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A '''Faction''' is a player-run group that shares progression, production, storage, activities and raids. It allows members with different [[Skills]] to specialise, work together and contribute to group goals.
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 ==
== Joining or creating a faction ==
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* '''[[Activities]]''' lists cooperative faction activities for members.
* '''[[Activities]]''' lists cooperative faction activities for members.
* The '''Raids''' page lets members form teams whose combined skills determine their chance of success.
* The '''Raids''' page lets members form teams whose combined skills determine their chance of success.
* '''Legacy''' provides a permanent faction specialisation once its requirements are met.
* '''Legacy''' provides a permanent faction specialization once its requirements are met.
* '''Bulletin Board''' is the faction's private forum.
* '''Bulletin Board''' is the faction's private forum.
* The '''Logs''' page records faction actions and is also where authorised members handle applications.
* The '''Logs''' page records faction actions and is also where authorized members handle applications.


Open the '''Camp''' building on the Base to see members, roles and each member's current Worker Efficiency. Roles control permissions such as managing individual buildings, accepting applications and handling shared resources.
Open the '''Camp''' building on the Base to see members, roles and each member's current Worker Efficiency. Roles control permissions such as managing individual buildings, accepting applications and handling shared resources.
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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.
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 authorised member removes you.
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.
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.
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* 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.
* 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.
* 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. Cancelling returns its reserved setup items to faction storage.
* 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.
* When every required team space is filled, the raid is '''Ready''' and can be started.


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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 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 hospitalised 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.
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 ===
=== Current raids ===
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A legacy is one permanent faction-wide specialisation 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.
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.
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.

Revision as of 00:15, 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.

Open the Camp building on the Base to see 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 and loot and skill XP to every participant. 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 cards show exact item chances; possible loot is a summary.

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

Open a building in-game to see its recipes, worker capacity and upgrade costs.

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.