Events & Decisions

How random events, storms, and Influence spending shape your colony. Optimal decision-making for ALL WILL FALL.

Influence is political currency. Random events test your priorities — learn when to spend and when to save.

How Influence Works

Influence is earned passively from average happiness across all three factions, from scenario objectives, favorable event outcomes, and buildings like the Town Hall and Broadcast Tower.

You spend Influence on the Policy Board for lasting bonuses and on event choices — for example paying to avoid a storm or to recruit a faction leader.

Bank Influence until you can recruit all three faction leaders; their passive buffs usually outweigh one-off resource rewards from events.

Event Choice Priorities

Do not spend Influence on minor resource handouts unless you are critically short. Wood, concrete, and food are easier to recover than Influence.

Prioritize spending when a storm would destroy critical infrastructure, when recruitment of a leader is offered, or when a unique building unlock appears that is not available in the research tree.

During strikes or coup-style events, address the unhappy faction first — morale cascades faster than most structural failures.

Storms & Scripted Pressure

Storm warnings are a signal to save manually, check stress overlays, and reinforce anchors and heavy buildings on lower floors.

Undo reverses placement mistakes but not storm damage from the world simulation — engineering and saves are your safety net.

In time-limited scenarios, sometimes paying Influence to skip a disruptive event keeps your build schedule on the critical path.

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