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Torning

Faction families

by liharris30[2106022] Superadmin family alliance factions academy recruits peace treaty

How factions that work together link up on Torning as a family: a main faction with its sister, academy or feeder factions, or allies. Starting one, inviting factions, partners not on Torning, peace treaties, the members board, handing over, leaving, and timing moves around recruit status.

What a family is for

Torn has no alliances of its own, but many factions work in groups: a main faction with an academy or feeders, sister factions, or allies who fight the same enemies. A family links those factions on Torning, from two up to ten.

Faction › Family › Overview shows every faction in the family on one page:

  • a bar for the whole family showing where everyone is right now: Okay, Hospital, Travel or Jail, with how many are online;
  • a card for each faction with its respect and rank, how full it is against its capacity, and the same status bar for its own members;
  • on that card, its live chain against the next bonus hit with when it breaks, its ranked war score against the enemy, and every peace treaty it holds with the rest of the family.

Faction › Family › Members lists every member of every faction in the family: faction, position, status, level, days in faction, last action and whether they can be revived. Filter it by faction or by where members are.

All of it comes from Torn's public data. Torning reads each faction's treaties, war and chain every fifteen minutes, and every five while it is at war or chaining. Joining a family shares nothing private: each kind of private data is a separate choice for each faction's leadership. Families are free.

Starting a family and inviting factions

Family is a free module, off until a leader turns it on. Flip the Family tile under Faction › Settings › Manage and the Faction › Family tab appears. Anyone who can manage the family opens it; before your faction is in a family, that tab is the settings page.

  1. Type a name under Start a family and press Start family. Your faction runs the family it starts and is labelled Main.
  2. Under Invite a faction, paste the faction's ID or a link to its Torn profile, pick its role and press Send invite.
  3. The invited faction's leadership sees the invite under Waiting on you on their own Faction › Family page and presses Join or Decline.
  • Only factions on Torning with the Family module on can be invited, and a faction can be in one family at a time. If the faction you invite has not turned it on, Torning says so; its leaders switch it on under Faction › Settings › Manage.
  • An invite stays open for seven days. Sending it again refreshes it.
  • A family holds up to ten factions, and open invites count toward the ten.
  • Joining a family withdraws any other open invites to that faction.

Partners and peace treaties

A faction that is not on Torning can still sit in your family as a partner. The primary faction adds one under List a partner on Faction › Family › Settings with its ID or a link to its Torn profile.

  • The family sees only what Torn makes public about a partner: its roster, where its members are, its chain and its ranked war. Those reads use your own factions' keys.
  • A faction already on Torning cannot be listed; invite it instead, so its leadership chooses for itself.
  • A partner can be listed by one family at a time.

Peace treaties

Torn's peace treaties are the one link between factions the game keeps itself. Leaders set them in Torn, and Torning reads them. Each treaty between factions of your family shows on their cards with a bar for the time used and the days left; one with three days or fewer left turns amber, so you can renew it in Torn in time.

A partner with a live treaty with one of your factions on Torning reads Partner · treaty: Torn itself confirms the link. Without one it reads Partner.

Sharing with the family

Joining a family shares nothing private. Under What we share with the family on Faction › Family › Settings, each switch shares one kind of your faction's data with every faction of the family on Torning. Only your own faction's managers can change it, and every change is written to your audit log and the primary faction's.

Revenge hits

A hit from another faction of your family never opens a retaliation window: that is a friend, not someone to hit back.

When your faction shares its revenge hits and one of your members puts someone in hospital who has just hit another faction of the family, inside that faction's five minute window, its window is marked as handled by you. Its Discord card reads Handled by the family. Torn pays the retaliation bonus only to the hit faction's own members, so the card says no bonus was paid; what the family gains is knowing the attacker has been dealt with.

Ultra extras

Families are free. The extras below open while someone in the leadership of the faction that runs the family holds a live Ultra; the other factions only need to be on Torning. They are marked with an Ultra pill.

Ultra in the faction that runs the family covers only these family extras. Each faction's own Ultra features, such as Accounting, Competitions, War intel and the Discord bot in its own server, still need that faction's own Ultra leadership.

Spy pool

Switch on Spies under What we share with the family and your faction's spies join the family pool. You see the pool only while you share: every family faction that shares sees the others' faction spies on War › Intel › Faction spies (the Family view), on the enemy roster and in War intel.

A member's own spies reach the pool only if they share them with their faction and also press the family button on War › Intel › My spies.

War assist

Torn's ranked wars are one faction against another: hits from the rest of the family never score. They can still keep enemies in hospital. On a war's page, anyone with Manage wars can press Ask the family, with a note such as which enemies to hospitalise.

  • The rest of the family sees the war under Asking for help on Faction › Family › Overview, and its Enemy board: the enemy roster, their status, stats from their own spy pool, and the leader's note.
  • They can call dibs and star enemies, and the warring faction sees who called each one, with their faction's tag. Terms claims stay with the faction at war, and so does any stats deal with the enemy.
  • Stop asking on the war page closes the board again. It also closes when the war ends.

Matched against your family

Torn's matchmaking can pair two factions of the same family. The war page then says so, and the War Terms form on setup starts termed. Nothing is sent until a leader presses Send, and war assist is not offered for that war.

In Discord

Each faction's own Discord server can follow the family. The bot in that server is the faction's own Discord feature, so it still needs that faction's own Ultra leadership; the family parts below then also need the family extras.

  • Family role: on Faction › Discord › Roles, pick a role for members of the other factions in your family. The bot gives it beside the verified role and takes it back when their faction leaves. Members of a partner faction get it only while Torn shows its peace treaty with the family.
  • Family alerts: a family faction's war starting and its result, an ask for help, two family factions matched against each other, a treaty ending, and a move landing in or leaving your faction.
  • Live family war board: one message per war a family faction asked for help with, updated every minute, with the same claim buttons as your own war board.
  • /family overview and /family status work in the server of any faction in the family and answer only the person asking. /war assist lists the wars asking for help.

Nothing is posted from one faction's server into another's: each server reads the family for itself.

One shared server

A family can also share one Discord server. The faction whose server it is presses Share with the family on Faction › Discord › Overview, and each other faction runs /setup there. Every faction keeps its own member role, banker role and alerts, and faction commands answer privately. Joining rides on the family's Ultra, so a feeder needs no Ultra of its own. The Discord bot guide has the details.

Roles and the primary faction

Every faction in a family has a role: Main, Sister, Academy, Feeder or Ally. The role is a label for people to read; Torning treats every faction in a family the same.

One faction is the primary, shown as Runs the family. Its managers rename the family, invite and remove factions and change roles.

Handing the family over

When the main faction changes, the primary presses Hand over beside another faction on Torning in the family. That faction's leadership sees the offer under Waiting on you and presses Take over or Decline. Nothing changes until they accept. The new primary takes the Main role and the old primary takes the new one's old role.

Leaving a family

At the bottom of Faction › Family › Settings, Leave the family takes your faction out. You can be invited back later.

  • The primary has to hand the family to another faction on Torning before it leaves.
  • If the primary is the only faction on Torning left in the family, the button reads End the family and ends it for everyone.
  • The primary can also press Remove beside any other faction.

If a family lists your faction as a partner without you agreeing, your settings page says so and offers Remove the listing.

When a faction leaves Torning

A faction that deactivates Torning, switches the Family module off, or whose leader who activated it is no longer in charge, stays in the family as a partner. The family still sees its public side, and it shares nothing more. Its card reads Partner. Switching the module back on within the hour changes nothing; after that, the faction needs a new invite.

If that faction was the primary, the faction on Torning that joined the family earliest takes over. If no faction in the family is on Torning any more, the family ends.

Moving players between factions

Torn makes anyone who joins a faction a recruit for 72 hours. A recruit cannot score in ranked wars or chains, join organised crimes or hold a position. Moving a player from an academy or feeder into the main faction just before a war therefore leaves them unable to score.

Faction › Family › Moves plans these moves. Anyone with Manage Family in either faction picks the player (their Torn ID or a link to their profile), the faction they are moving to, and optionally a date to move by and a note. Each move shows:

  • its steps: Planned, Left, Joined and Full member, with the recruit lock counting down once they join;
  • when the new faction's next ranked war starts, if Torn has matched it, and the latest the player can join to score in it, in amber when it is too late;
  • how full both factions are after the move, and whether each still has the ten active members it needs to enlist.

Torning follows each move through both factions' rosters. When a player leaves one faction of the family and joins another within 72 hours without a plan, the move shows anyway, marked Seen in the rosters. A move into a partner faction is seen only on the side that is on Torning. Torning never moves anyone: the player leaves and is accepted in Torn.

The Recruit clearance tool on the Torning website (Tools › War and chains) takes the time a player joins and when the war starts, and shows when they become a full member, the latest they can join in time, and how many hours short they are if they join too late.

It also checks enlistment: a faction needs at least ten members active in the last 24 hours to enlist for ranked wars. Recruits count toward the ten, so check the faction the player leaves as well.

Who can do what

  • A leader turns the Family module on or off under Faction › Settings › Manage. With it off, the Family tab is hidden and the faction cannot start, join or be invited to a family.
  • Every member of a faction in a family can open Faction › Family › Overview.
  • Leaders, co-leaders and positions with the Leader switch can manage the family. Leaders can also give a position Manage family in the Positions grid on Faction › Settings › Manage.
  • Only the primary faction's managers run the family as a whole. Each faction's own managers answer its invites, leave, or drop a partner listing.

Every family action is written to the audit log of each faction it touches.

Questions 1 Questions and replies are public: anyone can read them here and on the guide's page on the public website.
  • Mentor[9999980] Answered

    If we share spies with the family, can the main faction see who captured them?

    Demo Leader[9999990]

    They see the stats and which faction the spy came from, never the member. Switch it off under What we share with the family any time.

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