Kneeshaw Developments

Six factions · per region · drift over time

The system that quietly gates everything else.

Loyalty unlocks buildings, shrines, recruits, and district happiness. Earn it on purpose — losing it is a one-week dig out of.

Six factions per region. Loyalty is per-region — what you owe the nobility in Greenwood Forest is independent of what you owe the merchants in Casaril Coast. The score drifts daily based on your buildings, decisions in the Heartbeat feed, and patron alignment. Decisive events jolt the meter by a larger one-time amount.

Sources of drift

  • Buildings: each constructed building tilts loyalty toward 1-2 favored factions.
  • Heartbeat decisions: accept/decline answers tilt the originating faction directly.
  • Patron consecration: aligns the temple faction, cools the others.
  • Climate / district events: regional shocks generate small daily ticks.

Loyalty tiers

  • Hostile — building unlocks blocked, quest cooldowns extended.
  • Cold — neutral. No bonuses, no penalties.
  • Friendly — tier-2 buildings unlock, occasional gifts.
  • Loyal — tier-3 unlocks, named-member recruitment opens.
  • Devoted — capstone buildings + unique faction quests.

The six factions

No

Nobility

Old blood. Old land. Old grievances.

Cares about
Civic buildings, formal address, quest chains that defend their claims.
Hates
Apostasy from their patron, militia uprisings, public-market reforms.
Unlocks
High-tier civic buildings, named-member recruitment from noble houses, courtly quests.
Me

Merchants

Gold-counters and caravan-runners.

Cares about
Trade routes, caravan acceptance, marketplace + customs buildings.
Hates
Closed gates, military checkpoints, hostile patron alignments.
Unlocks
Marketplace tiers, +1 caravan slot, exclusive bazaar recipes.
Ar

Artisans

Smiths, weavers, alchemists.

Cares about
Crafting buildings, workshop upgrades, recipe completion.
Hates
Refining-tier downgrades, raw-material monopolies, sloppy patron rites.
Unlocks
Refinery tiers, workshop specializations, master-craftsman named members.
Mi

Militia

Citizen-soldiers — drilled, not paid.

Cares about
Patrols accepted, garrison buildings, regional defense quests.
Hates
Bandit-friendly merchant caravans, civic disarmament, foreign mercenaries.
Unlocks
Garrison + watchtower tiers, patrol upgrades, militia captains as recruitable members.
Co

Common folk

The people who actually live here.

Cares about
Residential buildings, food supply, refugee acceptance, fair taxes.
Hates
Heavy taxation, military checkpoints, neglect during disasters.
Unlocks
Population growth, residential tiers, occasional named-member migrants.
Te

Temple

Whichever patron's hand is on this region.

Cares about
Patron shrine consecration, doctrine tier progress, pilgrim hospitality.
Hates
Apostasy, rival-patron festivals, defaced relics.
Unlocks
Shrine doctrine tiers, patron-gated recipes, sanctified named members.

See also: Heartbeat feed for jolt events, Patron shrines for temple-faction alignment, and the per-region pages for current loyalty snapshots.