Kneeshaw Developments
A pale marble ruin of arches and stairways, the contested ground the six Titan Saga: Idle factions argue over

Six patron faiths · per region · drift over time

Who each region prays to.

Every region scores all six patron faiths from 0 to 100. Once you pick a patron at a Temple, regions your patron leads pay you a bonus and regions led by another faith cost you a little. Nothing here is permanent.

6patron faiths35+to be dominant+15% prodmax bonus

What this means in your first week

  • You can ignore loyalty at first. Nothing in the early game is locked behind it, and you make no loyalty choice during setup.
  • Loyalty only matters once you choose a patron at a Temple (building one needs a Healer on your roster). Until then no region gives you a bonus or a penalty.
  • Your home region starts with its native faith at 70, so it is already dominant. Picking that faith as your patron means your home pays you a bonus from day one.
  • Nothing is one-way. The first patron pick is free; switching later costs gold (2 per point of devotion you have built with your current patron), and your devotion with the old faith is kept if you switch back. Regional loyalty itself drifts back toward each region's starting values over time.

How loyalty works

Dominant or Contested

The faith with the highest score in a region is dominant, but only if it has at least 35. If no faith reaches 35, the region is Contested and gives no bonus or penalty. Each home region starts with its faith at 70; Tundra, Ruins, Archipelago and Titan Wastes start with every faith at 20, so they begin Contested.

Drift (slow and automatic)

Every 6 hours each faith moves 0.1 back toward its starting value in that region. A consecrated shrine doubles that speed and a recent patrol adds 1.5x (3x at most). Weather the faith likes or dislikes adds up to +1 or -1 a day, and your faction's alignment adds a gentle lean. Drift is capped at 5 points per faith per region per day, and a long absence only catches up 12 hours of it.

Jolts: the things that move loyalty quickly

Jolts are one-off changes from things you do. They are capped at 10 points per faith per region per day, so no single busy day can flip a region on its own.

EventLoyalty change
Consecrate a shrine to a faith+15 to that faith, -3 to every other faith in the region
A shrine's catechism reaches a new tier+5 per tier to its faith
Break a shrine's covenant (apostasy)-20 to the old faith, +5 to every other faith
Mendicant circuit completes+3 per visited shrine, to each shrine's faith
Finish a quest in the region with a patron chosen+1 to your patron
Fill a region's sacred district+5 per consecrated shrine there (+3 more if its faith favours that district)
A faction patrol stops in the region+2 to the patrol's faith
A pilgrim reaches a shrine+0.5 to the shrine's faith

What it does for you: Patronage Bonus and Heretic Penalty

With a patron chosen, every region where your patron is dominant pays a Patronage Bonus that grows with your devotion to that patron (built at the Temple). Every region where a different faith is dominant applies a Heretic Penalty of -5% production and -10% quest gold there. Contested regions give neither. None of this ever applies in the Arena.

Patronage tierDevotionBonus in regions your patron leads
Postulant0 to 49+2% production
Acolyte50 to 199+5% production, +5% quest gold
Devotee200 to 499+8% production, +10% quest gold
Apostle500 to 999+12% production, +15% quest gold, +5% essence drops
Saint1,000+15% production, +20% quest gold, +10% essence drops, +5% activity rewards

The Loyalty screen also lists extra quest slots at Devotee and above. In 2.0.7 we could not find that part being applied, so do not plan around it.

Where to see it in the game

On the world map, open a region and tap Loyalty. The Faction Loyalty screen shows each faith's score (0 to 100), who is dominant or whether the region is Contested, the Patronage Effect you are getting there, recent shifts, and a "Shift Loyalty Here" list of what you can do about it.

Not the same thing: Faction Specialization

Your own faction's Specialization (the personality with its perk tree) is a separate system and has nothing to do with regional loyalty. It opens at Chapter 8 and faction level 3. It is not a one-way choice either: changing it costs 5,000 gold, 50 gems and 500 essence dust, resets your perks and refunds every perk point, and also changes the rival you face.

The six patron faiths

Gr

Greenwood Wardens

Root and canopy. The forest remembers.

Home region
Forest (starts at 70)
Also strong in
Jungle (15)
Weather
Likes fair, rain, clear monsoon. Dislikes ashfall, titan stir, void rift.
Favoured district
Frontier
Su

Sunlit Riders

Saddle and psalm. You ride with the sun's permission.

Home region
Plains (starts at 70)
Also strong in
Coast (35)
Weather
Likes fair, clear cold, clear monsoon. Dislikes blizzard, fog, void rift.
Favoured district
Military
Ir

Ironpeak Conclave

The anvil remembers each blow. The stone has measured you.

Home region
Mountains (starts at 70)
Also strong in
Highlands (35), Caverns (25), Volcano (15)
Weather
Likes blizzard, tremor, clear cold. Dislikes heatwave, sandstorm.
Favoured district
Industrial
Bl

Bleakfen Coven

Bone and reed answer. The marsh keeps your shadow.

Home region
Swamp (starts at 70)
Also strong in
Jungle (35), Shadowlands (30), Caverns (15)
Weather
Likes fog, void rift, ashfall. Dislikes clear cold, clear monsoon, fair.
Favoured district
Sacred
As

Ashwalker Seers

The dune that does not move. The buried Titans hear your vigil.

Home region
Desert (starts at 70)
Also strong in
Volcano (30)
Weather
Likes heatwave, sandstorm, ashfall. Dislikes monsoon, blizzard, clear monsoon.
Favoured district
Civic
Ti

Tide Mother

Wave and shore in one breath. The deep has accepted your vigil.

Home region
Sundered Coast (starts at 75, Far Reaches)
Also strong in
Grows in water-access regions that see storms and floods
Weather
Likes monsoon, storm, rain. Dislikes heatwave, sandstorm.
Favoured district
Maritime

The five rival factions

Separate from the patron faiths are the NPC rival factions: hostile AI powers you do not court. They have no loyalty score. Their map panel opens after you clear Chapter 3.

Shadow Cartel

Shadowlands

Smugglers and assassins who profit from chaos and run the black markets.

Iron Dominion

Mountains

A militaristic empire conquering by force of arms; its war machines threaten every border.

Void Cult

Caverns

Fanatics of the Void Titan tearing rifts between realms.

Gilded Merchants

Coast

A wealthy guild that buys loyalty and silence, manipulating markets and politics.

Thornwatch

Jungle

Rogue rangers and druids who sabotage any who encroach on their sacred groves.

See also Patron shrines (consecration, catechism, apostasy), Living world (patrols and pilgrims) and Districts.