ALL WILL FALL Factions & Perks Guide
Complete ALL WILL FALL factions guide. Learn how Workers, Sailors, and Engineers work, how to maximize Influence, unlock faction Perks, and choose the best faction for each scenario.
Master the three factions โ Workers, Sailors, and Engineers โ to unlock powerful Perks and build the most efficient colony possible.
All Will Fall's faction system is what separates it from every other colony sim. Your colonists aren't an undifferentiated blob โ they're divided into three distinct groups, each with a specialized role, unique abilities, and their own happiness meter. Ignore any one faction and you'll find your expansion stalling: the Engineers go on strike and no one can operate the cranes, the Sailors refuse to sail and your ocean trade routes dry up, or the Workers slow down and your entire production chain grinds to a halt.
Understanding how to balance all three factions while progressing through the tech tree โ and knowing when to favor one faction over another โ is the deepest strategic layer in ALL WILL FALL. This guide covers everything: what each faction does, how happiness and Influence work, which Perks to unlock first, and faction strategy for each scenario type.
๐ท Workers โ Resource Gathering & Production
Workers are the backbone of your early-game economy. They gather raw materials, staff production buildings, and carry goods through your colony. Without a happy Worker faction, your supply chains break down.
Strengths
- Highest carry capacity of all three factions โ essential for moving heavy ore and concrete
- Staff the most production buildings (lumber mills, concrete mixers, food farms)
- Cheapest faction to keep happy โ basic housing and food suffice early on
- Fastest resource gathering speed when morale is above 70%
Weaknesses
- Cannot operate cranes, ships, or research stations
- Do not contribute to research โ a Workers-dominant colony will fall behind technologically
- Prone to slowdowns when Entertainment need is unmet โ they need more Recreation buildings than other factions
Happiness
Critical: Food, Shelter, Entertainment (Recreation Deck)
Luxury: Tavern access, Market access
Workers' happiness is most sensitive to Entertainment. Build a Recreation Deck as your first non-essential structure. A happy Worker faction at 80%+ morale operates at 130% production efficiency.
Perks
-
Heavy Haulers
+40% carry weight for all Workers. Eliminates supply chain bottlenecks mid-game.
Unlock: Workers happiness 60%+ sustained for 3 in-game days
-
Overtime Protocol
Workers voluntarily work night shifts. +20% production output 24/7.
Unlock: Workers happiness 75%+ and Entertainment building present
-
Foreman's Eye
Workers automatically flag structurally weak buildings. Acts as a passive stress overlay.
Unlock: Workers happiness 85%
โ Sailors โ Ocean Exploration & Trade
Sailors are your eyes on the ocean. They operate boats to explore beyond your immediate area, harvest deep-water resources, establish trade routes with other survivor outposts, and exploit the tidal cycle for resource bonuses.
Strengths
- Only faction that can operate boats and ships โ ocean exploration is locked without Sailors
- Can harvest deep-water kelp farms and offshore salvage deposits unreachable on foot
- Trade routes established by Sailors passively bring in rare materials you can't produce locally
- Tidal Scouts ability (unlocked Perk) reveals the entire map within 2 tide cycles
Weaknesses
- Smallest faction by default โ you start with fewer Sailors than Workers or Engineers
- Happiness falls rapidly if no ships are available. They need to be at sea to stay content.
- Water and alcohol (Distillery building) are their luxury needs โ costly early game
Happiness
Critical: Water, Shelter (Sailor Bunk preferred over standard housing), A boat to operate
Luxury: Distillery (rum/spirits), Fishing Pier leisure
Build at least one ship before Day 10 even if you don't need it yet. Sailors with no vessel to operate lose happiness at -5/day. A Sailor Bunk (versus a standard Worker house) provides a happiness bonus unique to this faction.
Perks
-
Tidal Scouts
Sailors reveal the full map fog-of-war during high tide. Invaluable for planning expansion.
Unlock: Sailors happiness 60%+ and 1 ship operational
-
Salvage Masters
+60% resource yield from all ocean salvage operations and floating debris.
Unlock: Sailors happiness 75%+
-
Deep Trade Network
Trade routes now bring Tier 2 rare materials (steel alloys, electronic components) instead of only Tier 1.
Unlock: Sailors happiness 85% and 2 ships operational
๐ง Engineers โ Construction, Cranes & Research
Engineers are the most powerful faction in the late game but the hardest to keep happy early on. They are the only faction that can operate cranes (enabling larger construction projects), conduct research, and maintain complex machinery.
Strengths
- Only faction that can use the Research Station โ all technology is locked without Engineers
- Crane operators: Engineers allow you to place structures in locations unreachable by hand
- Maintain advanced machinery (smelters, generators, communication towers) at 100% efficiency
- Research speed scales directly with Engineer happiness โ at 90%+ morale they research 2ร faster
Weaknesses
- Most demanding faction to keep happy โ they require Education buildings (Workshop, Library) not needed by other factions
- Do not contribute to raw resource gathering โ over-investing in Engineers means production suffers
- Crane operation is slow; bottlenecks appear in scenarios requiring fast construction
Happiness
Critical: Food, Shelter (Engineer Quarters preferred), Workshop or Library access
Luxury: Observatory (unique building), Access to the Research Station they operate
Build a Workshop (cheap Education building) as soon as you reach 3+ Engineers. Engineers who cannot educate themselves lose happiness at -8/day โ the fastest passive happiness drain in the game. Prioritize Engineer Quarters over standard housing from Day 5 onward.
Perks
-
Precision Crane
Crane placement speed +50%. Engineers can now place structures in half the time.
Unlock: Engineers happiness 60%+ and Research Station built
-
Rapid Prototyping
All research costs reduced by 30%. Critical for accelerating the tech tree.
Unlock: Engineers happiness 75% and Workshop built
-
Master Architects
Engineers passively strengthen all structures they work on. Buildings maintained by Engineers have +25% load capacity.
Unlock: Engineers happiness 90%
The Influence System โ How to Earn & Spend It
Influence is ALL WILL FALL's political currency. You earn it passively based on the average happiness across all three factions, and in larger chunks by completing scenario objectives, resolving random events favorably, and building Influence-generating structures like the Town Hall and Broadcast Tower.
Influence is spent in two places: the Policy Board (persistent bonuses like reduced food consumption or faster construction) and Event Choices (random events that present you with spending options โ e.g., spend 30 Influence to avoid a storm, or spend 50 Influence to recruit a new faction leader).
The most important Influence spending decision is faction leader recruitment. Each faction has a unique leader NPC with a passive colony-wide buff. The Workers' leader provides a production bonus, the Sailors' leader opens exclusive trade routes, and the Engineers' leader accelerates research. Recruiting all three leaders simultaneously costs 150+ Influence โ start banking early.
Faction Priority Tier List by Game Phase
Early Game (Days 1-15)
Workers > Engineers > Sailors
You need Workers to build your production base. Engineers should be prioritized second to unlock the Research Station ASAP. Sailors can wait until you have a ship.
Mid Game (Days 15-40)
Engineers > Sailors > Workers
Research acceleration is the highest-value investment in the mid game. Sailors' trade routes start bringing in materials you can't produce. Workers are now stable enough to self-sustain.
Late Game (Days 40+)
Balanced (all 85%+)
Late-game perks require high happiness across all factions. The Master Architects perk from Engineers is essential for the tallest builds. Deep Trade Network from Sailors is the primary source of endgame materials.
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Frequently Asked Questions
Which faction is best to focus on first in ALL WILL FALL? +
Workers should be your Day 1 priority. They staff the majority of production buildings and have the cheapest happiness requirements. Build a Recreation Deck early to keep them above 70% morale and activate the Heavy Haulers perk as quickly as possible.
How do I unlock faction Perks in ALL WILL FALL? +
Faction Perks unlock automatically when a faction's happiness reaches the required threshold and is sustained for the specified duration. You do not need to spend resources โ just keep the faction happy. Check the Faction Panel (F key by default) to see current happiness and how close you are to each Perk.
What happens if a faction's happiness drops to zero in ALL WILL FALL? +
At zero happiness, faction members go on strike. Workers stop staffing production buildings, Sailors abandon ships (which then drift freely and may collide with structures), and Engineers shut down cranes and the Research Station. A strike lasts until happiness recovers above 20%. If all three factions strike simultaneously, it is effectively a game over condition.
How do I earn Influence quickly in ALL WILL FALL? +
The fastest Influence sources are: completing scenario objectives (large one-time grants), building a Town Hall (passive +2/day), keeping all factions above 80% (passive multiplier), and choosing the 'Diplomacy' option on random events instead of the resource reward.
Can you have more Engineers than Workers in ALL WILL FALL? +
Yes, but it creates a severe production bottleneck. Engineers do not gather resources or staff standard production buildings. A colony with more Engineers than Workers will struggle to produce food, concrete, and lumber. The recommended ratio is roughly 2:1:1 (Workers:Sailors:Engineers) in the early game.
What is the Engineers faction's most important Perk? +
Master Architects (requires 90% happiness) is the strongest late-game perk โ it gives all maintained buildings +25% load capacity, directly enabling your tallest structures. However, Rapid Prototyping (75% happiness, -30% research costs) often has more practical impact in the mid game.