How minor factions affect your empire
There are 15 minor factions: Ametrine, Blackhammers, Consortium, Daughters of Bor, Foundlings, Gorog, Green Scions, Hoy and Ladhran, Hydracorn, Noquensii, Ochlings, Oneiroi, Sollusk, Unseeing Seers and Xavius. After pacifying one in territory you own, you can spend Influence to assimilate it into a Protectorate, unlocking its unique unit, notable, councilor trait, population and an assimilation bonus that scales with pacified villages.
Unpacified villages periodically produce armies made from their signature unit. Minor factions also have individual pacification quests, units and assimilation bonuses. Update #40 fixed Lord Estates so they are destroyed when their villages enter rebellion and corrected the Mangrove of Harmony pacification quest so it no longer asked for a late-game technology.
The Severed Claws use villages differently: minor-faction population can live in their cities but does not grow by itself. Rebuilding a pacified village adds that population to their city, while destroying a village creates a unit from that minor faction in their capital.
Village and Protectorate questions
- What do I gain by assimilating a minor faction?
- If you own the territory, you can spend Influence to turn the pacified minor faction into a Protectorate. This unlocks its unique unit, notable, councilor trait, population and a bonus that scales with the number of pacified villages.
- What should I expect from villages and rebellions?
- Expect unpacified villages to spawn signature-unit armies and minor factions to offer their own pacification quests. Update #40 fixed Lord Estates so they are destroyed when their associated villages enter rebellion.
- How do the Severed Claws exploit minor factions?
- Their minor-faction population does not grow naturally. They add population by rebuilding pacified villages and receive a matching minor-faction unit in their capital whenever they destroy a village.
