Choosing a faction
You choose your faction in the Banner Hall, a building the Path of Power quest asks for at level 2. Build it, walk to it and pledge yourself to one of the three factions. The hall then takes on your faction's banners and look: Chancery, Guild House or War Tent.
Changing faction
You change faction in the Banner Hall too. The first change within 7 days of your choice is free and immediate. Any further change is a defection: it costs gold (less for a smaller faction, more for a bigger one), for 72 hours you have no faction, no bonuses and no faction chat, and the next change is possible after 30 days at the earliest. Your share of the weekly campaign and running quests of the old faction are lost when you leave.
Allies and attacks
Kingdom Loyalists and Free Settlers do not hurt their own: you cannot attack the buildings or transports of players from your own faction. Warlords live by another law, and the stronger may attack a brother in arms too.
Faction overview
| Faction | Bonus | Motto |
|---|---|---|
| Kingdom Loyalists | +15 % defense in every battle | Ordo et Unitas — order and unity. For players who build solid, well-defended territory. |
| Free Settlers | +15 % resource production, faster item crafting | Libertas et Prosperitas — liberty and prosperity. For builders and traders. |
| Warlords | +15 % attack in every battle, 10 % faster unit training | Vis et Victoria — strength and victory. For aggressive conquerors. |
Walls hold together and Lone wolf
Kingdom Loyalists defend together. When a Loyalist's building is attacked, its defense gets +3% for every other Loyalist's building within 1 km, up to +15%. Your own buildings do not count; the walls are your faction mates.
Warlords hunt alone. When a Warlord attacks a building, a garrison or a patrol and no other Warlord has a building within 1 km of the target, the attack is 10% stronger. Buildings of the one being attacked do not count.
Both come on top of the faction bonus. The battle result shows whether one applied.
Dominance
When a faction controls most subregions of a territory, it gains dominance over it — and dominance cascades upwards: from cadastral areas to municipalities, from municipalities to counties. The map shows who truly rules each corner of the world.
Weekly faction goal
Every week the factions compete over counties. The winning faction in a county earns its members a production bonus for the whole following week — region captures are what counts, so it pays to expand.
Faction campaign
Besides competing over counties, every faction shares a weekly goal — hauling lots of resources, defeating patrols or walking many kilometres, for example. The goal grows with the number of active members and every one of your actions of that kind counts towards it. If the faction reaches it by Sunday, every member is rewarded by how much they contributed (bronze, silver, gold). You can follow the campaign in your quests under the Daily Walk.
Faction orders
From level 2 of your Banner Hall you can give an order to attack: open an enemy building in your region and tap Order an attack. Faction mates in the region get a notification. Anyone from your faction who wins a battle against the target earns bonus XP, and when the building falls to the faction, everyone who fought for it and the one who gave the order get XP and gold. An order lasts 24 hours and you can have only one at a time. Active orders in your region are listed in your Banner Hall.
Kingdom Loyalist reinforcements
Loyalists stick together. From level 2 of your Banner Hall you can send units from your hero's army to defend a faction mate's building in your region, even when you are not standing at it: open their building and pick units under Send reinforcements. The units stay yours (they count towards your population and you pay their upkeep), but they fight among the building's defenders and can fall there too. When the attack is beaten off and your reinforcements survive, you earn XP. Recall them any time from your Banner Hall; they also come home on their own when the building falls or when you or your mate leave the faction. One building holds at most 10 reinforcement units.
Call for help
When someone attacks your building and your Banner Hall is at level 3, you can call for help within 6 hours of the attack (in the hall, next to the besieged building). Loyalists in the region get a message, and for the next 4 hours any of them can send reinforcements to the building, up to 20 units, even with a level 2 hall. Every faction mate earns XP for their first reinforcements. You can call once every 12 hours for one building. The call ends by itself when the building falls.
Free Settler caravans
Settlers trade with each other. From level 2 of your Banner Hall a transport route can also stop at a faction mate's storage in the same region as your own stops and unload resources there. At a mate's building the cart only unloads, it never loads, and the route always starts at your own building. You can deliver at most 2000 resources a day to your mates, and a new account can send caravans after 3 days. A caravan runs like any other route: legs cost gold and enemies can ambush it. When one of you leaves the faction, the routes between you are cancelled.
Warlord bounties
Warlords pay instead of helping each other. From level 2 of your Banner Hall you can place a bounty in gold from the detail of any building in your region that is not yours, a fellow Warlord's too. The gold is taken right away and goes to whoever captures or demolishes the building, from any faction. A bounty is open for 72 hours; then the gold comes back to you, as it does when you withdraw it or the building is gone. A bounty is 100 to 1000 gold, you can have at most 3 open, and placing or collecting one needs an account older than 3 days. The owner of the building hears about it, and so do Warlords in the region.
Banner Hall level 3
At level 3 of the Banner Hall your faction's service gets stronger:
- Kingdom Loyalists can fill a faction mate's building with up to 20 reinforcement units instead of 10.
- Free Settlers can deliver up to 4000 resources a day to faction mates instead of 2000. When they sell to another Settler on the market, they pay half the tax.
- Warlords can place bounties of up to 2500 gold instead of 1000.
Patronage
With a level 3 Banner Hall you can take a newcomer of your faction from your region under your patronage, as long as their hero is below level 5. You find newcomers without a patron in the hall. When the newcomer's hero reaches level 5, you get 500 gold and the newcomer 300. You lead at most 2 newcomers at a time, each has 30 days to reach level 5, and the patronage ends when either of you leaves the faction. Only players with an account older than 14 days can lead newcomers.
Faction chat
Coordinate with your faction mates in the in-game faction chat.