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Factions

Empire, pirates, tribals, outlanders, mechanoids, insects, diplomacy and raid styles.

FA-01

Empire

The Empire brings permits, titles, psycasts and political consequences.

Royalty DLC / Titles
FA-02

Pirates

Pirates are persistent raid pressure with little diplomatic value.

Hostility / Raid styles
FA-03

Tribals

Tribals bring numbers, low armor and early raid pressure.

Low tech / Large raids
FA-04

Outlanders

Outlanders are trade partners, allies and modern raid threats.

Technology / Diplomacy
FA-05

Mechanoid Hive

Mechanoids are immune to diplomacy and very interested in testing armor.

Mechs / Clusters
FA-06

Insects

Insects turn mountain bases into a security question.

Infestations / Hives