Minor Factions
General
Minor Factions are the non-imperial denizens of Saiadha, made up of one or more villages in a territory. They will not expand and do not control the territory they reside in. Minor Faction villages that have not been dealt with will spawn armies comprised of their signature unit periodically. A player that owns the territory containing a Minor Faction's villages can Assimilate them into their empire, gaining access to their signature unit, a special Notable, the Minor Faction's population, and its assimilation trait.
Players have access to up to three actions with unpacified Minor Faction villages that they can perform with a selected army:
- Bribe instantly pacifies the village for a scaling Dust cost and gives the player a single unit from the Minor Faction.
- Parlay spawns a Pacification Quest and its objective for the player. Completing the quest will pacify all villages in the territory.
- Attacking the village allows the player to destroy the village, which must then be rebuilt by the territory's owner. Destroyed villages will not count for assimilation. Attacking a village instantly fails any Pacification Quests you have with that territory's Minor Faction, and additionally prevents peaceful means from being used in the future in the case of rebellion.
If a destroyed Minor Faction village is located in a city's territories, that city can rebuild the destroyed Minor Faction village into a pacified one.
Assimilation
Empires that have a city in the same territory as a pacified Minor Faction's village can assimilate the Minor Faction into a Protectorate by spending Influence. Assimilating a Minor Faction into a Protectorate unlocks the faction's unique unit, notable (and councilor trait), gives cities one Minor Faction population for each pacified village in the same territory, and grants a bonus that scales with each village from that Minor Faction that is pacified. Every empire can initially support one Protectorate and the number can be increased by various technologies and deeds.
Switching between Protectorates will disable all benefits of assimilation, but it will not remove existing Minor Faction populations from your city. Re-assimilating a Minor Faction after already getting its population will not give any more.
An empire's first Assimilation is free. Subsequent assimilations each cost 100 more.
Notables
Minor Faction notables all have the same companion trait as one another. All companion traits also have "+1 FIDSI per Hero Level on Haven", so this line has been omitted from this table.
Minor Factions
For assimilation bonus, first number is the flat bonus, and number in parentheses is the bonus per pacified village: "+5% (+2%) Industry on Cities" translates to "+5% Industry on Cities. +2% Industry per Pacified Villages under Protectorate on Cities."
Major Faction population types
These population types appear in normal gameplay.
| Faction | Leader | |||
|---|---|---|---|---|
| Names | Assimilation Bonus | Asymmetry Behavior | Name | Companion Trait |
| Councilor Trait | ||||
Ametrine Corps |
+5% (+2%) |
Roaming armies spawn slower. Their Battle Spoils rewards also include Strategic Resources. | Chiolite | Steady Heart +10 |
| Vault Dweller +20 | ||||
| The ossified remains of the Ametrine still exist on the seabed, speaking to an age when these creatures of mineral and rock stalked the ancient deserts alone. Saiadha has seen so much in the intervening eras, but the Ametrine still wish to renew the bonds to the ancestors. | Leader of the Ametrine, Chiolite is one of the oldest of its kind that hasn't yet succumbed to the 'crystallizing'—the day in every Ametrine's life when it solidifies forever and becomes a part of the natural landscape. | |||
Blackhammers Company |
+3 (+1) |
Villages are better defended, starting with 4 defenders instead of 3. | Rogyovu Slem | Spoiled Rotten +5 |
| Dauntless +30% | ||||
| A tightly knit clan, these fiercely independent armorers are determined to forge their own path in the world. | Under Slem’s guidance, the Blackhammers have built a life of relative safety in the wilderness. Yet, already, she is planning the terms of their triumphant return to the cities of the Kin. | |||
Consortium Convoy |
+5% (+2%) |
Roaming armies award +100% Battle Spoils | Pheyr Talias | Fleeting Connection +1 |
| Road Hog +5 | ||||
| One of the few races willing to risk voyaging over Saiadha's vast oceans, hearsay has it they enjoy an entente cordiale with the most dominant sea beasts. Not unsurprising, perhaps, given that this cartel are Saiadha's most accomplished couriers. | A long-serving member now retired from the road, as leader Pheyr Talias oversees the Consortium's deal-making instead. | |||
Daughters of Bor Warriors |
+3 (+1) |
Extremely aggressive, low spawn rate. | Goarim | Strong, Silent Type +10 |
| Scout Adept +1 +2 | ||||
| The only surviving remnants of the Ironskins, who once served Saiadha's ancient masters, the Daughters wish to both forget yet honor their harrowing past. | Leader of the Daughters of Bor, an offshoot of the long gone Ironskins, Goarim has lived a long and punishing life, and knows too well the folly of forgetting the past. | |||
Foundlings Necromancers |
+15 (+4) |
Unclear | Brother Brook | Master Manipulator +2 |
| Taxonomist +8 | ||||
| Like the Forsaken, the Foundlings are victims of the Withering, but unlike their distant brethren, the Foundlings found solace in the dark arts of necromancy. Now seeking immortality by leveraging the power of ancient relics, they are a dangerous, hungry faction. | The shepherd who tends to the Foundling flock, Brother Brook leads his people with great reserves of determination, courage, and joy, not to mention ruthlessness. | |||
Gorog Growlers |
+10% (+3%) |
Unit is extremely strong. Roaming Armies consist of only 1 unit. | Nidar | Deep Soul +2 |
| Harvester +10 -20% | ||||
| Strong and fearless warriors, the Gorogs have long been divided into scattered tribes and weakened by infighting. | Though not the largest Gorog, Nidar's cunning and penchant for making allies has seen him rise to become leader of the Gorog tribes. He dreams of the day that the Hundred Tribes will be reunited. | |||
Green Scions Cloud |
+5% (+2%) |
Unclear | Clar'usta | Healing Presence +2 File:Icon UnitHealthRegen.png Health Regeneration on non-Hero Unit in Hero's Army |
| Green Fingered +1 | ||||
| Rarely welcoming to outsiders, the Green Scions prefer to tend to their botanical gardens in splendid isolation, only venturing from their walled estates to explore new wilds. | Leader of the Green Scions. A temperamental, exacting figure of indeterminate age, Clar'usta cares only for the Green Scions' gardens. | |||
Hoy and Ladhran Flock |
+10 (+3) |
Unclear | Plin and Berlior | Distant Longing +10% File:Icon UnitCritChance.png Critical on non-Hero Unit in Hero's Army |
| Botanist +4 | ||||
| Often found soaring over coastal waters, the Hoy and Ladhran seek mythical treasures of the past, having discovered in one another a symbiotic alliance beneficial to both parties. | A pair of Riders bonded from their youngest days to travel the skies, Plin and Berlior now lead the Hoy and Ladhran. | |||
Hydracorn Pack |
+5% (+3%) File:Icon UnitCritChance.png Crit on non-Hero Unit | Strong unit, pop, and councilor | Atea | Distant Longing +1 |
| Travels Well Armies regenerate in enemy Empires as well as your own +1 | ||||
| Saiadha's rising waters displaced the Hydracorns from their native lands long ago, yet they still yearn to one day return to the Rimespring, deep beneath the waves. An aggressive equus species, legend has it they are imbued with dangerous hypnotic powers. | A powerful fighter, Atea is determined to keep her place at the head of the pack, and lead the Rimespring pilgrimage to find the Hydracorns' ancestral home. | |||
Noquensii Band |
+5% (+2%) |
Peaceful | Omangi Sizielu | Supernova +1 +1 |
| Bard +2 City Cap | ||||
| The Noquensii's origin is lost to the sands of time, but none can dispute that their beautiful ballads speak to the history of the world. Closely associated with the tragedies of which they often sing, these peaceful creatures are regarded as bad omens by many. | With the strongest voice and the finest harp, Omangi is the natural leader of the Noquensii, but it is her familiarity with more Saiadhan songs than any other bard that give Omangi her true authority. | |||
Ochlings Gang |
+10% (+4%) Battle Spoils | Weak unit. Spawns extremely quickly, higher army cap per territory | Scharf | Singular Focus +2 |
| Profitable Ventures +4 | ||||
| The bane of careless travelers, tribes of aggressive, Dust-loving Ochlings can be found on every isle of Saiadha, but their evil reputation masks a sad truth: in reality, they are but pitiful addicts. | Leader of the Ochlings, Scharf is a legend among his own kind. Although he remembers little of his own clever feats, he knows the laws of Dust-calling. | |||
Oneiroi Scavengers |
+10 (+3) File:Icon UnitHealthRegen.png Health Regeneration on Unit | Spawn slightly later than normal. Extremely strong early Pacification Quest and Pop Collection improvement | Hepron | Blind Devotion +20 +1 |
| Coroner -100% | ||||
| A subterranean, often-hibernating race of demons, the Oneiroi make vicious enemies—provided they are seen before they attack. Legend has it their dreamscapes are suffused with a dark presence... | Acting leader of the Oneiroi, Hepron is a commander toughened by long stints above ground and builds power while the true Oneiroi King sleeps. | |||
Sollusk Battalion |
+20 (+5) |
Armies spawn more frequently and at full strength | Kestaörs | Exacting Standards +1 +1 |
| Granite Defenses +300 | ||||
| A proud race that once hailed from a powerful empire, the Sollusk have been reduced to highway robbery and petty thievery as they try to survive Saiadha's calamitous past. | A tough captain of an unruly company, Kestaörs clings to the faded memory of Imperial Sollusk glory. | |||
Unseeing Seers Disciples |
+5% (+2%) |
No asymmetry, peaceful | Hojron-im | Star-Crossed Fate +1 |
| Quiet Thinker +20% | ||||
| Ancient, blind mages who learnt to wield powerful Dust magic in deep caverns long ago, Saiadha's floods decimated the Unseeing Seers and saw them retreat to higher ground—and divination. | A brilliant student who quickly rose to leadership, Hojron-im wants the Unseeing Seers to predict the apocalypse. | |||
Xavius Troupe |
+300 (+150) +200 (100) |
Peaceful | Mantemire | Self-Sacrifice +1 |
| Well-Drilled Watchers +1 Level on Militia +20 | ||||
| One of Saiadha's strangest offspring, the Xavius are mischievous sprites who ape the appearance of larger races by communing together in suits of patchwork armor. | A reluctant soldier, Mantemire's leadership brings a love of chivalry to the mission of defending Xavius homes. | |||
Lesser Factions
Small, nondescript factions used for missions, events, and tutorials.
| Lesser Faction | Army Name | Description |
|---|---|---|
| Bandits | Enemies | These roving gangs are a menace to any Saiadhan they encounter. |
| Rebels | Rebels | Some of the local populace are now forming a <a=GameRebellion>Rebellion</a>, and want to end your rule! |
| Doomwraith | Doomwraith | These strange yet beautiful creatures spread a dreadful evil over the lands. |
| Stellars | Enemies | Several strange beings stalk Saiadha's wilderness, some benign, some deadly. |
| Denizens of the Fortress | Mob | A motley crew of fighters who've taken up residence under the tyrant's command. |


