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* In ''VideoGame/{{Tyranny}}'', factions have a significant role; two which have been mentioned so far are the Scarlet Chorus (allies of the EvilOverlord in the war which brought him to power) and the Beastmen. 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).

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* In ''VideoGame/{{Tyranny}}'', factions have a significant role; two which have been mentioned so far are the Scarlet Chorus (allies of the EvilOverlord in the war which brought him the Overlord's empire to power) and the Beastmen. 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).
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* ''VideoGame/{{X-Com}}: Apocalypse'' has a lot of organizations most of whom you want to be as friendly as possible, for various reasons. Which isn't easy, because alien infiltration and collateral damage to their property make them upset.

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* ''VideoGame/{{X-Com}}: Apocalypse'' ''VideoGame/XComApocalypse'' has a lot of organizations most of whom you want to be as friendly as possible, for various reasons. Which isn't easy, because alien infiltration and collateral damage to their property make them upset.
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* In ''VideoGame/WingCommander Privateer'', 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''.

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* In ''VideoGame/WingCommander Privateer'', ''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''.
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** 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.
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* ''[[VideoGame/GrandTheftAutoII Grand Theft Auto 2]]'' has three meters, one for each gang in the city. Zaibatsu always has one, while other two change according to city. Higher the respect, more dangerous (and better paying) missions player can take.

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* ''[[VideoGame/GrandTheftAutoII Grand Theft Auto 2]]'' ''VideoGame/GrandTheftAuto2'' has three meters, one for each gang in the city. Zaibatsu always has one, while other two change according to city. Higher the respect, more dangerous (and better paying) missions player can take.
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* ''VideoGame/{{Mercenaries}}'' keeps track of every faction present in North Korea (except for the North Koreans; [[AlwaysChaoticEvil they'll attack you on sight]]), with missions for one faction possibly decreasing another's opinion of you. Skillfully playing them against one another is key to progressing through the game.
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* In ''VideoGame/{{Tyranny}}'', factions have a significant role; two which have been mentioned so far are the Scarlet Chorus (allies of the EvilOverlord in the war which brought him to power) and the Beastmen. 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).
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* 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.

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* The indie game ''[[VideoGame/Democracy]]'' ''{{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.
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* 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.

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* The indie game ''VideoGame/Democracy'' ''[[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.
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* The indie game ''{{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.

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* The indie game ''{{Democracy}}'' ''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.
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* ''VideoGame/UnderworldAscendant'': Each of the three main factions has a global disposition towards the Avatar, shared by all members of said faction.
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* ''SplinterCell: Double Agent''. Your actions affect how much you're trusted by the John Brown's Army (JBA) terrorist group you're trying to infiltrate and the National Security Agency (NSA), your real employer. The amount of trust for each organization is shown on a trust meter. Oddly, since it's zero-sum, a faction will lose trust in you if you help their enemies in a way they don't even know about.

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* ''SplinterCell: Double Agent''.''VideoGame/SplinterCellDoubleAgent''. Your actions affect how much you're trusted by the John Brown's Army (JBA) terrorist group you're trying to infiltrate and the National Security Agency (NSA), your real employer. The amount of trust for each organization is shown on a trust meter. Oddly, since it's zero-sum, a faction will lose trust in you if you help their enemies in a way they don't even know about.

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* ''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. The higher your rank, the friendlier a faction becomes. Most capital cities of your own faction start as Friendly, while most other factions start as neutral or hostile. High reputation with a faction generally allows you to purchase goods only available from them.

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* ''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. The higher your rank, Reputation is earned in a number of ways, usually via quests or killing specific enemies of the friendlier a faction becomes. faction. Most capital cities of your own faction start as Friendly, while most other factions start as neutral or hostile. High reputation with a faction generally allows you to purchase goods only available from them.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.
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* ''[[VideoGame/GrandTheftAutoII Grand Theft Auto 2]]'' has three meters, one for each gang in the city. Zaibatsu always has one, while other two change according to city. Higher the respect, more dangerous(and better paying) missions player can take.

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* ''[[VideoGame/GrandTheftAutoII Grand Theft Auto 2]]'' has three meters, one for each gang in the city. Zaibatsu always has one, while other two change according to city. Higher the respect, more dangerous(and dangerous (and better paying) missions player can take.

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* ''VideoGame/TheElderScrollsIIDaggerfall'' has a primitive system where your initial character build allowed you to adjust how friendly various segments of society from peasants to nobles would react to your player. In actuality, the effect was minimal. What had slightly more effect was the hidden in-play alliance meter that the character build modified, as the relation to a faction was one of the factors that decided when promotion in that faction could occur.
** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' has a similar system, with three main differences: the effect on an indidual NPC is greater, the number of factions are heavily reduced (no peasant faction, for instance), and very few of the quests impacting faction-relation could be done without joining a faction.

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* ''Franchise/TheElderScrolls'':
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''VideoGame/TheElderScrollsIIDaggerfall'' has a primitive system where your initial character build allowed you to adjust how friendly various segments of society from peasants to nobles would react to your player. In actuality, the effect was minimal. What had slightly more effect was the hidden in-play alliance meter that the character build modified, as the relation to a faction was one of the factors that decided when promotion in that faction could occur.
** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' ''VideoGame/TheElderScrollsIIIMorrowind'' has a similar system, with three main differences: the effect on an indidual NPC is greater, the number of factions are heavily reduced (no peasant faction, for instance), and very few of the quests impacting faction-relation could be done without joining a faction.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 brother]] 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.
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* In ''TabletopGame/HcSvntDracones'' characters have loyalty scores with the big seven MegaCorps that range from 0 to five. Corps that have rivalries with another corp (ASR and Pulse, Spyglass and IRPF, Progenitus and TTI) won't allow you to have more than five points between them and their rival. At three loyalty you're considered an employee and are entitled to discounts on their products and a retainer.

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* In ''TabletopGame/HcSvntDracones'' characters have loyalty scores with the big seven MegaCorps {{Mega Corp}}s that range from 0 -5 to five.5. Corps that have rivalries with another corp (ASR and Pulse, Spyglass and IRPF, Progenitus and TTI) won't allow you to have more than five points between them and their rival. At three loyalty you're considered an employee and are entitled to discounts on their products and a retainer.

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* In ''EveOnline'', helping a faction or their affiliates gives you access to more profitable missions and discounts on various fees. Unfortunately, bowing to one direction usually means that you'll also moon the opposite faction. This standings system is also a crucial tool in diplomacy between players, corporations and alliances. In addition to being highlighted in the UI by everyone belonging to the organization in question, organizations with high standings can be allowed to access various structures like space stations.

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* In ''EveOnline'', ''VideoGame/EveOnline'', helping a faction or their affiliates gives you access to more profitable missions and discounts on various fees. Unfortunately, bowing to one direction usually means that you'll also moon the opposite faction. This standings system is also a crucial tool in diplomacy between players, corporations and alliances. In addition to being highlighted in the UI by everyone belonging to the organization in question, organizations with high standings can be allowed to access various structures like space stations.


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* ''VideoGame/{{Ryzom}}'' has a "Fame" system that affects whether a specific Race, Religion, Faction, or Tribe will let you join them, trade with you, tolerate you, or just plain kill you on sight. Doing missions for these various people will affect your Fame with them positively, while killing some of their members or doing missions for a faction that another faction is an enemy of will negatively affect your Fame with them.
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* ''VideoGame/{{Spore}} has one in every stage except the Cell Stage, indicated by face icons; Red if they hate you, orange if they dislike you, yellow if they're neutral, blue if they like you, green if they love you. How the majority of your Alliance Meters end determines what card you get for the Creature and Tribal stages(Red for mostly destroyed foes, Green for mostly allies, Blue if you split it evenly).
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[[folder: Third-Person Shooters]]
* ''VideoGame/{{Warframe}}'' has the Syndicates: six independent factions that oppose both the Grineer and the Corpus, each with a unique ideology and theme. The Tenno can wear [[SigilSpam sigils]] representing each group to gain reputation with that group and half as much with the group's ally, but at the cost of losing reputation with the group's two enemies. Work long enough for a Syndicate, and you'll get access to powerful mods and special weapons. Get them angry at you instead, and they'll start sending [[EliteMook Eximus]] squads to hunt you down. While Cephalon Simaris and the Conclave are technically part of the Syndicate system as well, they remain separate from the politics of the main six, and players can only make positive progress with them.
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* Another Turbine game based on ''The Lord of the Rings'' has mostly-independent factions, but there are at least two who despite neither being actually ''evil'' (one of them is a little on the mean side, but it's in a ''practical jokes'' kind of way, not a ''kill or enslave the Free Peoples'' kind of way) are opposed to each other, and most quests that help your reputation with one hurt your reputation with the other. The penalties tend to be slightly less than the rewards, though, so doing one quest for each faction usually has the net result that both of them end up liking you a little better than they did before.

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* Another Turbine game based on ''The Lord of the Rings'' ''VideoGame/TheLordOfTheRingsOnline'' has mostly-independent factions, but there are at least two who despite neither being actually ''evil'' (one of them is a little on the mean side, but it's in a ''practical jokes'' kind of way, not a ''kill or enslave the Free Peoples'' kind of way) are opposed to each other, and most quests that help your reputation with one hurt your reputation with the other. The penalties tend to be slightly less than the rewards, though, so doing one quest for each faction usually has the net result that both of them end up liking you a little better than they did before.
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* The ''{{Mercenaries}}'' games feature dynamic relations meters between your chosen mercenary and the various factions active in the warzones you fight in. Generally, doing things the faction likes (i.e. shooting their enemies in line-of-sight of the faction's soldiers, completing their missions, bringing them enemy vehicles, etc.) will please them, while openly killing their troops, sabotaging their operations, etc. will piss them off. In the second game, this only happens if the enemy manages to get in a radio call to their headquarters that you're causing havoc. If you kill the radio operator before he can finish the call, the enemy will be none the wiser. However, you'll ''always'' be hostile with either the North Korean Army or the Venezuelan Army. It's also possible to permanently make a faction your enemy int he second game when you receive missions to destroy their headquarters late game.

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* The ''{{Mercenaries}}'' games feature dynamic relations meters between your chosen mercenary and the various factions active in the warzones you fight in. Generally, doing things the faction likes (i.e. shooting their enemies in line-of-sight of the faction's soldiers, completing their missions, bringing them enemy vehicles, etc.) will please them, while openly killing their troops, sabotaging their operations, etc. will piss them off. In the second game, this only happens if the enemy manages to get in a radio call to their headquarters that you're causing havoc. If you kill the radio operator before he can finish the call, the enemy will be none the wiser. However, you'll ''always'' be hostile with either the North Korean Army or the Venezuelan Army. It's also possible to permanently make a faction your enemy int he in the second game when you receive missions to destroy their headquarters late game.
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* In ''VideoGame/{{Thief}} 3'', there were two values representing Garrett's popularity with the Hammerites and the Pagans. They were pretty useless, however, since the only ways to manipulate them were three minor sidequests and the only effect they had on the gameplay was that Garrett's allies acted as meatshields for him during the final mission.

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* In ''VideoGame/{{Thief}} 3'', ''VideoGame/ThiefDeadlyShadows'', there were two values representing Garrett's popularity with the Hammerites and the Pagans. They were pretty useless, however, since the only ways to manipulate them were three minor sidequests and the only effect they had on the gameplay was that Garrett's allies acted as meatshields for him during the final mission.
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* ''KnightsOfHonor'' features a relations meter for every nation on the map. These can change depending on your interactions with that nation (gifts, diplomacy, requests for tributes, giving Independence if it's a vassal state, pillaging) but also thanks to interactions with other nations. Decalring war or attacking a nation will always have a reaction on your relationship with other nations, depending if they had a positive or negative relationship with the nation you attacked. Other factors like religion, marriage politics and diplomacy play a role as well.

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* ''KnightsOfHonor'' ''VideoGame/KnightsOfHonor'' features a relations meter for every nation on the map. These can change depending on your interactions with that nation (gifts, diplomacy, requests for tributes, giving Independence if it's a vassal state, pillaging) but also thanks to interactions with other nations. Decalring war or attacking a nation will always have a reaction on your relationship with other nations, depending if they had a positive or negative relationship with the nation you attacked. Other factors like religion, marriage politics and diplomacy play a role as well.

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[[folder: Tabletop Games]]
* ''TabletopGame/EclipsePhase'' has social networks with "Rep Scores" that quantify your reputation with the group, such as Autonomists, the hyper-elite, scientists, criminals, [[BenevolentConspiracy Firewall]], the network corresponds to. If your rep is high enough you can pull in favors from people on that network, a lot of Autonomist habitats don't even use money anymore just rep.
* In ''TabletopGame/HcSvntDracones'' characters have loyalty scores with the big seven MegaCorps that range from 0 to five. Corps that have rivalries with another corp (ASR and Pulse, Spyglass and IRPF, Progenitus and TTI) won't allow you to have more than five points between them and their rival. At three loyalty you're considered an employee and are entitled to discounts on their products and a retainer.
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* ''VideoGame/{{Spore}} has one in every stage except the Cell Stage, indicated by face icons; Red if they hate you, orange if they dislike you, yellow if they're neutral, blue if they like you, green if they love you. How the majority of your Alliance Meters end determines what card you get for the Creature and Tribal stages(Red for mostly destroyed foes, Green for mostly allies, Blue if you split it evenly).



* ''VideoGame/{{Spore}} has one in every stage except the Cell Stage, indicated by face icons; Red if they hate you, orange if they dislike you, yellow if they're neutral, blue if they like you, green if they love you. How the majority of your Alliance Meters end determines what card you get for the Creature and Tribal stages(Red for mostly destroyed foes, Green for mostly allies, Blue if you split it evenly).

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* ''VideoGame/{{Spore}} has one in every stage except the Cell Stage, indicated by face icons; Red if they hate you, orange if they dislike you, yellow if they're neutral, blue if they like you, green if they love you. How the majority of your Alliance Meters end determines what card you get for the Creature and Tribal stages(Red for mostly destroyed foes, Green for mostly allies, Blue if you split it evenly).

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* ''VideoGame/{{Spore}} has one in every stage except the Cell Stage, indicated by face icons; Red if they hate you, orange if they dislike you, yellow if they're neutral, blue if they like you, green if they love you. How the majority of your Alliance Meters end determines what card you get for the Creature and Tribal stages(Red for mostly destroyed foes, Green for mostly allies, Blue if you split it evenly).
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* ''VideoGame/{{Civilization}} V'' has city states that each have a meter with each of the full-sized civs. Raise the meter to "friendly" and they send bonuses. Keep raising to "ally" and they will join wars and vote for their ally for diplomatic victory. An angry city state isn't a direct danger; it just makes it harder to earn their favour later.

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* ''VideoGame/{{Civilization}} V'' has city states that each have a meter with each of the full-sized civs. Raise the meter to "friendly" and they send bonuses. Keep raising to "ally" and they will join wars and vote for their ally for diplomatic victory. An angry city state isn't a direct danger; it just makes it harder to earn their favour later. There's also a (hidden) relationship meter with AI civilizations. Depending on the "honesty" stat of the leaders, they may or not may not be truthful when you view your relationship with them; Napoleon is an infamous liar, typically declaring war while his relationship is listed as "friendly"
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* The Alliance Meter that shows up in ''VideoGame/NoMansSky'' isn't actually viewable, but is affected by attacking a faction's enemies or allies and can result in a faction either sending wingmen your way should you need them or enacting a destroy-on-sight order on your vessel should you venture into their territory.
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* ''VideoGame/{{X}}-Universe'' games have 5 basic races / factions (6 as of ''Terran Conflict''), 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.

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* ''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.
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* ''[[VideoGame/GrandTheftAuto Grand Theft Auto 2]]'' has three meters, one for each gang in the city. Zaibatsu always has one, while other two change according to city. Higher the respect, more dangerous(and better paying) missions player can take.

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* ''[[VideoGame/GrandTheftAuto ''[[VideoGame/GrandTheftAutoII Grand Theft Auto 2]]'' has three meters, one for each gang in the city. Zaibatsu always has one, while other two change according to city. Higher the respect, more dangerous(and better paying) missions player can take.

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