Non-Nation Factions

Non-nation factions, are factions that for one reason or another, are not counted as traditional nations. Reasons for this include: Non-nation factions can be divided into three categories, and these can be subdivided further. Some factions may belong in more than one category, some are difficult to sort into any.
 * Players are not loyal to a defined government/high command and work as a loose alliance.
 * Faction does not hold defined territory on the world map.
 * Faction does hold goals of land conquest.
 * Players focus on other gameplay aspects rather than traditional military strategy.

Criminals
Criminal factions are those that neither have goals of traditional military gameplay, nor an action that benefits other players or the world. Criminal factions work only for themselves and sometimes as antagonists to the overall gameworld. The exception being rebels and revolutionaries who work towards a cause. Sub-categories of Criminal factions are:
 * Pirates/Bandits
 * Smugglers
 * Thieves
 * Black Market Traders
 * Hacker Organisations
 * Rebels/Revolutionaries

Guilds
Guilds are factions dedicated to betterment of the game, mostly without benefiting themselves. Guild factions work on research and science. Sub-Categories of guilds include:
 * Engineers
 * Other Modders
 * Lore Scribes
 * Banks

Services
Service Factions are those who forsake traditional gameplay and the holding of territory in order to offfer services to other players and factions. Service factions work for money, but are separated from Criminals as they help the flow of the game, not disrupt it. Sub-categories of service factions are:
 * Mercenaries
 * Spies
 * Assassins
 * Communication companies
 * Traders
 * Transport services
 * Sex industry factions