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All of the factions have some dubious characteristics, some more obvious than others. No exceptions best I can remember.
The only group I'd consider fairly 'neutral' are Mongrel.
Without giving too much away, their only interest seems to be surviving in the fog.
I always side with the tech hunters they're spread around and useful, and since you cant really be fully apart of a faction since you are your own and can buy your alignment into multiple (sometimes conflicting factions) I think you're looking too much into it
the tech hunters are pretty neutral and the anti slavers dont have much to offer.
UC is just a bunch of rich wankers breaking their own rules, use slavery and treating the lower class like crap, traders guild heavily aligned with them
Shek are barbaric, they say its honor but really theyre probably losing cause they refuse help from strangers and kill each other off in the name of honor maybe not evil intentions but I wouldnt say good. half of them go to last stand to make their last stand and die to the *spoiler*
HN are fanatics, those two fools who were fighting for a page and a half were both right, most the slavery is criminal justice and some is them just being ♥♥♥♥♥♥♥♥♥ or buying slaves. but the whole racism towards the other species is a bit naive IMO. and their religious obsession doesnt allow them to see beyond a certain scope (thats any faction though) so basically they see what they want to see and dont bother seeing the truth
skeletons vary theres not a lot of them in their own factions. some sub factions mostly
Hivers are mind controlled. its a hive mind doesnt matter how well you treat them (in terms of immersion) if the queen wants you dead we do it for the queen (we love the queen)
Ive never done anything with the hive in fairness so idk maybe
idk just mess around you can always import and reset relations and try again
*update, after-thought
I always buy into the grey flayers (least 'evil' cartel) and shinobi thieves as well. they can be helpful and are lesser factions. you can also buy into flotsam but I didnt do it after an import. you can join many if you want.
I also work my way to join the shek and they are powerful allies, they like warriors even if they aren't shek
while i had no issues with shrieking bandits on the way up there and exploring shrieking forest, they were peaceful albeit loud. once my base was up and running deep in cannibal territory and with relations at 0. they kept running in my base and attacking me unprovoked. i was running around freeing them from being eaten. then they would just patrol into my base and attack anyone nearby.
And not care about non shek is pretty wrong as they all are xenophobe.
And the holy nation are probably the worst, many people don't know it but they also are against science [They will arrest you if you have Ancient science books / Engineering Research / AI cores In your inventory], they are however fine with Books.
Yes slavery is bad, but atleast the united cities are going to spare you if you have money.
Anti-Slavers are a bit of Don Quijote in that their efforts are too small-scale overall and you don't see any efforts to build a safety net for what happens to the people afterwards. It's true that this radical capitalism of the UC has to go, same as HN, but it would be nice to have them look a bit further ahead. light-grey I'd say.
Tech Hunters, Cannibal Hunters, Deadcat and shrieking bandits are all grey to white, can't really find any fault with them and it's difficult to become hostile with them as long as you're civil, but they also aren't "allies" as there isn't much interaction available. Nomads are pretty much the good guys who sell animals for profit and help strangers.
Skeletons are as good as they are bad. Most of them are victims with a grudge. they rose up against a genocide and... kinda won? Their lifespan measured in millenia makes it difficult to let go of old hatred, even considering their memory resets. Then came Cat-Lon trying to mend old wounds and rebuild civilization which was a dream crushed by skeleton haters fanning the Holy Flame of rebellion which forced Cat-Lon to suppress them, resulting in the same old rifts breaking up again. (But honestly, if your neighbour was a self-proclaimed ISIS fanatic, would you let them be?) Most of the still sane skeletons don't really care about other people anymore, making it difficult to call them xenophobe, but again, there's no real faction to ally with.
They still believe in okrans teachings.
https://kenshi.fandom.com/wiki/Flotsam_Village
Thats why i'm saying xenophobe but less aggressive, they won't outright attack any skeletons.
The fault at least with shriekers is that you don't get white by not activly hunting others, but need to activly help others, which they clearly don't. Attacking a common foe is too much of a grey zone as they'd fight even w.o. your involvment.
Tech hunters do this at times. They will aid downed neutrals they see and heal them up.
For cannibal hunters one can argue that they attack a plague to most living beeings.
As i said to skeletons, there is way too much in the dark to truly rate them. Chances are they are still the oppressors from the second empire. But was it really oppression? Or rather forcing others on a path for their own good?
Maybe kenshi 2 will shed some light on.
If I knew how to mod this kind of thing I would make a small faction that you can join and build up and take over territory by freeing the world of all that is corrupt but in this dominating attempt to make all things good in the world could and most likely would be considered evil in it's self trying to free the world of slavery greed and corruption.
my custom faction would be a main faction with a few super elite unites guarding the HQ on their own are completely neutral to everyone except bandits and cannibals. and will always only fight in self defense and under direction of the player.
as you conquer areas it would trigger different world states much like the main factions do in vanilla Kenshi except in the Liberty owned territories even when at war they will still do business and not attack you on sight only attack in self defense and to free slaves and attack bandits and cannibals.
when the player owns territories in their controlled land there is no tax, no prayer day, no racist or sexist assaults they will simply leave you be as long as your not enslaving people eating people or robbing people. they will act much like a proper respectable and just system and when they take over areas instead of ruined lands being left in it's path it takes over control of areas and rebuilds things populating areas and fixing destroyed structures.
they will have simple reasonable laws.
no slavery.
no taxes.
no drugs.
no thievery.
no breaking in/trespassing.
no un-provoked assault.
they will defend and heal strangers as long as they didn't initiate the attack.
they will always help the defender not the first attacker.
they would replace destroyed structures with repaired structures and even new shops in areas that didn't have shops before in place of damaged buildings.
they would start off a small faction of a very small area of influence and only grow if aided by the player but will defend with higher than normal super elite troops.
if only I knew how to do this kind of modding I would go for it. I've tired with a vampire race/faction that basically where normal people despite the name they just had triple the natural regeneration of the highest playable race I think is shek at a 2.0 self healing rate not sure or maybe it's hive either way whatever the highest natural self healing effect for the races are triple that and that would be what this custom faction would have as a custom race that is specifically designed to defend the territory of the HQ but this special race doesn't spread beyond the local area when taking over other factions controlled areas it's just a special race of protectors of the HQ. successfully conquering and destroying this special faction wouldn't do much but revert the area back to whatever it normally was before the modded faction was implemented whatever sate that is.
they would have special faction uniform similar to that of the UC but lower penalties and would have special manufacturers for both weapons and armor that give extra bonuses and reduced to even completely eliminating penalties. if I could I'd even model a special uniform for them but since I can't model I'd just recolor Samurai and other stuff that UC use pretty much for their uniforms but with manufacturer and racial bonuses like lower damage to their own race and such.
this elite special unit would be OP for sure and unbalanced but they don't spread or go out they only defend HQ and of course their "leader" since you can't have a leaderless faction would be pretty OP and impossible for the AI units to kill making sure that they can only be defeated by the player and none of the other assaulting factions. besides this elite group to protect the HQ the territories they take control of would just be a mix of all the normal races in their individual habitats so hives would still have their hives but hives under the controlled faction would be allies to the custom faction but go about business as normal but would stop doing any of the things that would be deemed illegal by this faction. they wouldn't produce or sell drugs anymore if they did before being taken over but instead would replace those drugs with the crops or whatever used to make them so for example say drug A was made mixing greenfruit and riceweed they would instead sell more greenfruit and riceweed. much like the UC narcotics would be considered illegal in their territory. slavery would stop so slave camps would be replaced with mining camps or farming caps or whatever. the difference being no cages no shackles and no slavery they would willingly do these jobs but instead would be paid for their labors instead of enslaved this kind of thing would continue throughout their controlled territories.
I think I pretty much set the basis of this faction and their super elite HQ guards and if possible they wouldn't have an individual as a leader so instead of a leader in order to conquer this territory you would have to kill all the super elite guards. enslaving them would not work they would have to be dead.
this would be ideal but I think a leader of some kind is required for this sort of major faction world state functionality.
someone more knowledgeable about the game and it's inner workings would be able to do a better job but I think I summed up the basis of what I would want to do if I knew how or perhaps someone would be willing to tackle this as a form of mod request if you will.
there is a world domination reactive world type of mod out there so this would kind of go like that but instead of the player taking over the places and all the NPCs going away and shops become useless it would simply add a new faction that the player can ally with and help direct towards conquering/freeing the world.
this also means they would still be NPC/AI controlled but by this specific faction and instead of destroying cities and such they would actually rebuild ruins and clean up destroyed towns. and shops would still be functional they would have money much like UC shops since the shops in UC usually have a decent amount of cats to trade for.
really reskin the UC get rid of their tax and slave trades and your close to what I am thinking. they are the closest faction to being what I think of once you remove a few of their less desirable traits.
I guess this would open up free traders or a new faction of traders all together.