discord message with buttons to agree or decline. They can also answer on the faction page or with /faction.

What an alliance changesโ€‹

  • Base alarms: members of allied factions do not trigger a faction's alarm. Each faction alarm has the switch Allies do not trigger the alarm (on by default) โ€” see Base alarms.
  • Bounties: a kill between allies or faction mates pays no bounty, and nobody can place a bounty on a player or faction allied with their own, unless the bounty allows it โ€” see Bounties.
  • Zones: admins can exempt factions from a zone, optionally together with their allies โ€” see Zones.
  • Map: members who share their location can make it visible to allies too, if the server allows it โ€” see Sharing your location.
  • Alliance chat: if the server has set a category for alliance chats, every alliance gets its own private Discord channel โ€” see Faction and alliance chats.
  • Kill context: a kill between members of allied factions is marked as Alliance violation in the kill context.

Alliance violationsโ€‹

The Alliances tab shows, for each alliance, how many kills and hits there were between members of its factions in the last 7 and the last 30 days, and the list behind it: who hit or killed whom, when, with which weapon. It never shows where. Every member of every faction in the alliance can see it. Violations are only recorded since alliances got names; fights from before do not show up.

If the server turns on Alliance violation notifications (off by default), each member can sign up for a Discord message on the Settings tab of the faction page. They then get a DM whenever a member of their faction kills an ally or is killed by one โ€” kills only, and without a location. Nobody is signed up automatically.

What a violation means on your server is up to your rules and actions; dzbot punishes nobody for it.

Turning alliances offโ€‹

Turning Allow faction alliances off hides all alliances, and they stop counting everywhere above: alarms, bounties, zones, the map and the marking. They are kept and come back when it is turned on again.

Joiningโ€‹

Players join a faction only by accepting an invite. A member with edit_details sends it; the invited player answers in Discord or on the factions page. Invites expire after 7 days, and nobody can be invited while they are in another faction. Staff with admin.factions.edit_members can still add members directly from the admin faction view. Details: Factions in player view.

Leaving and dissolvingโ€‹

A member can leave on their own. The sole admin of a faction with other members must hand the admin right to somebody else first โ€” a faction is never left without an admin. The last member leaving dissolves the faction: the treasury is paid out to them as a player transaction, and the faction and its Discord role are deleted.

See Factions in player view for what the player sees.

Treasury conceptโ€‹

Each faction has a shared treasury.

  • Members can deposit and/or withdraw depending on their faction member rights.
  • Transactions are logged as faction transactions.
  • Members with place_order can place shop orders charged to the faction treasury (see below).

For the full balance model across players and factions, see Transactions concept.

Faction shop ordersโ€‹

Members with the place_order faction member right can place shop orders paid from the faction treasury instead of their personal wallet.

  • At checkout, a Pay from selector appears listing the player's eligible factions alongside their current balance.
  • The player selects a faction to use that faction's treasury as the payment source.
  • The order is created as a faction order (not linked to the player) so it does not appear in the player's personal order history.
  • Faction orders appear in the Orders tab on the faction detail page, visible to all members with place_order, treasure_withdraw, or treasure_deposit rights, or to staff with admin.factions.access.
  • The faction transaction log records who placed the order for audit purposes.
  • Refunds for faction orders are credited back to the faction treasury, not to any individual player.

Shared coordinates and operational objectsโ€‹

Factions can maintain shared places and shared spawn definitions.

  • Places are reusable faction coordinates for operational workflows.
  • Spawns define faction-related item spawn setup points.

This allows teams to operate with shared map references instead of individual personal places only.

Faction tagsโ€‹

A faction can carry a short tag of 2 to 6 characters (letters, digits and - _ . ! # *), unique on the server. When the server turns on Faction tags under Server Admin -> Settings -> General, every member's name shows the tag, for example Patrick [WOLF]:

  • everywhere in the web app, including the admin area and the guest pages (guest pages only when the server shows factions to guests),
  • in Discord messages such as the killfeed, leaderboards and player mentions,
  • in Discord nicknames, when Synchronization of Discord names is also on. Discord allows 32 characters; a longer nickname shortens the name, never the tag.

The tag never appears in the game itself; DayZ takes names from the player's profile.

The server decides:

  • who sets tags: admins only (default), or also faction members with edit_details,
  • the format: a template with {name} and {tag}, default {name} [{tag}],
  • alt accounts: whether alt accounts show the tag of their main account. Everyone then sees which faction an alt belongs to.

Everything is off by default; servers that don't turn it on see no change.

Faction and alliance chatsโ€‹

dzbot can give every faction and every alliance its own private Discord channel. Two optional settings in the Factions area of the server settings turn this on:

  • Discord category for faction chats โ€” one channel per faction, which only its members see.
  • Discord category for alliance chats โ€” one channel per alliance, which the members of all its factions see.

How it works:

  • Who sees a channel follows the faction's Discord role, so members get in and out as they join and leave the faction.
  • Setting a category creates channels for every faction or alliance that already exists; new ones get theirs as they come.
  • A channel is renamed with its faction or alliance, and deleted when the faction is deleted or the alliance ends.
  • Discord allows 50 channels per category. When the category is full, dzbot creates a follow-up category called "<name> 2" and continues there.
  • Clearing the setting keeps the channels but dzbot stops maintaining them.

Integrations with other systemsโ€‹

Factions can be tied into:

  • Base alarms (faction alarms and related notifications)
  • Subscriptions (faction-owned subscription entries)
  • Discord role sync for faction members
  • Discord chats for factions and alliances (see above)

For alarm mechanics and rights details, see Base alarms concept.

Typical faction lifecycleโ€‹

  1. Create faction and set identity details.
  2. Invite members; they join once they accept.
  3. Assign faction member rights.
  4. Configure shared places/spawns.
  5. Use treasury and optional linked systems (alarms/subscriptions) as needed.