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.
What factions give you
Section titled “What factions give you”| Benefit | Detail |
|---|---|
| Construction help | Each member’s help shaves time off your builds/research — huge early. |
| Faction gifts | Shared rewards from member purchases and Kingpin defeats (stored up to 500). Claiming fills a gauge that triggers faction-wide rewards. |
| Faction tech | Long-term research buffs that benefit every member; funded by member contributions. |
| Reinforcements | Members garrison your wall via the Faction Hotel (capacity scales with hotel level). |
| Territory relocation | Move your turf near the faction to avoid being farmed. |
Faction buildings
Section titled “Faction buildings”- 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.
Coordination wins seasons
Section titled “Coordination wins seasons”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.