Faction: Difference between revisions
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{| class="wikitable sortable" | {| class="wikitable sortable" | ||
! Raid !! Team !! | ! 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 | | 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 | | 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 | | 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 | | 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 | | 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 | | 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 | | 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 | | 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 | | 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 | | 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 | | 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 | | 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 | | 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 | | 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 | | 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<br>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 Legacy == | ||
Revision as of 23:13, 20 September 2026
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.
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 specialisation once its requirements are met.
- Bulletin Board is the faction's private forum.
- The Logs page records faction actions and is also where authorised 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 authorised 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 |
A worker's contribution is calculated from their current level in the building's skill and their Worker Efficiency:
Skill level × Worker Efficiency ÷ 10 = individual Team Efficiency bonus
For example, a member with level 60 Farming at 100% Worker Efficiency contributes +6% in the Farm. At 60% Worker Efficiency, the same member contributes +3.6%. The contributions from all assigned workers are added together and displayed as the building's Team Efficiency.
Team Efficiency shortens the building's crafting timer. A +10% team bonus reduces a one-hour base job to approximately 54 minutes. It 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 is based on the job's base duration and number of completed iterations: approximately 1 skill XP per minute, rounded up.
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. Cancelling 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 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.
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
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 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.
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.
| Image | Building | Purpose |
|---|---|---|
| Large Furnace | Smelt and shape advanced materials | |
| Camp | Rest and regroup with fellow faction members | |
| Temple | Gather for religious activities and rituals | |
| Distillery | Distil and brew useful supplies | |
| Refinery | Salvage, refine and reuse valuable materials | |
| Storage | Stockpile and share faction supplies | |
| Farm | Grow crops and keep the faction supplied | |
| Brick Factory | Produce materials for construction and defence | |
| Quarry | Extract 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.