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'''''Learn more about your Faction and the various actions you can do here.'''''
A '''Faction''' is a player-run group that shares progression, production, storage, activities and raids. It allows members with different [[Skills]] to specialize, work together and contribute to group goals.


==So, what exactly is a faction?==  
== Joining or creating a faction ==
:It’s a group of like-minded people working towards a common goal. In this case becoming the number one faction on the factions list, in the West of the city and gaining the most respect from raiding various locations. While receiving items for your trouble. 


:Okay, putting your competitive streak aside. There's a little more to factions than that. It’s about making new friends, renewing acquaintances and cooperation. Because without each other raids can’t be completed, respect gained, and resources collected. The farm and distillery run slower without member input.
Use the faction area in the [[City]] to browse factions, view their profiles and apply. Creating and managing a faction requires more resources and responsibility than joining one, so a new player may find it easier to learn within an established group.


==Joining a faction==  
== Faction pages ==
Factions can be found on the city page, under West. You'll find a list of factions with the number of members' slots available beside their name. Joining is as simple as clicking the join button and waiting for a response from the leader. Or conversely you can make your own faction by clicking on the green button, top right-hand side labelled ‘create fraction’.


==Base==
The faction menu is divided into several areas:
Additional information along the very top.


*'''Rank''', in order of most respect gained through completed raids.  
* '''Base''' contains the faction's buildings, shared production and upgrades.
*'''Number''', of members  
* '''[[Activities]]''' lists cooperative faction activities for members.
*'''Respect''', earned by doing one of the three raids.
* The '''Raids''' page lets members form teams whose combined skills determine their chance of success.
* '''Legacy''' provides a permanent faction specialization once its requirements are met.
* '''Bulletin Board''' is the faction's private forum.
* The '''Logs''' page records faction actions and is also where authorized members handle applications.


===Camp=== 
The '''Camp''' building on the Base lists members, roles and each member's current Worker Efficiency. Roles control permissions such as managing individual buildings, accepting applications and handling shared resources.
Your faction starts with a leader and one member place holder.  With each upgrade you add two more member slots until you reach 20 members. The required number of resources also increases logs, nails, and iron bars etc.


You’ll find a list of members, their roles within the faction and Level. If you’re the leader, you’ll additionally have the option to manage members here. 
== Faction workers ==


For the time being a limit of 20 members is in effect, this may be upgraded in the future..
Faction workers are '''players assigned to a faction production building'''. They are not the survivor NPCs managed from your [[Stronghold]]. Buildings such as the Farm, Distillery and Large Furnace have worker slots that members can join.


===Store=== 
Worker slots begin locked on many buildings. Upgrading the building unlocks or increases its displayed worker capacity. When a slot is available, open the building and select '''Join'''. Your assignment remains in place between production jobs until you leave or an authorized member removes you.
Items contributed by members will appear here and are divided into seven subcategories. Items are deposited by going into the store tab, clicking the ‘add items’ button and selecting the item you wish to donate. You can only add one kind of item at a time.  


At the moment only the leader has the ability to withdraw items. Members' access will be a later addition to the game.  
You can only hold '''one faction building assignment at a time'''. To move to another building, leave your current assignment first. You cannot leave, or be removed by a manager, while that building has a job in progress. Raid team slots use a separate assignment group, so joining a raid does not replace your normal faction-building job.


===Farm===  
=== Workers and skills ===
A patch of slightly fertile soil in a somewhat overgrown world, where the weeds will grow knee-high without our intervention. Here we grow Barley Seeds into Barley for the production of beer. You will need to add seeds to faction storage before you can begin the farming process.


*'''Barley''' (Resource), takes 1 hour to grow and required, 1x Barley Seeds. This will produce 1x Barley.
Each worker building is linked to one player skill. That skill controls how much the worker contributes to the building's '''Team Efficiency'''.
More items will be added in future updates.  


'''Barley Seeds are found while scavenging or during raids.'''
{| class="wikitable sortable"
! Faction building !! Worker role !! Skill used
|-
| Distillery || Distiller || Distilling
|-
| Refinery || Refiner || Refining
|-
| Farm || Farmer || Farming
|-
| Brick Factory || Crafter || Crafting
|-
| Quarry || Miner || Mining
|-
| Large Furnace || Forger || Forging
|-
| Temple || Refiner || Refining
|}


===Distillery===
Each worker contributes according to their current level in the building's relevant Skill and their current Worker Efficiency:
The source of all the cities alcoholics. Okay, so that's not quite true. Beer a much-desired source of both income, and a booster to Rad Immunity. Once you’ve successfully grown Barley on the BASE farm, you can brew beer.


*'''Beer''' (Alcohol, Consumable), takes 1 hour to brew and required, 1x Barley. This will produce 1x Bottle of Beer. Effect: Increases Rad Immunity by 1 and booster cooldown by 1 hour.
'''Skill level × Worker Efficiency ÷ 10 = individual Team Efficiency bonus'''
More items will be added in future updates.


==Raids==
All worker contributions are added together. For example, a level 60 worker at 100% Worker Efficiency contributes '''+6%''', while a level 40 worker at 80% contributes '''+3.2%'''. Together they provide '''+9.2% Team Efficiency'''.
There are three raids to choose from. It’s worth bearing in mind the cooldown relating to each raid, respect gained, and items recovered.  


You can set up a raid yourself or join your fellow members on a raid by viewing the raid and then clicking ‘join’. Once there are enough participants, the raid can be completed. You will then receive a notification of the items you recovered.  
Team Efficiency reduces the building's base crafting duration, and the time saved rounds upward to the nearest second. In the example above, a one-hour job saves 332 seconds and takes '''54 minutes 28 seconds'''. Team Efficiency does not reduce the recipe's material cost.


*'''Farm''', group of two members per raid of this type. Cooldown is 1 hour between raids. Example of items recovered: Barley Seeds, Dirty Water, Scarp, and Water. 
=== Gaining skill XP as a worker ===
*'''Hospital''', group of three members per raid of this type. Cooldown is 5 hours between raids. Example of items recovered: Dirty Water, Scrap, Bandages, Med Kit, and Small Med Kit.
*'''Store''', group of four members per raid of this type. Cooldown is 20 hours between raids. Example of items recovered: Scrap, Canned Food, Carp, e-Cola, Perch, and Vodka.


'''Barley Seeds can only be used in the making of beer at the moment.'''
When a qualifying timed production job completes, every member assigned to that building receives Skill XP in its linked worker Skill. The award uses the configured base duration, not the duration shortened by Team Efficiency. Completed iterations are combined first, then the total duration is converted to minutes and rounded upward once.


==Activity==
For example, three completed iterations of a 90-second job have a combined base duration of 270 seconds. The combined 4.5 minutes rounds upward, awarding '''5 Skill XP''' regardless of how much Team Efficiency shortened the actual job.
Here you'll find an itemised list of the factions activities. These include deposits made by members, deposits from the farm and distillery, and any completed raids. As well as deposits there are withdraws listed.
 
This means it is useful to match members to buildings that train Skills they want to develop. Improving that Skill also increases their contribution to future jobs in the same building.
 
=== Worker Efficiency and activity ===
 
Worker Efficiency measures recent player activity and scales both the skill contribution and Scrapnote contribution of an assigned worker. It is shown in the Camp's member list.
 
{| class="wikitable"
! Full days inactive !! Worker Efficiency
|-
| Less than 1 day || 100%
|-
| 1 day || 80%
|-
| 2 days || 60%
|-
| 3 days || 40%
|-
| 4 days || 20%
|-
| 5 days or more || 0%
|}
 
An inactive member remains assigned and continues to occupy a worker slot even when their contribution reaches 0%. Returning to the game restores their efficiency.
 
=== Scrapnote multiplier ===
 
Worker skill level affects job speed, but the '''Scrapnote Multiplier''' is based on Worker Efficiency instead. The building starts at 1× and adds up to 1× for each fully efficient worker. For example, three workers at 100% efficiency produce a 4× Scrapnote multiplier. An 80% efficient worker adds 0.8×.
 
This multiplier applies to Scrapnotes produced by the faction job; it does not multiply the other recipe outputs.
 
=== Managing workers ===
 
Members can remove themselves with the '''×''' button beside their name when the building is idle. A role with permission to manage that specific building can also remove other workers. Good worker management means:
 
* Assigning members whose linked skill is high or who want to train it.
* Keeping worker slots filled with active members.
* Moving workers between buildings when the faction's production priorities change.
* Avoiding a worker change immediately before a needed job, because assignments are locked while production is running.
 
== Raids ==
 
Raids are instant faction jobs completed by a full team of faction members. They can award Influence to the faction, while every participant can receive loot and Skill XP. The Raids page groups the available targets by their skill requirements and shows each raid's team size, cooldown, setup cost, combined skill targets, possible rewards and current failure risk.
 
=== Setting up and joining ===
 
* A member with the '''Manage Raids''' permission can set up a raid. Any setup items are taken immediately from faction storage.
* The member who sets up the raid is added to its team automatically if they are not on raid cooldown or assigned to another raid.
* Any eligible faction member can open a pending raid and select '''Join'''. A player cannot join while on raid cooldown or while assigned to another raid.
* A participant can leave before the raid starts. A member with '''Manage Raids''' can remove participants.
* The raid owner or a member with '''Manage Raids''' can cancel a pending raid. Canceling returns its reserved setup items to faction storage.
* When every required team space is filled, the raid is '''Ready''' and can be started.
 
=== Success chance and failure risk ===
 
For a skill-based raid, the team members' levels in every listed skill are added together. The contribution of each skill is capped at that skill's requirement, then all covered levels are divided by all required levels to calculate the success chance. '''Failure risk''' is 100% minus that success chance.
 
For example, a raid requiring Hunting 50 and Farming 50 has 100 required levels in total. A team with Hunting 50 and Farming 25 covers 75 levels, giving it a 75% success chance and 25% failure risk. Extra Hunting cannot compensate for missing Farming after the Hunting requirement has been fully covered. Raids with no skill requirement have a 100% success chance once their team is full.
 
=== Outcomes and cooldowns ===
 
On success, the faction receives the displayed Influence roll. Every participant receives the same rolled item loot in their main inventory and each displayed skill XP award. A successful raid also has a one-in-three chance of a critical result: one randomly selected participant receives 2× or 3× the normal skill XP.
 
On failure, no Influence, loot or skill XP is awarded. Every participant is hospitalized for the raid's rolled recovery time. A raid cooldown is applied to every participant after either a success or a failure; it does not prevent other faction members from raiding. The report records the result, chance, team skill totals, participants, rewards and any critical XP recipient.
 
=== Current raids ===
 
<div class="zed-data-table-scroll" role="region" tabindex="0" aria-label="Current raids table">
{| class="wikitable sortable zed-data-table"
! Raid !! Team size !! Participant cooldown !! Combined skill requirements !! Influence reward !! Skill XP per participant !! Possible item loot
|-
| Raid Farm || 2 || 1 hour || None || 20–50 || 35 Farming XP || [[Barley Seeds]]<br>[[Dirty Water]]<br>[[Water]]<br>[[Mixed Vegetables]]<br>[[Animal Meat]]
|-
| Raid Hospital || 3 || 5 hours || None || 120–300 || 200 Refining XP || [[Bandage]]<br>[[Morphine]]<br>[[Small Med Kit]]<br>[[Med Kit]]<br>[[Tincture]]
|-
| Raid Store || 4 || 20 hours || None || 440–1,100 || 350 Distilling XP || 50–150 [[Canned Food]]<br>[[Beer]] or [[Vodka]]
|-
| Raid Homestead || 3 || 1 hour || Hunting 50<br>Farming 50 || 30–55 || 40 Farming XP || 2–4 [[Barley Seeds]]
|-
| Raid Grain Silo || 3 || 1 hour || Hunting 100<br>Farming 100 || 35–60 || 45 Farming XP || 4–8 [[Barley Seeds]]<br>[[Cement]]
|-
| Raid Granary || 3 || 20 hours || Hunting 100<br>Farming 150 || 500–1,150 || 500 Farming XP || 50–100 [[Barley Seeds]]<br>[[Brick]]<br>[[Rebar]]
|-
| Raid Workshop || 4 || 1 hour || Hunting 50<br>Refining 50 || 20–50 || 40 Refining XP || 25–100 [[Scrap]]<br>[[Salvaged Tech]]
|-
| Raid Refinery || 4 || 20 hours || Hunting 150<br>Refining 100 || 500–1,150 || 350 Refining XP || 50–100 [[Scrap]]<br>[[Oil]]
|-
| Raid Factory || 4 || 20 hours || Hunting 150<br>Refining 150 || 500–1,150 || 600 Refining XP || 100–250 [[Scrap]]<br>[[Car Parts]]<br>[[Fuel Container]]
|-
| Raid Bar || 4 || 1 hour || Hunting 50<br>Distilling 50 || 30–55 || 40 Distilling XP || 2–3 [[Dirty Water]]<br>[[Beer]] or [[Vodka]]
|-
| Raid Supplies || 4 || 1 hour || Hunting 100<br>Distilling 100 || 35–60 || 45 Distilling XP || 3–5 [[Dirty Water]]<br>[[Beer]] or [[Vodka]]
|-
| Raid Brewery || 3 || 20 hours || Hunting 200<br>Distilling 200 || 440–1,100 || 350 Distilling XP || [[Beer]]<br>[[Vodka]], [[ZedBull]] or [[Water]]
|-
| Raid Weapons Depot || 4 || 20 hours || Hunting 125<br>Scavenging 100 || 440–1,100 || 75 Hunting XP<br>75 Scavenging XP || [[Revolver]]<br>[[L96]]<br>[[Sawnoff]]
|-
| Raid Infested Prison || 4 || 20 hours || Hunting 150<br>Scavenging 150 || 550–1,250 || 150 Hunting XP<br>150 Scavenging XP || 25–50 [[Zed Juice]]
|-
| Raid Military Stronghold || 3 || 20 hours || Hunting 300<br>Scavenging 300 || 650–1,300 || 1,000 Hunting XP<br>1,000 Scavenging XP || [[Zed Juice]]<br>[[Weapons|weapons]]<br>Lead Lined equipment
|}
</div>
 
'''Setup costs:''' Raid Infested Prison: 1 Mechanic Wrench from faction storage. Raid Military Stronghold: 2 Mechanic Wrenches from faction storage.
 
== Faction Legacy ==
 
<div class="zed-warning-box" role="note">
<div class="zed-warning-box-title">Faction-wide decision</div>
 
Accepting or switching a legacy spends 10% of the faction's current Influence. Switching also removes the current faction-wide perk immediately, so confirm the choice with your faction first.
</div>
 
A legacy is one permanent faction-wide specialization at a time. The Legacy page unlocks when the faction has at least '''50,000 Influence''' and '''10 members'''. Only the faction leader can accept or switch a legacy.
 
Accepting a legacy costs '''10% of the faction's current Influence'''—5,000 Influence when first available at exactly 50,000. Switching uses the same rule, removes the old perk and immediately activates the new one. The selected legacy is displayed in the faction header, and its stat bonus applies to faction members while it remains active. Every legacy also unlocks Scrapnotes as an available production reward.
 
{| class="wikitable"
! Legacy !! Faction-wide benefit
|-
| Hunters || +25% Hunting XP gain
|-
| Industrialists || +10% Worker Efficiency
|-
| Survivalists || +20 Max Rad Immunity
|-
| Traders || −2 percentage points Market Tax
|-
| Warlords || +5% Strength and +5% Defense
|}
 
== Faction buildings ==
 
{{#zed_list:faction_buildings}}
 
== Contributing effectively ==
 
* Ask which resources, buildings and worker roles the faction currently needs.
* Develop a production or gathering [[Skills|skill]] that complements other members.
* Check your Worker Efficiency and change assignments if another building would benefit more from your skills.
* Read activity and raid requirements before joining.
* Treat shared storage as a group resource and follow the faction's rules.

Latest revision as of 01:55, 21 September 2026

A Faction is a player-run group that shares progression, production, storage, activities and raids. It allows members with different Skills to specialize, work together and contribute to group goals.

Joining or creating a faction

Use the faction area in the City to browse factions, view their profiles and apply. Creating and managing a faction requires more resources and responsibility than joining one, so a new player may find it easier to learn within an established group.

Faction pages

The faction menu is divided into several areas:

  • Base contains the faction's buildings, shared production and upgrades.
  • Activities lists cooperative faction activities for members.
  • The Raids page lets members form teams whose combined skills determine their chance of success.
  • Legacy provides a permanent faction specialization once its requirements are met.
  • Bulletin Board is the faction's private forum.
  • The Logs page records faction actions and is also where authorized members handle applications.

The Camp building on the Base lists members, roles and each member's current Worker Efficiency. Roles control permissions such as managing individual buildings, accepting applications and handling shared resources.

Faction workers

Faction workers are players assigned to a faction production building. They are not the survivor NPCs managed from your Stronghold. Buildings such as the Farm, Distillery and Large Furnace have worker slots that members can join.

Worker slots begin locked on many buildings. Upgrading the building unlocks or increases its displayed worker capacity. When a slot is available, open the building and select Join. Your assignment remains in place between production jobs until you leave or an authorized member removes you.

You can only hold one faction building assignment at a time. To move to another building, leave your current assignment first. You cannot leave, or be removed by a manager, while that building has a job in progress. Raid team slots use a separate assignment group, so joining a raid does not replace your normal faction-building job.

Workers and skills

Each worker building is linked to one player skill. That skill controls how much the worker contributes to the building's Team Efficiency.

Faction building Worker role Skill used
Distillery Distiller Distilling
Refinery Refiner Refining
Farm Farmer Farming
Brick Factory Crafter Crafting
Quarry Miner Mining
Large Furnace Forger Forging
Temple Refiner Refining

Each worker contributes according to their current level in the building's relevant Skill and their current Worker Efficiency:

Skill level × Worker Efficiency ÷ 10 = individual Team Efficiency bonus

All worker contributions are added together. For example, a level 60 worker at 100% Worker Efficiency contributes +6%, while a level 40 worker at 80% contributes +3.2%. Together they provide +9.2% Team Efficiency.

Team Efficiency reduces the building's base crafting duration, and the time saved rounds upward to the nearest second. In the example above, a one-hour job saves 332 seconds and takes 54 minutes 28 seconds. Team Efficiency does not reduce the recipe's material cost.

Gaining skill XP as a worker

When a qualifying timed production job completes, every member assigned to that building receives Skill XP in its linked worker Skill. The award uses the configured base duration, not the duration shortened by Team Efficiency. Completed iterations are combined first, then the total duration is converted to minutes and rounded upward once.

For example, three completed iterations of a 90-second job have a combined base duration of 270 seconds. The combined 4.5 minutes rounds upward, awarding 5 Skill XP regardless of how much Team Efficiency shortened the actual job.

This means it is useful to match members to buildings that train Skills they want to develop. Improving that Skill also increases their contribution to future jobs in the same building.

Worker Efficiency and activity

Worker Efficiency measures recent player activity and scales both the skill contribution and Scrapnote contribution of an assigned worker. It is shown in the Camp's member list.

Full days inactive Worker Efficiency
Less than 1 day 100%
1 day 80%
2 days 60%
3 days 40%
4 days 20%
5 days or more 0%

An inactive member remains assigned and continues to occupy a worker slot even when their contribution reaches 0%. Returning to the game restores their efficiency.

Scrapnote multiplier

Worker skill level affects job speed, but the Scrapnote Multiplier is based on Worker Efficiency instead. The building starts at 1× and adds up to 1× for each fully efficient worker. For example, three workers at 100% efficiency produce a 4× Scrapnote multiplier. An 80% efficient worker adds 0.8×.

This multiplier applies to Scrapnotes produced by the faction job; it does not multiply the other recipe outputs.

Managing workers

Members can remove themselves with the × button beside their name when the building is idle. A role with permission to manage that specific building can also remove other workers. Good worker management means:

  • Assigning members whose linked skill is high or who want to train it.
  • Keeping worker slots filled with active members.
  • Moving workers between buildings when the faction's production priorities change.
  • Avoiding a worker change immediately before a needed job, because assignments are locked while production is running.

Raids

Raids are instant faction jobs completed by a full team of faction members. They can award Influence to the faction, while every participant can receive loot and Skill XP. The Raids page groups the available targets by their skill requirements and shows each raid's team size, cooldown, setup cost, combined skill targets, possible rewards and current failure risk.

Setting up and joining

  • A member with the Manage Raids permission can set up a raid. Any setup items are taken immediately from faction storage.
  • The member who sets up the raid is added to its team automatically if they are not on raid cooldown or assigned to another raid.
  • Any eligible faction member can open a pending raid and select Join. A player cannot join while on raid cooldown or while assigned to another raid.
  • A participant can leave before the raid starts. A member with Manage Raids can remove participants.
  • The raid owner or a member with Manage Raids can cancel a pending raid. Canceling returns its reserved setup items to faction storage.
  • When every required team space is filled, the raid is Ready and can be started.

Success chance and failure risk

For a skill-based raid, the team members' levels in every listed skill are added together. The contribution of each skill is capped at that skill's requirement, then all covered levels are divided by all required levels to calculate the success chance. Failure risk is 100% minus that success chance.

For example, a raid requiring Hunting 50 and Farming 50 has 100 required levels in total. A team with Hunting 50 and Farming 25 covers 75 levels, giving it a 75% success chance and 25% failure risk. Extra Hunting cannot compensate for missing Farming after the Hunting requirement has been fully covered. Raids with no skill requirement have a 100% success chance once their team is full.

Outcomes and cooldowns

On success, the faction receives the displayed Influence roll. Every participant receives the same rolled item loot in their main inventory and each displayed skill XP award. A successful raid also has a one-in-three chance of a critical result: one randomly selected participant receives 2× or 3× the normal skill XP.

On failure, no Influence, loot or skill XP is awarded. Every participant is hospitalized for the raid's rolled recovery time. A raid cooldown is applied to every participant after either a success or a failure; it does not prevent other faction members from raiding. The report records the result, chance, team skill totals, participants, rewards and any critical XP recipient.

Current raids

Raid Team size Participant cooldown Combined skill requirements Influence reward Skill XP per participant Possible item loot
Raid Farm 2 1 hour None 20–50 35 Farming XP Barley Seeds
Dirty Water
Water
Mixed Vegetables
Animal Meat
Raid Hospital 3 5 hours None 120–300 200 Refining XP Bandage
Morphine
Small Med Kit
Med Kit
Tincture
Raid Store 4 20 hours None 440–1,100 350 Distilling XP 50–150 Canned Food
Beer or Vodka
Raid Homestead 3 1 hour Hunting 50
Farming 50
30–55 40 Farming XP 2–4 Barley Seeds
Raid Grain Silo 3 1 hour Hunting 100
Farming 100
35–60 45 Farming XP 4–8 Barley Seeds
Cement
Raid Granary 3 20 hours Hunting 100
Farming 150
500–1,150 500 Farming XP 50–100 Barley Seeds
Brick
Rebar
Raid Workshop 4 1 hour Hunting 50
Refining 50
20–50 40 Refining XP 25–100 Scrap
Salvaged Tech
Raid Refinery 4 20 hours Hunting 150
Refining 100
500–1,150 350 Refining XP 50–100 Scrap
Oil
Raid Factory 4 20 hours Hunting 150
Refining 150
500–1,150 600 Refining XP 100–250 Scrap
Car Parts
Fuel Container
Raid Bar 4 1 hour Hunting 50
Distilling 50
30–55 40 Distilling XP 2–3 Dirty Water
Beer or Vodka
Raid Supplies 4 1 hour Hunting 100
Distilling 100
35–60 45 Distilling XP 3–5 Dirty Water
Beer or Vodka
Raid Brewery 3 20 hours Hunting 200
Distilling 200
440–1,100 350 Distilling XP Beer
Vodka, ZedBull or Water
Raid Weapons Depot 4 20 hours Hunting 125
Scavenging 100
440–1,100 75 Hunting XP
75 Scavenging XP
Revolver
L96
Sawnoff
Raid Infested Prison 4 20 hours Hunting 150
Scavenging 150
550–1,250 150 Hunting XP
150 Scavenging XP
25–50 Zed Juice
Raid Military Stronghold 3 20 hours Hunting 300
Scavenging 300
650–1,300 1,000 Hunting XP
1,000 Scavenging XP
Zed Juice
weapons
Lead Lined equipment

Setup costs: Raid Infested Prison: 1 Mechanic Wrench from faction storage. Raid Military Stronghold: 2 Mechanic Wrenches from faction storage.

Faction Legacy

Faction-wide decision

Accepting or switching a legacy spends 10% of the faction's current Influence. Switching also removes the current faction-wide perk immediately, so confirm the choice with your faction first.

A legacy is one permanent faction-wide specialization at a time. The Legacy page unlocks when the faction has at least 50,000 Influence and 10 members. Only the faction leader can accept or switch a legacy.

Accepting a legacy costs 10% of the faction's current Influence—5,000 Influence when first available at exactly 50,000. Switching uses the same rule, removes the old perk and immediately activates the new one. The selected legacy is displayed in the faction header, and its stat bonus applies to faction members while it remains active. Every legacy also unlocks Scrapnotes as an available production reward.

Legacy Faction-wide benefit
Hunters +25% Hunting XP gain
Industrialists +10% Worker Efficiency
Survivalists +20 Max Rad Immunity
Traders −2 percentage points Market Tax
Warlords +5% Strength and +5% Defense

Faction buildings

ImageBuildingPurpose
Large Furnace artworkLarge FurnaceSmelt and shape advanced materials
Camp artworkCampRest and regroup with fellow faction members
Temple artworkTempleGather for religious activities and rituals
Distillery artworkDistilleryDistil and brew useful supplies
Refinery artworkRefinerySalvage, refine and reuse valuable materials
Storage artworkStorageStockpile and share faction supplies
Farm artworkFarmGrow crops and keep the faction supplied
Brick Factory artworkBrick FactoryProduce materials for construction and defence
Quarry artworkQuarryExtract raw materials from the earth

Contributing effectively

  • Ask which resources, buildings and worker roles the faction currently needs.
  • Develop a production or gathering skill that complements other members.
  • Check your Worker Efficiency and change assignments if another building would benefit more from your skills.
  • Read activity and raid requirements before joining.
  • Treat shared storage as a group resource and follow the faction's rules.