"It can't be bargained with. It can't be reasoned with. It doesn't feel pity, or remorse, or fear. And it absolutely will not stop, ever, until you are dead."Sometimes, in a Strategy Game, Role-Playing Game, or other circumstances, complex deals are possible: you can negotiate treaties, break them, form secret pacts against common enemies, join factions, recruit unaffiliated people into your personal faction or party, etc. On the other hand, sometimes Violence Is the Only Option. Such is the case for a faction with Hard-Coded Hostility. The distinguishing feature of this group is that it will never be at peace with you or anyone else. The only reaction when encountering its forces is to kill them or avoid them. A deeply unsympathetic, even evil faction — perhaps even one that starts off the game trying to kill the player — is not necessarily an example of Hard-Coded Hostility. If The Horde is ravaging the local area looting local cities, enslaving people, and tries to kill you on sight, but you can prove your worthiness to join them if you kill a dozen villagers and present their heads to their khan, then the horde does not demonstrate this trope. By definition, someone with Hard-Coded Hostility cannot be joined or negotiated with within the parameters of the game. The term is best reserved for games in which it is not the norm. For instance, in a First-Person Shooter in which the bulk of the game consists of killing demonic enemies, the demons are best not thought of as having Hard-Coded Hostility; rather, the term is best applied in circumstances which otherwise feature a diverse set of factions which can be opposed or cooperated with depending on the player's actions. Related to Absolute Xenophobe. Compare Always Chaotic Evil and The Usual Adversaries. This is about games which allow the player to build alliances with most factions except one in particular. See also No Campaign for the Wicked.
— Kyle Reese, The Terminator
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- Pirates in Galactic Civilizations are heavily armed ships that attack ships, particularly freighters, of all civilizations. Sometimes they randomly appear, sometimes a fleet of them shows up after a breakout from a galactic prison, and when an evil or neutral civilization is defeated many of their remaining ships become pirates.
- Barbarians in the Civilization series: no civilization can have diplomatic relations with them, and they are hostile to every civilization.
- A glitch causes Gandhi to go this way when India becomes a democracy. The "hostility" was coded on a 1-255 scale, and democracy was coded to lower the aggression rating. With Gandhi, set to the lowest levels of aggression, going to a democracy broke the aggression ratings and put the civilization to the most belligerent setting possible. The developers, upon realizing this, kept it in because they thought the whole idea of a nuke-happy Gandhi was too hilarious not to use. Notably, in Civilization V, he still has a more peaceful diplomatic approach than most world leaders, but is also the most likely to go nuclear if pushed.
- In Sid Meier’s Alpha Centauri, Mindworms. You can train your own or capture individual units, but wild Mindworms will always spawn as hostile to absolutely everyone.
- The Alien Crossfire Expansion Pack introduces two alien factions, who are always at war with one another. The Progenitors can make peace with humans (after they figure out human psychology or humans figure out theirs), but never with one another. This also applies if the faction editor is used to create more alien factions.
- Persistent, mobile, Unknown menaces and pirates in Sword of the Stars. Menaces ranging from asteroids to Von Neuman probes to system killers show up randomly or semi-randomly to attack colonies.
- Master of Orion series:
- In Master of Orion II, the Silicoid are a borderline case. They have the Repulsive flaw, which limits their diplomacy option to war, peace and surrender, and the Aggressive and Expansionist traits. In practice, this meant they wouldn't ally with anyone, declare war frequently, and nothing but the most crushing military steamrolling of their fleets/worlds would get them to sue for peace or surrender. And since they had no diplomatic options like offering money, worlds, technology or tithes, nor demanding them, once war is declared things tend to stay that way.
- Master of Orion III has both the Antarans occupying the Orion system, and the Harvesters. Neither can be effectively negotiated with. The Harvesters (who use other alien species as food) will declare war on any neighbor (even other Harvester factions) fairly quickly, will refuse any offer for peace, and never make alliances. The Antarans generally stay in the Orion system and never expand or settle outside of it, but occasionally will send a huge fleet to attack a planet or system outside the Orion system, for no stated or apparent reason, then withdraw the fleet back (unless the attackee or other power destroys it). They will not engage in or respond to any diplomacy.
- In the PC game Imperium Galactica II, the Kra'hen faction (Absolute Xenophobe Blood Knight aliens from another galaxy) are always hostile and won't receive diplomats or traders, and if you play as them, you can't use the diplomacy, trade, or espionage options.
- The Cravers in Endless Space have a trait - Eternal War - that makes them unable to make peace with other factions. The best they can be is at cold war, because they must continuously expand and consume or collapse in on themselves. Custom factions can also be given the trait. The Space Pirates are always hostile unless spawned in a Random Event where you can bribe them to attack enemies in a False Flag Attack.
- The Necrophages of Endless Legend can never be at peace, only cold war or war. They can engage in a few more diplomatic actions than the Cravers, however.
- The Zuul in Sword of the Stars cannot trade, only raid other species' shipping. They gain no benefits from alliances or non-aggression pacts, and cannot unlock higher-level integration tech that allows empires to host multiple species on the same world or take over worlds peacefully. AI Zuul empires never go to the negotiation table and are in a constant state of war with any civilization they encounter, including other Zuul, and when playing as Zuul other empires are hardcoded to despise you. Their playstyle is pretty much geared towards Attack! Attack! Attack! as well.
- In vanilla Sins of a Solar Empire, the Space Pirate faction and the non-affiliated ships protecting newly discovered worlds (they're the original colonists) are always hostile. The Pirates are always hostile, but you can pay them off enough to attack someone else. Averted in the Rebellion expansion, where the Trade Emergency Coalition Rebels can unlock a research item that makes Pirates and non-affiliated ships neutral, allowing them to expand unopposed.
- Rebels and Symbiots in Emperor of the Fading Suns, though there are many non-playable factions that can be negotiated with such as the Church, the Merchant Guilds, and a few alien races. In addition the Imperial Guard will attack any units on Byzantium Secundus that they detect outside of its House embassy until one player is elected Emperor, then they swear loyalty to him.
- In older Paradox Interactive games, rebels operated like this. They were hostile to any army they came in contact with, even if said army did not belong to the nation they were rebelling against. Same thing applies to natives and pirates in the third installment of Europa Universalis. In the fourth game of the series, though, rebels can be friendly towards certain factions, for instance nationalist rebels will be friendly towards the nation they're trying to defect to.
- In the fourth expansion to Europa Universalis III the steppe hordes pretty much worked like this to all their non-horde neighbours, automatically declaring war on anyone they share a border with and only ending it once either nation is completely destroyed or the other nation agrees to pay the horde tributes.
- Stellaris has a few different examples:
- The various Void Clouds, Crystal Entities and Mining Drones found throughout the galaxy are Starter Villains and will always be hostile towards you.
- Much later on, the Unbidden, the Prethoryn Scourge and the Machine Consciousness all have the goal to purge all life in the galaxy. The former two cannot be negotiated with in any way, while the latter will refuse any diplomatic offer.
- The Fanatic Purifiers AI personality, though not necessarily at war with everyone else, has a permanent -1000 opinion modifier toward everyone else and is incapable of any positive diplomatic action towards another species. (They can negotiate with other civs of the same civilization, but they're not very pleasant even then.)
Hack And Slash
Massively Multiplayer Online Role Playing Game
- You can work for the human pirate faction in EVE Online if you're willing to brave the lawless space they make their bases in. Good luck trying to negotiate with the Rogue Drones or Sleepers, however.
- The Scourge, and the faction responsible for them, the Burning Legion, in World of Warcraft.
- The goblin-like Vubbes were this to humans prior to Medis Diena in Tree of Savior. Now, more and more non-human races are starting to behave the same way. You can see it happening in the questlines around Srautas Canyon.
Real Time Strategy
- In the Empire Earth series, the diplomacy settings are locked in single-player missions so you can't try to ally with your enemies.
- By necessity, the creeps in Warcraft III (since they're there to provide experience and items, they're even called the Neutral Hostile faction). However, in the campaign they're often set to being allied with your enemies (to prevent them from being killed), can be recruited via mercenary camps, Demonic Possession or Mind Control.
- In Dune II and Dune 2000 Sand Worms just pop up to eat units out on open sand every so often. But in Emperor: Battle for Dune Fremen units can summon and temporarily control them.
- In Dwarf Fortress, any civilization with the [BABYSNATCHER] tag is automatically and forever hostile to any civilization that lacks the tag. Only goblins have it by default, but you can mod in as many hostile races as you like.
- In the Privateer game of the Wing Commander series, the Retros. While the pirates and Kilrathi start off being enemies of the player, it's possible to get on better terms with them through the main storyline or talking enough of them down in random encounters. Only the Retros are truly irreconcilable regardless of the player's actions.
- X-Universe: The Xenon and Kha'ak. The Xenon are artificially intelligent terraforming drones that went haywire centuries ago due to a badly coded software patch and now seek to "terraform" biological life out of existence, while the Kha'ak are so thoroughly alien that the Community of Planets races are simply unable to communicate with them.
- In X Rebirth, the Reivers are always hostile due to their insanity, the Sovereign Syndicate due to their hostility to everything outside of their secretive organization, and the Heretic Vanguards due to them considering you part of the attempts to reconcile the Argon and Terran remnants after a Guilt-Free Extermination War.
- The Shivans from Descent: FreeSpace and its sequel.
- In Freelancer, any faction in the game, even the ultra-xenophobic Xeno terrorists, can be made to like you if you pay them a big enough bribe, with one exception: The Nomads. They're the only non-human faction - they're aliens who were artificially created to act as caretakers of Sirius, and their duties include wiping out the human invaders.
- In Spore, creatures displaying red angry faces are always hostile, and can't be allied with- unless you finished Cell Stage as a herbivore, in which case you can use your Siren Song ability to make it possible to get them on your side. There's also the Grox; it is technically possible to ally with them (which will turn every other species against you), but once they've declared war on you there's nothing you can do to improve your relations.
Turn Based Strategy
- Rebels in the Total War series. The rebel faction, while perpetually at war with everyone, is also used in the early games not just to represent rebels and criminals, but also minor independent faction (such as, in Medieval II, the Florentine Republic, Valencia under El Cid, Kievan Rus, the Abbasid remnant state in Baghdad, etc). This leads to "real" factions, being eternally at war with rebels and incapable of negotiating with them, conquering most such minor "rebel" factions early in the game without qualms.
- In Gemfire, you can form an alliance (technically a non-aggression pact, despite the name) with any faction... except Lankshire, who nearly all the other forces are rebelling again. Oddly enough, if you used a cheat code to play as Lankshire, you can send alliance offers to other forces — and they may even be accepted!
- In Armello Banes attack everyone. Royal Guards go after Banes, Heroes that have Bounties on them, and if the King proclaims that they attack all players.
- Mount & Blade has major factions which can be joined by the player and a faction of several kinds of bandits and deserters, who are always hostile to the player and the major factions.
- Of the four factions in Vampire: The Masquerade – Bloodlines (the Camarilla, the Anarchs, the Kuei-Jin, and the Sabbat), only the Sabbat cannot be negotiated with, and one of the endgame missions always requires the player character to eradicate their presence in LA entirely, regardless of the chosen ending.
- The Elder Scrolls:
- Present throughout the series in general with the various random enemy bandits, smugglers, necromancers, and any other form of Mook. They will generally attack you on sight, and while there are temporary ways to make them non-hostile (a Calm spell, for instance), they'll go right back to being hostile once it wears off.
- Can be temporarily averted when dealing with always-hostile NPCs (bandits, smugglers, necromancers, etc.) by using a "Calm" spell on them. The higher level the NPC is, the stronger the Calm spell needs to be to work. For the vast majority of enemies, there is no point in doing this unless you're attempting some sort of Pacifist Run, but doing this with Sixth House Ash minions can allow you to have some entertaining conversations with them and it is required in order to converse with the Master Trainer of Enchanting. Technically this is not hard-coded for almost every NPC, including ones without a unique name — almost all hostile NPCs are set to Fight 90, which means if you can get their disposition to you up to 100 they won't be hostile even when Calm is not in effect. It doesn't work for creatures (like ash minions), who have no disposition.
- Despite offers to do so, there is no way to actually join Dagoth Ur and the Sixth House, turning them into this. (There was supposed to be a way to join, but it had to be left out of the game due to time restrictions.)
- The Camonna Tong, essentially the Dunmer Mafia, hate all outlanders, including the player. While they stop short of attacking the player on sight, their disposition is so low that most dialogue options are cut off outright, making interactions with them nearly impossible. Their disposition drops even lower if the player is associated with any of the Imperial Guilds (especially the hated Thieves Guild) or any non-Hlaalu Great House.
- The Talon Company in Fallout 3, a group of evil mercenaries that attack on sight, and send hit squads after good karma characters. They're even hostile to an evil karma character. Ditto for Raiders, the Enclave, and most Super Mutants.
- Some gangs such as the Jackals, Scorpions, Fiends, Vipers and other wasteland raider groups in Fallout: New Vegas are not affected by reputation and will attack you on sight no matter what. Other "criminal" groups, such as the Powder Gangers and Great Khans, are not permanently hostile factions (siding with them is often unsavory, but it is possible).
- In Fallout 4, in addition to the aforementioned standard raiders, the Gunners, The Forged, and the Triggermen are hard-wired to be hostile.
Wide Open Sandbox
- In the Escape Velocity series factions flagged as "xenophobic" will be hostile to anyone not of a faction marked as an ally. This is most often used for creating Space Pirates; so are the aliens in the first game. There's also an "always attacks player" flag which is supposed to be used only for mission-specific ships.
- Mercenaries: Playground of Destruction: There are five factions in the game: the Allied Nations, South Korea, the Russian Mafia, China and North Korea. The attitude of the first four depends on how you treat them: North Korea is always hostile to you and all of the other factions.
- The pirates in Uncharted Waters and Uncharted Waters: New Horizons. There are three other factions in the first game (Portugal, Spain, and Turkey) and six in the second (same plus England, Netherlands, and Italy) but you can ally with or even defect to them (New Horizons only). Pirates, on the other hand, are always hostile.
- Appears in the S.T.A.L.K.E.R. series to varying extents:
- In STALKER: Shadow of Chernobyl, you can more-or-less ally with both Duty and Freedom by doing missions for them (simultaneously, even, so long as you try to avoid doing the missions that involve killing groups of the other faction) and can also be on good terms with the Ecologists and Loners, although the in-game effects on the latter two are minimal. Monolith, the Military, and the Bandits are always hostile.
- In STALKER: Clear Sky, you can ally with or even join Duty, Freedom, the Loners, or even the Bandits, provided you don't kill any of them before talking to their leader (no easy feat, considering their usual course of action is to mug you). Ecologists are at worst neutral, and the military and Monolith are still hard-locked to hostile. You are always on good terms with Clear Sky, however.
- In STALKER: Call of Pripyat, you are always on good terms with the military, since you are undercover, but you can also be on good terms with the Bandits or Loners and Duty or Freedom. Again, Monolith is always hostile.
- Grand Theft Auto:
- In Grand Theft Auto 2, there are seven gangs you can gain respect from, and losing respect from one of them will cause that gang to become hostile. However, there's an extra gang in the third level that only appears on the small Mad Island, and it's always at negative respect, so they will always attack you on sight. Also, the final mission for each level makes the heavily-armed gang leaders come after you personally, no matter if you had their respect at the time or not. Oh, and defeating them makes the entire NPC population of the map attack you and each other.
- Grand Theft Auto: San Andreas gives us a case of Gameplay and Story Segregation: Los Aztecas will always mob and eventually attack both you and other Grove Street members outside of missions if given a chance, no matter how close CJ's bond with their leader, Cesar Vialpando, is.