Factions
The Zone is home to nine factions — the classic set from the Stalker universe. Each has a numeric identifier
(id), used in actions like +/- (see Actions) and in NPC squads (the group
field).
id | Code (Gang) | Name |
|---|---|---|
0 | LONERS | Loners |
1 | BANDITS | Bandits |
2 | MILITARY | Military |
3 | LIBERTY | Freedom |
4 | DUTY | Duty |
5 | MONOLITH | Monolith |
6 | MERCENARIES | Mercenaries |
7 | SCIENTISTS | Scientists |
8 | CLEAR_SKY | Clear Sky |
Mutants aren't a faction
Mutants aren't part of this faction system and don't participate in the relation matrix — they're hostile as a separate category of creatures, not as a faction with its own diplomacy.
Where a faction appears in story data
- A squad on the map (
spawns[].group) — which faction patrols the location. See Squads and Territories. - The relation-change action (
+relation_<id>/-relation_<id>) — see Actions. - The player also belongs to a faction — the
@gangplaceholder in text substitutes the player's current faction (see Stages and Dialogues).
Next
- The Relations System — how the friendliness/hostility scale works.
- Changing Relations in a Story — practical techniques.