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According to the wiki for Po E (https://pillarsofeternity.gamepedia.com/Kolsc) Kolsc is the cousin of Raedric, not brother


* 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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* 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]] 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.
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* ''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/SplinterCellDoubleAgent''.''VideoGame/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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* 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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* ''VideoGame/EverQuest'' features a complex "faction standing" system; your standing with a faction is modified by your past actions, but also your race, your class, your religion, ... There are many (200+) factions some of them are allied against others, and it is impossible to be on good terms with all factions. When you kill a monster or NPC, or when you complete a quest, it raises your standing with some factions but lowers your standing with some other factions. There are 9 different rankings, the two lowest ones meaning NPCs of that faction will try to kill you, and higher rankings are requires to do quests or simply trade with NPC. Note that all NPCs (including animals and monsters) belong to a faction and that some spells (such as illusion spells) give you a temporary bonus or malus to your standing, meaning you can travel safely deep into a high-end dungeon if you manage to be on good terms with its inhabitants.

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* ''VideoGame/EverQuest'' features a complex "faction standing" system; your standing with a faction is modified by your past actions, but also your race, your class, your religion, ... There are many (200+) factions some of them are allied against others, and it is impossible to be on good terms with all factions. When you kill a monster or NPC, or when you complete a quest, it raises your standing with some factions but lowers your standing with some other factions. There are 9 different rankings, the two lowest ones meaning NPCs {{NPC}}s of that faction will try to kill you, and higher rankings are requires to do quests or simply trade with NPC. Note that all NPCs {{NPC}}s (including animals and monsters) belong to a faction and that some spells (such as illusion spells) give you a temporary bonus or malus to your standing, meaning you can travel safely deep into a high-end dungeon if you manage to be on good terms with its inhabitants.
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* ''VideoGame/Everquest'' features a complex "faction standing" system; your standing with a faction is modified by your past actions, but also your race, your class, your religion, ... There are many (200+) factions some of them are allied against others, and it is impossible to be on good terms with all factions. When you kill a monster or NPC, or when you complete a quest, it raises your standing with some factions but lowers your standing with some other factions. There are 9 different rankings, the two lowest ones meaning NPCs of that faction will try to kill you, and higher rankings are requires to do quests or simply trade with NPC. Note that all NPCs (including animals and monsters) belong to a faction and that some spells (such as illusion spells) give you a temporary bonus or malus to your standing, meaning you can travel safely deep into a high-end dungeon if you manage to be on good terms with its inhabitants.

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* ''VideoGame/Everquest'' ''VideoGame/EverQuest'' features a complex "faction standing" system; your standing with a faction is modified by your past actions, but also your race, your class, your religion, ... There are many (200+) factions some of them are allied against others, and it is impossible to be on good terms with all factions. When you kill a monster or NPC, or when you complete a quest, it raises your standing with some factions but lowers your standing with some other factions. There are 9 different rankings, the two lowest ones meaning NPCs of that faction will try to kill you, and higher rankings are requires to do quests or simply trade with NPC. Note that all NPCs (including animals and monsters) belong to a faction and that some spells (such as illusion spells) give you a temporary bonus or malus to your standing, meaning you can travel safely deep into a high-end dungeon if you manage to be on good terms with its inhabitants.
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* ''VideoGame/Everquest'' features a complex "faction standing" system; your standing with a faction is modified by your past actions, but also your race, your class, your religion, ... There are many (200+) factions some of them are allied against others, and it is impossible to be on good terms with all factions. When you kill a monster or NPC, or when you complete a quest, it raises your standing with some factions but lowers your standing with some other factions. There are 9 different rankings, the two lowest ones meaning NPCs of that faction will try to kill you, and higher rankings are requires to do quests or simply trade with NPC. Note that all NPCs (including animals and monsters) belong to a faction and that some spells (such as illusion spells) give you a temporary bonus or malus to your standing, meaning you can travel safely deep into a high-end dungeon if you manage to be on good terms with its inhabitants.
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* ''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.
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* Throughout the ''Roleplay/DestroyTheGodmodder'' series, various entities have appeared that are strictly neutral, eventually joining a side depending on the actions of the players and the Godmodder. Notable examples from the first game include [[TheGrimReaper Death]], ''[[VideoGame/{{Portal}} [=GLaDOS=]]]'', and [=Minor107's=] ''[[VideoGame/{{Infamous}} Infamy Bar]]''.

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* Throughout the ''Roleplay/DestroyTheGodmodder'' series, various entities have appeared that are strictly neutral, eventually joining a side depending on the actions of the players and the Godmodder. Notable examples from the first game include [[TheGrimReaper Death]], ''[[VideoGame/{{Portal}} [=GLaDOS=]]]'', [[VideoGame/{{Portal}} [=GLaDOS=]]], and [=Minor107's=] ''[[VideoGame/{{Infamous}} [[VideoGame/{{Infamous}} Infamy Bar]]''.Bar]].
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* Throughout the ''Roleplay/DestroyTheGodmodder'' series, various entities have appeared that are strictly neutral, eventually joining a side depending on the actions of the players and the Godmodder. Notable examples from the first game include [[TheGrimReaper Death]], ''[[VideoGame/{{Portal}} [=GLaDOS=]]]'', and Minor107's ''[[VideoGame/{{Infamous}} Infamy Bar]]''.

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* Throughout the ''Roleplay/DestroyTheGodmodder'' series, various entities have appeared that are strictly neutral, eventually joining a side depending on the actions of the players and the Godmodder. Notable examples from the first game include [[TheGrimReaper Death]], ''[[VideoGame/{{Portal}} [=GLaDOS=]]]'', and Minor107's [=Minor107's=] ''[[VideoGame/{{Infamous}} Infamy Bar]]''.
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Added Destroy the Godmodder example and Non-Video Game Examples folder

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[[folder: Non-Video Game Examples]]
* Throughout the ''Roleplay/DestroyTheGodmodder'' series, various entities have appeared that are strictly neutral, eventually joining a side depending on the actions of the players and the Godmodder. Notable examples from the first game include [[TheGrimReaper Death]], ''[[VideoGame/{{Portal}} [=GLaDOS=]]]'', and Minor107's ''[[VideoGame/{{Infamous}} Infamy Bar]]''.
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* ''VideoGame/LiarJeannieInCrucifixKingdom'': There is a hidden variable starts at 0, decreases by 1 if you free a human slave, decreases by 3 if you kill an undead merchant near the end of a dungeon, and increases by 1 if you kill a human slave. Lower numbers indicate Jeannie's respect for human life while higher numbers have her prefer the undead as the true form of happiness. [[spoiler:Going too far in either direction results in Jeannie taking her views to the extreme.]]



* ''VideoGame/LiarJeannieInCrucifixKingdom'': There is a hidden variable starts at 0, decreases by 1 if you free a human slave, decreases by 3 if you kill an undead merchant near the end of a dungeon, and increases by 1 if you kill a human slave. Lower numbers indicate Jeannie's respect for human life while higher numbers have her prefer the undead as the true form of happiness. [[spoiler:Going too far in either direction results in Jeannie taking her views to the extreme.]]
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* ''VideoGame/LiarJeannieInCrucifixKingdom'': There is a hidden variable starts at 0, decreases by 1 if you free a human slave, decreases by 3 if you kill an undead merchant near the end of a dungeon, and increases by 1 if you kill a human slave. Lower numbers indicate Jeannie's respect for human life while higher numbers have her prefer the undead as the true form of happiness. [[spoiler:Going too far in either direction results in Jeannie taking her views to the extreme.]]
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* ''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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* ''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. And because some organizations are hostile towards each other, trying to make one like you more can cause someone else to dislike you. On the other hand, this also means that if you happen to blow up someone's property, this will make their enemies like you better!
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* The ''Hands of War'' series has "good" and "evil" major factions which differ from game to game. In addition, we have the Mercenaries and the Merchant's Guild, which hate each other for obvious reasons, and the Trackers, Blademasters and Magicians, which are class-based factions that all rival each other.

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* The ''Hands of War'' ''VideoGame/HandsOfWar'' series has "good" and "evil" major factions which differ from game to game. In addition, we have the Mercenaries and the Merchant's Guild, which hate each other for obvious reasons, and the Trackers, Blademasters and Magicians, which are class-based factions that all rival each other.
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* ''VideoGame/GrandTheftAuto2'' is the only game in Franchise/GrandTheftAuto series that has "respect meter" where there are three gangs that are against each other. Killing the gang that is the target of a particular gang reduces the respect of the target gang while raising the respect of the requesting gang. The respect meter is required to advance to the next available mission, which is harder and paying more. There is two ways to escape the town. One is to accumulate enough money until you are shown the exit and thus unlocking the next district (or beat the game after the third) and the other is to complete all available mission, in which the three gangs will after you for your ChronicBackstabbingDisorder, and you KillEmAll.

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* ''VideoGame/GrandTheftAuto2'' is the only game in Franchise/GrandTheftAuto ''VideoGame/GrandTheftAuto'' series that has "respect meter" where there are three gangs that are against each other. Killing the gang that is the target of a particular gang reduces the respect of the target gang while raising the respect of the requesting gang. The respect meter is required to advance to the next available mission, which is harder and paying more. There is two ways to escape the town. One is to accumulate enough money until you are shown the exit and thus unlocking the next district (or beat the game after the third) and the other is to complete all available mission, in which the three gangs will after you for your ChronicBackstabbingDisorder, and you KillEmAll.

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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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* ''VideoGame/{{Civilization}} 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'' has city states 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 a meter surpassed him in science.
** ''Civ V'' introduced city-states
with each a more straightforward Alliance Meter that can be filled by taking care of the full-sized civs. Raise the meter any barbarians threatening them, completing "quests" such as acquiring resources or building certain wonders, though if all else fails you can just hand them sacks of gold. Making them angry by trespassing inside their borders or extorting them for cash doesn't make them a direct threat, but it does make it harder to get on their good side later. Do enough for them to become "friendly" and they send bonuses. Keep raising to "ally" and they will join wars and vote for they'll share their ally for diplomatic victory. An angry city state isn't a direct danger; it just makes it harder to earn luxuries and strategic resources with you, let you pass through their favour later. There's also a (hidden) relationship meter with AI civilizations. Depending borders, and give you distinct bonuses like extra Culture or Food based on the "honesty" stat what kind of the leaders, city-state they may or not may not be truthful when are. If you view your relationship with them; Napoleon is can make them consider you an infamous liar, typically declaring war while his relationship is listed as "friendly""ally," they'll join any wars you get into, and will give you the votes needed to win a Diplomatic Victory.

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** If you manage to sink your alliance meter low enough with opposing factions, it will lead to members of those groups to put aside their hatred to [[EnemyMine team up against you]]. Corsairs and Outcasts against you? Can see that happening. But it gets downright absurd in some of the more well known mods, when you get [[spoiler: [[EldritchAbomination Nomads]]]] joining up with [[spoiler:[[LaResistance The Order]]]] to kill you.

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** If you manage to sink your alliance meter low enough with opposing factions, it will lead to members of those groups to put aside their hatred to [[EnemyMine team up against you]]. Corsairs and Outcasts against you? Can see that happening. But it gets downright absurd in some of the more well known mods, when you get [[spoiler: [[EldritchAbomination Nomads]]]] joining up with [[spoiler:[[LaResistance The Order]]]] to kill you.



* The ''Hands of War'' series has "good" and "evil" major factions which differ from game to game. In addition, we have the Mercenaries and the Merchant's Guild, which hate each other for obvious reasons, and the Trackers, Blademasters and Magicians, which are class-based factions that all rival each other.



* ''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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* ''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 Declaring 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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** If you manage to sink your alliance meter low enough with opposing factions, it will lead to members of those groups to put aside their hatred to [[EnemyMine team up against you]]. Corsairs and Outcasts against you? Can see that happening. But it gets downright absurd when you get [[spoiler: [[EldritchAbomination Nomads]]]] joining up with [[spoiler:[[LaResistance The Order]]]] to kill you.

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** If you manage to sink your alliance meter low enough with opposing factions, it will lead to members of those groups to put aside their hatred to [[EnemyMine team up against you]]. Corsairs and Outcasts against you? Can see that happening. But it gets downright absurd in some of the more well known mods, when you get [[spoiler: [[EldritchAbomination Nomads]]]] joining up with [[spoiler:[[LaResistance The Order]]]] to kill you.
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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'' 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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** ''VideoGame/TheElderScrollsIIDaggerfall'' ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' has a primitive system where your initial character build allowed allows you to adjust how friendly various segments of society from peasants to nobles would react will act to your player. character. In actuality, the effect was is minimal. What had has slightly more effect was is the hidden in-play alliance meter that the character build modified, modifies, as the relation to a faction was is one of the factors that decided decides when promotion in that faction could can occur.
** ''VideoGame/TheElderScrollsIIIMorrowind'' ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' has a similar system, with three main differences: the effect on an indidual 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 could can be done without first joining a faction.
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* ''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.
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* 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.

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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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* The Alliance Meter ''VideoGame/NoMansSky'': One exists that shows up in ''VideoGame/NoMansSky'' isn't actually viewable, but is measures your standing with the Galaxy's three races. It's affected by attacking things such as destroying the ships of one faction's enemy (like, say, {{Space Pirate}}s), helping 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.when it needs assistance, assisting the locals, and other such acts. Initially it was not visible nor had any tangible effect, but after the March 2017 Pathfinder update, the meter is seen in the Journey tab of the pause menu, and alliance ranks are required for better upgrades from space station vendors.
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* In ''{{Freelancer}}'', every mission you take affects your rep with everybody connected to either faction involved. Oddly, people pay a lot more attention to who you took the mission from than who it was against. So to continue the page example, Faction E, which is allied with both A and B, will be pleased and F, which hates both, will be angered. A Hostile faction will attack on sight and deny you landing permission on their bases; a Neutral faction will ignore you in space but might assist allies who hate you, and will let you land but might not sell you [[InfinityMinusOneSword their best stuff]]; and a [[HundredPercentHeroismRating Friendly]] faction will assist you in combat against anyone they're not allied with, stay out of the fight when they are, and will sell you their best stuff and offer you the best missions.

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* In ''{{Freelancer}}'', ''VideoGame/{{Freelancer}}'', every mission you take affects your rep with everybody connected to either faction involved. Oddly, people pay a lot more attention to who you took the mission from than who it was against. So to continue the page example, Faction E, which is allied with both A and B, will be pleased and F, which hates both, will be angered. A Hostile faction will attack on sight and deny you landing permission on their bases; a Neutral faction will ignore you in space but might assist allies who hate you, and will let you land but might not sell you [[InfinityMinusOneSword their best stuff]]; and a [[HundredPercentHeroismRating Friendly]] faction will assist you in combat against anyone they're not allied with, stay out of the fight when they are, and will sell you their best stuff and offer you the best missions.
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* ''VideoGame/GrandTheftAuto2'' is the only game in Franchise/GrandTheftAuto series that has "respect meter" where there are three gangs that are against each other. Killing the gang that is the target of a particular gang reduces the respect of the target gang while raising the respect of the requesting gang. The respect meter is required to advance to the next available mission, which is harder and paying more. There is two ways to escape the town. One is to accumulate enough money until you are shown the exit and thus unlocking the next district (or beat the game after the third) and the other is to complete all available mission, in which the three gangs will after you for your ChronicBackstabbingDisorder, and you KillEmAll.
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* ''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/GrandTheftAuto2'' has three meters, one for each gang in that area of the city. Zaibatsu always Each of the three areas of the city has one, the Zaibatsu, while other two change according to city. Higher which part of the city you're in. The higher the respect, the more dangerous (and better paying) missions the player can take.
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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 in the second game when you receive missions to destroy their headquarters late game.
* Present in ''SidMeiersPirates'': The game tracks your relationship with each of the four major colonial powers. Attacking one power's ships will earn you favor from its enemies and scorn from its allies. However, the political situation is constantly in flux, with wars breaking out, truces being signed, and alliances being made or broken seemingly at the drop of a hat, so if you're trying to butter up with one faction in particular, you have to pay attention to current events.

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* The ''{{Mercenaries}}'' ''VideoGame/{{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 in the second game when you receive missions to destroy their headquarters late game.
* Present in ''SidMeiersPirates'': ''VideoGame/SidMeiersPirates'': The game tracks your relationship with each of the four major colonial powers. Attacking one power's ships will earn you favor from its enemies and scorn from its allies. However, the political situation is constantly in flux, with wars breaking out, truces being signed, and alliances being made or broken seemingly at the drop of a hat, so if you're trying to butter up with one faction in particular, you have to pay attention to current events.
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* In ''VideoGame/TotalWarWarhammer'' relationships with every country are tracked. Most of the factors are ordinary: wars, trade, gifts, demands, diplomatic events, relative military strength, and preset factors (Vampires hate Dwarves, for instance, and Chaos hates everyone). A few, however, are more unusual in order to reflect the attitudes of different groups. For instance going to war with Orcs improves your relationship with them. When the apocalypse starts people are suddenly a lot more open to working together.

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* ''{{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.

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* ''{{Spore}}'' ''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.


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* The ''VideoGame/EscapeVelocity'' games keep track of the player's status in relation to the various governments in the universe.
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* ''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.

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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 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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* 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 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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