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Factions

A faction (alliance/crew) is the most important “free” multiplier in the game. Its benefits stack on top of everything else, which is why the rule is blunt:

Join an active faction before you queue your first build. Anything you build before joining forfeits faction help — pure waste.

“Active” is the key word: a faction whose members log in daily delivers far more help, gifts, and reinforcements than a big-but-dead one.

BenefitDetail
Construction helpEach member’s help shaves time off your builds/research — huge early.
Faction giftsShared rewards from member purchases and Kingpin defeats (stored up to 500). Claiming fills a gauge that triggers faction-wide rewards.
Faction techLong-term research buffs that benefit every member; funded by member contributions.
ReinforcementsMembers garrison your wall via the Faction Hotel (capacity scales with hotel level).
Territory relocationMove your turf near the faction to avoid being farmed.
  • Faction Club — hub for faction activity; L25 → +10% Raid ATK to all members.
  • Faction Hotel — receives reinforcements; higher level = more.
  • Hostage Cell — consumes Liquor.
  • Interrogation Room — consumes Shackles/Cuffs; morale buff raises Crew ATK/DEF/HP and infantry speed.

In Government War (especially Faction Hegemony rounds), wins come from coordination — rally targets, garrison duty, timing — not solo heroics. A coordinated mid-power faction routinely beats a disorganized stronger one.