Factions
Factions are split into Major and Minor groups.
Being allied or opposed to the Major factions represents significant strategic decisions and consequences for your gang.
Decisions related to the Minor factions are less important as groups in Minor factions are small and have no strong relationships for, or against, the larger factions.
Not all NPC gangs are aligned with a faction.
Faction-to-faction relationships range from Ally (+100) to Hated (-100)
Faction members are also detailed here.
Factions and Gang Membership
The membership makeup of your gang will also have an effect on your Reputation with the various factions.
- Having high rep with mutant factions will boost the percentage of your gang that can be mutants, having a low rep with them will reduce this percentage
- Having mutants in your gang will reduce your rep. with factions that hate mutants and increase your rep. with the mutant faction(s)
Major Factions
The Civs
This influential faction represents the civilised Northern towns of Somerset and Elmsfield: their militia and traders, farmers, as well as some smaller southern traders. Civs have their chance of trucing with negotiator skill improved. Unable to recruit Mutants.
^Faction^Tendency^ |Merchants| like (75)| |The Deathrace Mafia| like (65)| |Mutants| hate (-75)| |Slavers| hate (-75)| |Anarchists| hate (-100)|
Merchants
This strong faction incorporates most of the wealthy interests in Evan: the larger southern trader gangs, most of the bountyhunters and some southern pirates. Also the Sarsfield, Texan and Gateway militia. Merchants get better buy rates with NPCs with bulk goods.
^Faction^Tendency^ |The Civs| ally (85)| |The Deathrace Mafia| like (50)| |Badlands Truckstop| neutral+ (20)| |Slavers| dislike (-45)| |Red Faction| dislike (-50)| |Mutants| dislike (-70)| |Anarchists| hate (-100)|
Pirates
Previously all pirates in Darkwind were in one faction, the Anarchists. They now exist in three separate factions, split mainly by geographic region.
Raiders
The Raiders are the most heavily hunted pirate faction, being the pirates that are most common around Somerset where the majority of player reside. As of yet there is no bonus for being a member. They are located in northern Evan (SS, Elms, GW)
Friendly | Enemy | ||
---|---|---|---|
Anarchists | neutral+ | Privateers | distrust |
Slavers | neutral+ | Civs | dislike |
Badlands Truckstop | neutral+ | Merchants | hate |
Privateers
The Privateers are the the pirates that run in south/eastern Evan. (SV, TX, SF).
Anarchists
This large faction is essentially a loosely organised group who share common interests. This faction is from central/western Evan(BL, FL, MG). Anarchists get a recruiting bonus in FL. Gate fees are higher than normal in all other towns.
^Faction^Tendency^ |Slavers| neutral+ (20)| |Badlands Truckstop| neutral+ (20)| |The Civs| dislike (-50)| |Merchants| hate (-75)|
Minor Factions
Mutants
This minor faction represents the shared view of all 'muties' and their general distrust or outright hatred of the larger `norm` factions. Mutants receive a training bonus to gangers who are training psionics, increased chance of recruiting mutants. (Slightly) increased Gate Fees in all towns except Shanty.
^Faction^Tendency^ |Slavers| neutral+ (20)| |Badlands Truckstop| distrust (-20)| |Anarchists| distrust (-25)| |Merchants| dislike (-65)| |The Civs| hate (-75)|
Slavers
A minor sub-faction of the anarchists, this group is particularly at odds with the law-abiding and civilised interests. Slavers are immune to having your gangers enslaved and becoming gladiators (even when losing battles with non-slaver pirate gangs). Penalty to recruiting in SS,Elms,GW. Higher gates fees in SS,Elms,GW
^Faction^Tendency^ |Mutants| neutral+ (20)| |Red Faction| distrust (-20)| |Merchants| distrust (-25)| |The Civs| dislike (-50)|
Badlands Truckstop
Badlands Truckstop operates as an isolated city-state in the middle of the wastes in central Evan. It trusts no-one in particular and looks after itself. BL Truckstop faction benefit is reduced gate fees at both truckstops
^Faction^Tendency^ |Merchants| neutral+ (40)| |Red Faction| neutral+ (30)| |Slavers| distrust (-20)| |Mutants| dislike (-40)|
Morgan
Likely to be a strongly independent outpost, but not implemented yet, so no telling.
The Deathrace Mafia
An economically powerful yet numerically small faction who control the Deathracing circuit, strongly aligned with the Merchants. Deathrace Mafia's faction benefit is you sometimes find your car has been provisioned with reloads in an arena combat, and/or with a tuned-up engine in stock town events generally.
^Faction^Tendency^ |Merchants| ally (85)| |The Civs| like (60)| |Red Faction| distrust (-15)| |Mutants| distrust (-20)| |Slavers| distrust (-20)| |Anarchists| distrust (-25)|
Red Faction
A left-wing faction who believe that the New Order does not have to be capitalist and that equality is achievable. Reds characters wages are lower than normal. Worse buy rates with NPCs bulk goods.
^Faction^Tendency^ |Badlands Truckstop| neutral+ (25)| |The Deathrace Mafia| hate (-75)| |Merchants| hate (-100)|
No Faction
Various Arena Gangs Your gang will have specific reputation with selected arena gangs and deathracing gangs. These will usually be neutral, but these gangs can dislike you and target you specifically in a combat/deathrace. Alternatively, if you show them mercy in events (i.e. respecting resignations) they may view you positively, and not target you.
Some of these gangs also like/dislike each other.