All Will Fall Influence Guide

At first, Influence in All Will Fall feels like a background mechanic that does not seem to have an immediate impact. You gain it through progression and events. It shows its worth only when the game begins presenting meaningful choices that its true value becomes clear.
In this article, we will give you a complete guide for the All Will Fall Influence system and how it works in the game. If you want to know more about this mechanic, join me as I explain everything I have learned.
Table of Contents
Quick Guide
| The Lock Mechanic | If an event choice is grayed out, it is likely because your Influence is too low. |
| Survival Priority | Use Influence to enact laws that balance strict control with survival efficiency. |
| The Shift | Early game is about building. Mid-to-late game is about Influence management. |
What is All Will Fall Influence?
In short, Influence works like a form of political power. It lets you shape settlement policies and decide how different events play out. Throughout the game, you are regularly pushed into tough choices, where you must balance strict control and efficiency needed for survival.

The Influence system pushes you to consider who is sustaining your city, not just what you are building. In All Will Fall, strong structures alone are not enough. If you lose the support of the people, the entire system is bound to fall apart sooner or later.
Influence Role in All Will Fall
Influence is what opens up better choices during events. When an event appears, you are usually given a few options. Some are always available, but others are locked behind certain requirements. If you have enough, you can access stronger or more decisive actions. If not, those options stay unavailable.

You start to notice this quickly as events pile up. You are often limited to what you are actually able to do based on your Influence. This is where Influence system shows its worth.
Influence Connection to Loyalty and Happiness
In All Will Fall, these three systems form a “survival triangle” where you trade one to maintain the others:
- Happiness: Managed via rations and work conditions for each faction (Workers, Sailors, Engineers). High Happiness unlocks Leader Bonuses.
- Loyalty: High Happiness builds Loyalty over time. You “spend” Loyalty to force through harsh survival policies or to absorb the blow of negative random events.
- Influence: Earned by completing tasks, this resource is spent to enact laws.

You cannot use Influence to pick the “best” path in story events unless your Loyalty and Happiness thresholds are high enough. If your people are miserable, your political power (Influence) effectively vanishes.
All Will Fall Influence Importance
You will encounter situations involving unexpected issues or decisions. At first, it feels like a straightforward choice system. But soon you will notice that the best outcomes are often locked.
Pro-tip: Do not hoard Influence in the early game. Spend it early on “Foundational Laws” to reduce the physics-load on your structures. High Influence is useless if your colony physically collapses into the ocean before the mid-game events even trigger!
Once you have enough Influence, the game opens up significantly. You gain access to stronger decisions, better outcomes and can avoid weaker fallback options. It does not reduce how often events occur. But it greatly increases how much control you have when they do.

Moreover, Influence is not passive system. when your colony grows, it becomes clear whether you are actually controlling situations or just reacting to them. Once that shift clicks, you will pay attention to the Influence system naturally.
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