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* ''VideoGame/DungeonsAndDragonsOnline'' has a "Favor" system where completing quests grants you a few points of hospitality from whatever patrons are in charge of that quest. The more points, the more you are favored by that patron, and each one has its own levels (typically 3 or 4 per patron) and leveling up your favor gets you rewards. It can't go back down, though, and they can't be played against each other.



* ''VideoGame/WorldOfWarcraft'' features a reputation system, representing your character's current standing with various factions found in Azeroth and Outland. Each faction has eight different rankings, ranging from "hated" to "exalted", and {{NPC}}s react differently depending on your current rank. Reputation is earned in a number of ways, usually via quests or killing specific enemies of the faction. Most capital cities of your own faction start as Friendly, while other factions start as neutral or hostile. High reputation with a faction generally allows you to purchase goods only available from them.
** There exist a few reputations which are mutually exclusive as earning reputation with one will impose a loss on the other. The most well-known example is the goblin city of Booty Bay and the Bloodsail Pirates who are at war with one another.
** Parodied in a ''ComicStrip/FoxTrot'' [[http://www.foxtrot.com/2016/06/05/theater-rep/ strip]] where a savvy theater manager convinces Jason and Marcus to pick up spilled popcorn to get advance tickets for the ''Film/WarCraft'' movie by framing it as a faction quest.



* ''VideoGame/DungeonsAndDragonsOnline'' has a "Favor" system where completing quests grants you a few points of hospitality from whatever patrons are in charge of that quest. The more points, the more you are favored by that patron, and each one has its own levels (typically 3 or 4 per patron) and leveling up your favor gets you rewards. It can't go back down, though, and they can't be played against each other.



* ''VideoGame/WorldOfWarcraft'' features a reputation system, representing your character's current standing with various factions found in Azeroth and Outland. Each faction has eight different rankings, ranging from "hated" to "exalted", and {{NPC}}s react differently depending on your current rank. Reputation is earned in a number of ways, usually via quests or killing specific enemies of the faction. Most capital cities of your own faction start as Friendly, while other factions start as neutral or hostile. High reputation with a faction generally allows you to purchase goods only available from them.
** There exist a few reputations which are mutually exclusive as earning reputation with one will impose a loss on the other. The most well-known example is the goblin city of Booty Bay and the Bloodsail Pirates who are at war with one another.
** Parodied in a ''ComicStrip/FoxTrot'' [[http://www.foxtrot.com/2016/06/05/theater-rep/ strip]] where a savvy theater manager convinces Jason and Marcus to pick up spilled popcorn to get advance tickets for the ''Film/WarCraft'' movie by framing it as a faction quest.



* ''VideoGame/{{Fallout 2}}'' had an individual opinion meter for each town the player entered, along with a KarmaMeter. Thus, a player can have negative karma for wiping out a town of innocents but still be loved by its neighboring town because they were at war with them.

to:

* ''Franchise/TheElderScrolls'':
** ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' has a primitive system where your initial character build allows you to adjust how friendly various segments of society from peasants to nobles will act to your character. In actuality, the effect is minimal. What has slightly more effect is the hidden in-play alliance meter that the character build modifies, as the relation to a faction is one of the factors that decides when promotion in that faction can occur.
** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' has a similar system, with three main differences: the effect on an individual NPC is greater, the number of factions are heavily reduced (no peasant faction, for instance), and very few of the quests impacting faction-relation can be done without first joining a faction.
* ''Franchise/{{Fallout}}'':
**
''VideoGame/{{Fallout 2}}'' had an individual opinion meter for each town the player entered, along with a KarmaMeter. Thus, a player can have negative karma for wiping out a town of innocents but still be loved by its neighboring town because they were at war with them.



** There are also guys who offer to hack your file with a particular faction through the [[CyberSpace Neural Net]], making them and their allies think they like you, at the cost of angering their enemies and also the hacker charging you a bundle.

to:

** There are also guys who offer to hack your file with a particular faction through the [[CyberSpace Neural Net]], making them and their allies think they like you, at the cost of angering their enemies and also the hacker charging you a bundle.



* VideoGame/{{GreedFall}}: Each major group on Teer Fradee has one representing [[{{Ambadassador}} De Sardet's]] relationship with that faction, which changes based on their actions throughout the game. Having a low diplomacy could result in negative consequences for De Sardet or the narrative, while positive relations will often grant legendary level equipment.
* ''Franchise/TheElderScrolls'':
** ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' has a primitive system where your initial character build allows you to adjust how friendly various segments of society from peasants to nobles will act to your character. In actuality, the effect is minimal. What has slightly more effect is the hidden in-play alliance meter that the character build modifies, as the relation to a faction is one of the factors that decides when promotion in that faction can occur.
** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' has a similar system, with three main differences: the effect on an individual NPC is greater, the number of factions are heavily reduced (no peasant faction, for instance), and very few of the quests impacting faction-relation can be done without first joining a faction.
* Nearly every sidequest in ''VideoGame/PillarsOfEternity'' has MultipleEndings, and different endings will positively or negatively affect your Reputation stat for that region, which changes how {{NPC}}s address you and may open further quests. A good example is the early quest "Lord of a Barren Land", in which you are requested to StormTheCastle of Lord Raedric and assassinate him so that [[spoiler:his cousin]] Kolsc can take over. Doing it as requested will give you [[spoiler:positive]] Reputation in Gilded Vale, while changing sides will give you [[spoiler:negative]] Reputation.
** Returns in the sequel, similar to the ''Fallout New Vegas'' version (since both games are made by Obsidian). The player has a reputation meter for each of the four major factions, along with several minor ones. These reputations will influence the RelationshipValues with the player's party members, particularly those who belong to one of said faction (five of them do, and while Éder isn't a member of the Children of the Dawnstars, his previous affiliation with the Éothasian church will cause him to react to how you treat them).
* In ''VideoGame/NewHorizons'', nations can either be neutral, allied or at war with others, and all of that can change at a moment's notice. The same counts for players. So unless they want to avoid unintentionally pissing off everyone at some point, they better keep tabs on the relations regularly! Knowing who to attack and who to avoid also greatly helps with building up a career with a nation. Pirates are the only exception, of course, as they are hostile to everyone by default.
* In ''VideoGame/{{Tyranny}}'', factions have a significant role; Faction reputation is defined in terms of Favor and Wrath (with the former being positive and the latter negative, naturally), and players gain abilities for either one (so even if it's possible to keep friendly with every faction, you might not want to).

to:

* VideoGame/{{GreedFall}}: ''VideoGame/{{GreedFall}}'': Each major group on Teer Fradee has one representing [[{{Ambadassador}} De Sardet's]] relationship with that faction, which changes based on their actions throughout the game. Having a low diplomacy could result in negative consequences for De Sardet or the narrative, while positive relations will often grant legendary level equipment.
* ''Franchise/TheElderScrolls'':
** ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' has a primitive system where your initial character build allows you to adjust how
''VideoGame/GrimDawn'' tracks reputation with both friendly various segments of society from peasants to nobles will act to your character. In actuality, the effect is minimal. What has slightly more effect is the hidden in-play alliance meter that the character build modifies, as the relation to a faction is one of the factors that decides when promotion in that faction can occur.
** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' has a similar system, with three main differences: the effect on an individual NPC is greater, the number of factions are heavily reduced (no peasant faction, for instance),
and very few of the quests impacting faction-relation can be done without first joining a faction.
* Nearly every sidequest in ''VideoGame/PillarsOfEternity'' has MultipleEndings, and different endings will positively or negatively affect your
enemy factions. Reputation stat for that region, which changes how {{NPC}}s address you with friendly factions is earned through quests, bounties, and may open further quests. A good example is the early quest "Lord killing members of a Barren Land", in which you are requested to StormTheCastle of Lord Raedric and assassinate him so that [[spoiler:his cousin]] Kolsc can take over. Doing it as requested will give you [[spoiler:positive]] Reputation in Gilded Vale, an opposed faction, while changing sides will give you [[spoiler:negative]] Reputation.
** Returns in the sequel, similar to the ''Fallout New Vegas'' version (since both games are made
infamy with enemy factions is gained by Obsidian). The player has a killing their members. Better reputation meter for each of the four major factions, along with several minor ones. These reputations will influence the RelationshipValues with the player's party members, particularly those who belong to one of said a friendly faction (five of them do, gives a discount at their shops and access to their exclusive items as well as new quests, while Éder isn't a member of the Children of the Dawnstars, his previous affiliation with the Éothasian church will cause him to react to how you treat them).
* In ''VideoGame/NewHorizons'', nations can either be neutral, allied or at war with others, and all of that can change at a moment's notice. The same counts for players. So unless they want to avoid unintentionally pissing off everyone at some point, they better keep tabs on the relations regularly! Knowing who to attack and who to avoid also greatly helps with building up a career with a nation. Pirates are the only exception, of course, as they are hostile to everyone by default.
* In ''VideoGame/{{Tyranny}}'', factions have a significant role; Faction
worse reputation is defined in terms of Favor and Wrath (with the former being positive and the latter negative, naturally), and players gain abilities for either one (so even if it's possible to keep friendly with every faction, you might not want to).enemies causes them to spawn more EliteMooks, hero monsters, and eventually superboss-tier Nemesis monsters.



* ''VideoGame/GrimDawn'' tracks reputation with both friendly and enemy factions. Reputation with friendly factions is earned through quests, bounties, and killing members of an opposed faction, while infamy with enemy factions is gained by killing their members. Better reputation with a friendly faction gives a discount at their shops and access to their exclusive items as well as new quests, while worse reputation with enemies causes them to spawn more EliteMooks, hero monsters, and eventually superboss-tier Nemesis monsters.

to:

* ''VideoGame/GrimDawn'' tracks In ''VideoGame/NewHorizons'', nations can either be neutral, allied or at war with others, and all of that can change at a moment's notice. The same counts for players. So unless they want to avoid unintentionally pissing off everyone at some point, they better keep tabs on the relations regularly! Knowing who to attack and who to avoid also greatly helps with building up a career with a nation. Pirates are the only exception, of course, as they are hostile to everyone by default.
* ''VideoGame/PillarsOfEternity'':
** Nearly every sidequest has MultipleEndings, and different endings will positively or negatively affect your Reputation stat for that region, which changes how {{NPC}}s address you and may open further quests. A good example is the early quest "Lord of a Barren Land", in which you are requested to StormTheCastle of Lord Raedric and assassinate him so that [[spoiler:his cousin]] Kolsc can take over. Doing it as requested will give you [[spoiler:positive]] Reputation in Gilded Vale, while changing sides will give you [[spoiler:negative]] Reputation.
** Returns in the sequel, similar to the ''Fallout New Vegas'' version (since both games are made by Obsidian). The player has a
reputation meter for each of the four major factions, along with both friendly and enemy factions. Reputation several minor ones. These reputations will influence the RelationshipValues with friendly the player's party members, particularly those who belong to one of said faction (five of them do, and while Éder isn't a member of the Children of the Dawnstars, his previous affiliation with the Éothasian church will cause him to react to how you treat them).
* In ''VideoGame/{{Tyranny}}'',
factions is earned through quests, bounties, and killing members of an opposed faction, while infamy with enemy factions is gained by killing their members. Better have a significant role; Faction reputation with a is defined in terms of Favor and Wrath (with the former being positive and the latter negative, naturally), and players gain abilities for either one (so even if it's possible to keep friendly faction gives a discount at their shops and access to their exclusive items as well as new quests, while worse reputation with enemies causes them to spawn more EliteMooks, hero monsters, and eventually superboss-tier Nemesis monsters.every faction, you might not want to).



* The indie game ''{{VideoGame/Democracy}}'' pretty much runs on this trope. The entire society of the country you are in charge of is divided into overlapping groups like "parents", "smokers", "middle income", "commuters" etc. Every single one of the 20+ groups gets its own satisfaction meter, influenced by the policies you introduce. The meters take up the entire center of the screen for most of the game.
** TruthInTelevision: The idea of "soccer moms" in the 90's was the first step in trying to define a complicated, nuanced electorate into easily targetable "market segments", such as "college-educated whites", "evangelicals", "Mexican immigrants" and so on. The granularity of the market is ''far worse'' in real life.
* ''VideoGame/VegaStrike'' has a lot of factions, some allied and some feuding. Not only legitimate ones, but [[DirtyCommunists ISO]] and [[SpacePirates Pirates]] are some people's "friends in low places" too. This leaves [[EvilLuddite Luddites]] as the ButtMonkey: everyone either hates or barely tolerates them. Blow up a lot of their ships, and not only pirates think you're a pretty swell guy despite several hits against them, but even aggressive aliens at war with the humanity give you some benefit of doubt.
* ''VideoGame/{{Spore}}'' has them in the last 4 stages: Red faces mean they hate your guts. Orange faces mean they don't trust you. Yellow faces are neutral. Blue faces mean they like you. And green faces mean they worship you.
* ''VideoGame/MasterOfOrion'' also has meters for your relations with every other race.
* ''VideoGame/{{Tropico}}'' has political ideologies. Every citizen has certain political opinions which player must try to please to win elections. Assuming you hold elections, of course. (Though even if you don't, it's still a good idea to keep the various groups as happy as possible.)
** With the expansion pack you are allowed to TakeAThirdOption and outright ban one political group, meaning you are free to do things that would normally upset people of that ideology. (Then again, banning them upsets them so much that it is a "TheRevolutionWillNotBeCivilized" moment for many.)
* In ''VideoGame/WingCommanderPrivateer'', your standing with the factions in the Gemini sector can be altered by which faction you shoot down. While regaining trust after a killing spree is technically possible, without Roman Lynch's help in the add-on ''Righteous Fire'' it's ''much'' more difficult. Note that Retros will never be friendly other than for plot-dictated reasons in ''Righteous Fire''.
* ''VideoGame/{{X}}-Universe'' games have 5 basic races / factions (6 as of ''Terran Conflict''), plus several minor factions and [[MegaCorp corporations]], with each side having different relations to each other. Killing hated enemies will give you a reputation to the sector owner and a hit to the victim, killing neutrals will give you a hit to both the victim and sector owner reputation, and killing an allied will give you a massive hit to the allied victim and the sector owner. It's possible to ally yourself with all the races, including the SpacePirates, by avoiding combat missions and not slaughtering random ships in sectors. Getting your reputation up will allow you to buy high power weaponry and ships, while low reputation will prevent you from entering their core sectors, docking at stations, all the way up to outright kill-on-sight orders.

to:

* The later entries in ''VideoGame/CityBuildingGames'' use this to interact with other cities. Fulfilling requests and giving gifts will make them like you, refusing requests, demanding/requesting goods makes them dislike you, and they ''really'' don't like it when you attack them. Oddly enough, attacking ''other'' cities increases their respect for you, and they may comply with your wishes regardless of their feelings for you if your army is stronger than theirs.
* The indie game ''{{VideoGame/Democracy}}'' pretty much runs on this trope. The entire society of the country you are in charge of is divided into overlapping groups like "parents", "smokers", "middle income", "commuters" etc. Every single one of the 20+ groups gets its own satisfaction meter, influenced by the policies you introduce. The meters take up the entire center of the screen for most of the game.
** TruthInTelevision:
game. [[TruthInTelevision The idea of "soccer moms" in the 90's 90's]] was the first step in trying to define a complicated, nuanced electorate into easily targetable "market segments", such as "college-educated whites", "evangelicals", "Mexican immigrants" and so on. The granularity of the market is ''far worse'' in real life.
* ''VideoGame/VegaStrike'' has a lot of factions, some allied and some feuding. Not only legitimate ones, but [[DirtyCommunists ISO]] and [[SpacePirates Pirates]] are some people's "friends in low places" too. This leaves [[EvilLuddite Luddites]] as the ButtMonkey: everyone either hates or barely tolerates them. Blow up a lot of their ships, and not only pirates think you're a pretty swell guy despite several hits against them, but even aggressive aliens at war with the humanity give you some benefit of doubt.
* ''VideoGame/{{Spore}}'' has them in the last 4 stages: Red faces mean they hate your guts. Orange faces mean they don't trust you. Yellow faces are neutral. Blue faces mean they like you. And green faces mean they worship you.
* ''VideoGame/MasterOfOrion'' also has meters for your relations with every other race.
* ''VideoGame/{{Tropico}}'' has political ideologies. Every citizen has certain political opinions which player must try to please to win elections. Assuming you hold elections, of course. (Though even if you don't, it's still a good idea to
The ''VideoGame/EscapeVelocity'' games keep track of the player's status in relation to the various groups as happy as possible.)
** With the expansion pack you are allowed to TakeAThirdOption and outright ban one political group, meaning you are free to do things that would normally upset people of that ideology. (Then again, banning them upsets them so much that it is a "TheRevolutionWillNotBeCivilized" moment for many.)
* In ''VideoGame/WingCommanderPrivateer'', your standing with the factions
governments in the Gemini sector can be altered by which faction you shoot down. While regaining trust after a killing spree is technically possible, without Roman Lynch's help in the add-on ''Righteous Fire'' it's ''much'' more difficult. Note universe. However, governments marked as "Xenophobic" will always attack anything that Retros will never be friendly other than for plot-dictated reasons in ''Righteous Fire''.
* ''VideoGame/{{X}}-Universe'' games have 5 basic races / factions (6 as of ''Terran Conflict''), plus several minor factions and [[MegaCorp corporations]], with each side having different relations to each other. Killing hated enemies will give you a reputation to the sector owner and a hit to the victim, killing neutrals will give you a hit to both the victim and sector owner reputation, and killing an allied will give you a massive hit to the allied victim and the sector owner. It's possible to ally yourself with all the races, including the SpacePirates, by avoiding combat missions and not slaughtering random ships in sectors. Getting your reputation up will allow you to buy high power weaponry and ships, while low reputation will prevent you from entering their core sectors, docking at stations, all the way up to outright kill-on-sight orders.
isn't them.



* ''VideoGame/MasterOfOrion'' has meters for your relations with every other race.
* ''VideoGame/MechWarrior'':
** ''Mech Warrior 4'': Mercenaries'' featured a faction rating for the rival Steiner and Davion royal houses, but also included 'nobility' and 'infamy' as other parts of your reputation. Some missions would only be offered to players with high enough values in certain categories, and depending on how things played out you would eventually lock yourself out of about half of the end-game content due to one faction withdrawing its missions thanks to your high reputation with their rivals, necessitating several playthroughs to see all three of the FactionSpecificEndings.
** The original PC game had a similar system, where since you were a mercenary, doing jobs for one House's military would make them more likely to hire you in the future, but would make it harder to find work with the Houses that were their enemies.



* ''VideoGame/MechWarrior 4: Mercenaries'' featured a faction rating for the rival Steiner and Davion royal houses, but also included 'nobility' and 'infamy' as other parts of your reputation. Some missions would only be offered to players with high enough values in certain categories, and depending on how things played out you would eventually lock yourself out of about half of the end-game content due to one faction withdrawing its missions thanks to your high reputation with their rivals, necessitating several playthroughs to see all three of the FactionSpecificEndings.
** The original PC game had a similar system, where since you were a mercenary, doing jobs for one House's military would make them more likely to hire you in the future, but would make it harder to find work with the Houses that were their enemies.
* The ''VideoGame/EscapeVelocity'' games keep track of the player's status in relation to the various governments in the universe. However, governments marked as "Xenophobic" will always attack anything that isn't them.
* The later entries in ''VideoGame/CityBuildingGames'' use this to interact with other cities. Fulfilling requests and giving gifts will make them like you, refusing requests, demanding/requesting goods makes them dislike you, and they ''really'' don't like it when you attack them. Oddly enough, attacking ''other'' cities increases their respect for you, and they may comply with your wishes regardless of their feelings for you if your army is stronger than theirs.

to:

* ''VideoGame/MechWarrior 4: Mercenaries'' featured a faction rating for ''VideoGame/TheRepubliaTimes'': Most of the articles you publish will influence the Loyalty Meter. The most effective way to increase it is to publish large articles that highlight Republia's accomplishments or paint [[ArchEnemy the rival Steiner and Davion royal houses, but also included 'nobility' and 'infamy' as other parts nation of Antegria]] in a negative light. Take note that the weather is the only type of article that won't affect reader loyalty because the government can't control that yet.
* ''VideoGame/{{Spore}}'' has them in the last 4 stages: Red faces mean they hate
your reputation. Some missions would only be offered to players with high enough values in guts. Orange faces mean they don't trust you. Yellow faces are neutral. Blue faces mean they like you. And green faces mean they worship you.
* ''VideoGame/{{Tropico}}'':
** The game has political ideologies. Every citizen has
certain categories, and depending on how things played out political opinions which player must try to please to win elections. Assuming you would eventually lock yourself out hold elections, of about half of the end-game content due to one faction withdrawing its missions thanks to your high reputation with their rivals, necessitating several playthroughs to see all three of the FactionSpecificEndings.
** The original PC game had a similar system, where since
course. (Though even if you were don't, it's still a mercenary, doing jobs for one House's military would make them more likely good idea to hire you in the future, but would make it harder to find work with the Houses that were their enemies.
* The ''VideoGame/EscapeVelocity'' games
keep track of the player's status in relation to the various governments in groups as happy as possible.)
** With
the universe. However, governments marked as "Xenophobic" will always attack anything expansion pack you are allowed to TakeAThirdOption and outright ban one political group, meaning you are free to do things that isn't them.
* The later entries in ''VideoGame/CityBuildingGames'' use this to interact with other cities. Fulfilling requests and giving gifts will make
would normally upset people of that ideology. (Then again, banning them like you, refusing requests, demanding/requesting goods makes upsets them dislike you, so much that it is a "TheRevolutionWillNotBeCivilized" moment for many.)
* ''VideoGame/VegaStrike'' has a lot of factions, some allied
and they ''really'' don't like it when you attack some feuding. Not only legitimate ones, but [[DirtyCommunists ISO]] and [[SpacePirates Pirates]] are some people's "friends in low places" too. This leaves [[EvilLuddite Luddites]] as the ButtMonkey: everyone either hates or barely tolerates them. Oddly enough, attacking ''other'' cities increases their respect for you, and they may comply with your wishes regardless Blow up a lot of their feelings for ships, and not only pirates think you're a pretty swell guy despite several hits against them, but even aggressive aliens at war with the humanity give you if some benefit of doubt.
* In ''VideoGame/WingCommanderPrivateer'',
your army standing with the factions in the Gemini sector can be altered by which faction you shoot down. While regaining trust after a killing spree is stronger technically possible, without Roman Lynch's help in the add-on ''Righteous Fire'' it's ''much'' more difficult. Note that Retros will never be friendly other than theirs. for plot-dictated reasons in ''Righteous Fire''.
* ''VideoGame/{{X}}-Universe'' games have 5 basic races / factions (6 as of ''Terran Conflict''), plus several minor factions and [[MegaCorp corporations]], with each side having different relations to each other. Killing hated enemies will give you a reputation to the sector owner and a hit to the victim, killing neutrals will give you a hit to both the victim and sector owner reputation, and killing an allied will give you a massive hit to the allied victim and the sector owner. It's possible to ally yourself with all the races, including the SpacePirates, by avoiding combat missions and not slaughtering random ships in sectors. Getting your reputation up will allow you to buy high power weaponry and ships, while low reputation will prevent you from entering their core sectors, docking at stations, all the way up to outright kill-on-sight orders.



* ''VideoGame/XComApocalypse'' has a lot of organizations most of whom you want to be as friendly as possible: the Senate pays your weekly income, Transtellar sells you spaceships, [=MarSec=] sells weapons and armor, and so on. Pissing off a group means they stop helping you, and making them actively hostile means they'll attack you when they encounter you, either on the cityscape, or in tactical missions. Blowing up their property, whether on purpose or by accident, or attacking their units will anger a faction. The aliens are also attempting to infiltrate the city, which means if you don't root out infestation quickly, the aliens will "convince"[[note]]Read: MindRape[[/note]] an organization into hating you. The only remedy for a hostile faction is to continue fighting them (bad idea) or [[ScrewTheRulesIHaveMoney give them a big "donation"]] (good idea). Different factions have different relationships to other factions as well: the Senate likes the police, but doesn't like [=MarSec=] as much; Transtellar likes [=MarSec=] but dislikes SELF, the android liberation group. On the other hand, ''everyone'' hates the Cult of Sirius, who worship the aliens and actively try to assist them, making them a free target for your raids, bullets and what-have-you. You ''can'' bribe the Cult of Sirius into liking you, but since they ''hate'' when you kill alien units, it won't last (they also don't provide any tangible benefit, unlike the other groups).
* The ''VideoGame/{{Civilization}}'' series tracks your relationships with rival civilizations, calculated based on your interactions with them over the course of the game - whether you've made declarations of friendship, settled land they were wanting to claim as their own, share the same religion or ideology, helped pass or defeat one of their proposals at the World Congress, denounced another civ you'd previously declared your friend, and so forth. ''Civ V'' also gave a hidden "honesty" stat to world leaders that affected how accurate this diplomatic ranking would be, so leaders like Napoleon could suddenly declare war even though your relationship was listed as "Friendly." ''Civ VI'' throws another wrinkle into these calculations by giving each leader a distinct Agenda that affects how they react to your playstyle - Chinese emperor Qin Shi Huang hates it when you beat him in a race to build a world Wonder, while Peter the Great of Russia is impressed by nations that have surpassed him in science.

to:

* ''VideoGame/XComApocalypse'' has In Harebrained Schemes' ''VideoGame/{{Battletech}}'', doing jobs for any faction except local governments gains you alliance points with that faction and subtracts points from the opposing faction (on a scale of -100 (hated) to +100 (regarded)). As you gain or lose alliance points, you are offered or denied access to more well-paying and difficult contracts, and your payment and store prices in that faction's stores go up or down. At the highest level of 100 you can enter into a formal alliance, opening up two faction stores in the map that sell exclusive equipment and giving you access to a faction-exclusive Flashpoint (if you have the expansion pack). All factions that are the enemy of the faction you ally with subsequently becomes ''your'' enemy and your regard with them can never go above 0. Working with factions that have a lot of organizations most of whom enemies (like the Capellan Confederation or the Taurian Concordat) quickly finds you want unable to be as friendly as possible: the Senate pays your weekly income, Transtellar sells you spaceships, [=MarSec=] sells weapons and armor, and so on. Pissing off a group means they stop helping you, and making them actively hostile means they'll attack you when they encounter you, either on the cityscape, or in tactical missions. Blowing up find much work outside their property, whether on purpose or by accident, or attacking their units will anger a faction. borders.
* ''VideoGame/{{Civilization}}'':
**
The aliens are also attempting to infiltrate the city, which means if you don't root out infestation quickly, the aliens will "convince"[[note]]Read: MindRape[[/note]] an organization into hating you. The only remedy for a hostile faction is to continue fighting them (bad idea) or [[ScrewTheRulesIHaveMoney give them a big "donation"]] (good idea). Different factions have different relationships to other factions as well: the Senate likes the police, but doesn't like [=MarSec=] as much; Transtellar likes [=MarSec=] but dislikes SELF, the android liberation group. On the other hand, ''everyone'' hates the Cult of Sirius, who worship the aliens and actively try to assist them, making them a free target for your raids, bullets and what-have-you. You ''can'' bribe the Cult of Sirius into liking you, but since they ''hate'' when you kill alien units, it won't last (they also don't provide any tangible benefit, unlike the other groups).
* The ''VideoGame/{{Civilization}}''
series tracks your relationships with rival civilizations, calculated based on your interactions with them over the course of the game - whether you've made declarations of friendship, settled land they were wanting to claim as their own, share the same religion or ideology, helped pass or defeat one of their proposals at the World Congress, denounced another civ you'd previously declared your friend, and so forth. ''Civ V'' also gave a hidden "honesty" stat to world leaders that affected how accurate this diplomatic ranking would be, so leaders like Napoleon could suddenly declare war even though your relationship was listed as "Friendly." ''Civ VI'' throws another wrinkle into these calculations by giving each leader a distinct Agenda that affects how they react to your playstyle - Chinese emperor Qin Shi Huang hates it when you beat him in a race to build a world Wonder, while Peter the Great of Russia is impressed by nations that have surpassed him in science.



* In ''VideoGame/TotalWar'' games, relationships with every country are tracked. Most of the factors are ordinary: wars, trade, gifts, demands, diplomatic events, relative military strength, and preset factors (some factions are historical rivals, like [[VideoGame/MedievalTotalWar Byzantines and the Seljuk Turks]], [[VideoGame/EmpireTotalWar England and France]] or [[VideoGame/TotalWarWarhammer Dwarfs and Greenskin]]). A few, however, are more unusual in order to reflect the attitudes of different groups. For instance Lizardmen in ''VideoGame/TotalWarWarhammerII'' ignore all gifts.
* In Harebrained Schemes' ''VideoGame/{{Battletech}}'', doing jobs for any faction except local governments gains you alliance points with that faction and subtracts points from the opposing faction (on a scale of -100 (hated) to +100 (regarded)). As you gain or lose alliance points, you are offered or denied access to more well-paying and difficult contracts, and your payment and store prices in that faction's stores go up or down. At the highest level of 100 you can enter into a formal alliance, opening up two faction stores in the map that sell exclusive equipment and giving you access to a faction-exclusive Flashpoint (if you have the expansion pack). All factions that are the enemy of the faction you ally with subsequently becomes ''your'' enemy and your regard with them can never go above 0. Working with factions that have a lot of enemies (like the Capellan Confederation or the Taurian Concordat) quickly finds you unable to find much work outside their borders.



* In the ''VideoGame/TotalWar'' games, relationships with every country are tracked. Most of the factors are ordinary: wars, trade, gifts, demands, diplomatic events, relative military strength, and preset factors (some factions are historical rivals, like [[VideoGame/MedievalTotalWar Byzantines and the Seljuk Turks]], [[VideoGame/EmpireTotalWar England and France]] or [[VideoGame/TotalWarWarhammer Dwarfs and Greenskin]]). A few, however, are more unusual in order to reflect the attitudes of different groups. For instance Lizardmen in ''VideoGame/TotalWarWarhammerII'' ignore all gifts.
* ''VideoGame/XComApocalypse'' has a lot of organizations most of whom you want to be as friendly as possible: the Senate pays your weekly income, Transtellar sells you spaceships, [=MarSec=] sells weapons and armor, and so on. Pissing off a group means they stop helping you, and making them actively hostile means they'll attack you when they encounter you, either on the cityscape, or in tactical missions. Blowing up their property, whether on purpose or by accident, or attacking their units will anger a faction. The aliens are also attempting to infiltrate the city, which means if you don't root out infestation quickly, the aliens will "convince"[[note]]Read: MindRape[[/note]] an organization into hating you. The only remedy for a hostile faction is to continue fighting them (bad idea) or [[ScrewTheRulesIHaveMoney give them a big "donation"]] (good idea). Different factions have different relationships to other factions as well: the Senate likes the police, but doesn't like [=MarSec=] as much; Transtellar likes [=MarSec=] but dislikes SELF, the android liberation group. On the other hand, ''everyone'' hates the Cult of Sirius, who worship the aliens and actively try to assist them, making them a free target for your raids, bullets and what-have-you. You ''can'' bribe the Cult of Sirius into liking you, but since they ''hate'' when you kill alien units, it won't last (they also don't provide any tangible benefit, unlike the other groups).



* ''TabletopGame/BladesInTheDark'' Your crew has ratings indicating their relationship with every other noteworthy faction in Duskwall, from fellow petty gangs to the Imperial Military stationed in the city. Doing scores almost inevitably sours your relationship with one or more of them, but if you're smart about it, it may also improve your standing with others.



* ''TabletopGame/BladesInTheDark'' Your crew has ratings indicating their relationship with every other noteworthy faction in Duskwall, from fellow petty gangs to the Imperial Military stationed in the city. Doing scores almost inevitably sours your relationship with one or more of them, but if you're smart about it, it may also improve your standing with others.



* In ''Videogame/DaysGone'', the various settlements have their individual Trust meter as well as using their own currency that can be raised by doing sidequests for them as well as completing various activities within their area. Higher Trust means that they will sell more things to Deacon such as bike upgrades or new weapons.



* In ''Videogame/DaysGone'', the various settlements have their individual Trust meter as well as using their own currency that can be raised by doing sidequests for them as well as completing various activities within their area. Higher Trust means that they will sell more things to Deacon such as bike upgrades or new weapons.
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* In "VideoGame/NewHorizons", nations can either be neutral, allied or at war with others, and all of that can change at a moment's notice. The same counts for players. So unless they want to avoid unintentionally pissing off everyone at some point, they better keep tabs on the relations regularly! Knowing who to attack and who to avoid also greatly helps with building up a career with a nation. Pirates are the only exception, of course, as they are hostile to everyone by default.

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* In "VideoGame/NewHorizons", ''VideoGame/NewHorizons'', nations can either be neutral, allied or at war with others, and all of that can change at a moment's notice. The same counts for players. So unless they want to avoid unintentionally pissing off everyone at some point, they better keep tabs on the relations regularly! Knowing who to attack and who to avoid also greatly helps with building up a career with a nation. Pirates are the only exception, of course, as they are hostile to everyone by default.
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* In "VideoGame/NewHorizons", nations can either be neutral, allied or at war with others, and all of that can change at a moment's notice. The same counts for players. So unless they want to avoid unintentionally pissing off everyone at some point, they better keep tabs on the relations regularly! Knowing who to attack and who to avoid also greatly helps with building up a career with a nation. Pirates are the only exception, of course, as they are hostile to everyone by default.

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