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The Corsairs hate you, though.
The act of deciding which of various dueling factions you want to have as your enemies and allies, and the effect your actions have on that balance.

For instance, imagine you take a mission from Faction A to kill ships belonging to Faction B. This pleases Faction A and the allied Faction C, while angering B and their allies in Faction D. Depending on your current and desired relations with Factions A, B, C and D, this may work out to be either good or bad for you.

The simplest form of this is the Karma Meter, in games with light- and dark-side factions. Story-based alliance changes don't count; it has to revolve around actions you might or might not choose to take. You may be able to become friendly with most of the factions present, but you can't please everyone. There may even be a faction you can never become friendly with, no matter what.

It may determine different Faction-Specific Endings. Compare Relationship Values for individuals, and Karma Meter for when there are only two sides. Factions that love you may give you a 100% Heroism Rating, while if you make everyone hate you, You Lose at Zero Trust. See also With Us or Against Us and Enemy Mine.

Sub-Trope of Status Line (a display element showing the current disposition of the player, e.g. score, health, ammo, etc).


Examples of the Alliance Meter in popular media:

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    Action 
  • 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 Sid Meier's Pirates!: 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. If you're trying to butter up with one faction in particular, you have to pay attention to current events, and it's often easier to just pick an enemy and get support and rewards from whoever their enemy is at the time. Or you can cheese it by exclusively fighting pirates and Indian war canoes, since neither faction has an Alliance Meter and all four powers hate both of them, allowing you to build rep with everyone without angering anyone else.
  • Underworld Ascendant: Each of the three main factions has a global disposition towards the Avatar, shared by all members of said faction.

    MMORPG 
  • 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 required 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. In 2017, they finally added a screen that shows all your faction standings (sorted by Expansion Pack).
  • World of Warcraft 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 NPCs 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 FoxTrot strip where a savvy theater manager convinces Jason and Marcus to pick up spilled popcorn to get advance tickets for the Warcraft movie by framing it as a faction quest.
  • In EVE Online, 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.
  • Dungeons & Dragons Online 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.
  • The Lord of the Rings Online 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.
  • 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.
  • Star Wars: The Old Republic has many groups you can gain reputation with by completing repeatable missions for them. It's a very simple system, though; there's no way to lose reputation, the factions aren't in conflict with each other, and the only benefit for higher rep is earning character titles and a few extra items available from certain vendors.

    Role Playing Games 
  • Fallout 2 had an individual opinion meter for each town the player entered, along with a Karma Meter. 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.
    • Like a lot of things that it brings back to the franchise from the first two games, Fallout: New Vegas has a similar meter, referred to Reputation, and has one for almost every major town and/or settlement like Freeside and the New Vegas Strip, as well as for both major factions, NCR and Caesar's Legion, and several minor factions like the Great Khans and the Boomers. The way it's handled is quite unusual for most examples, though: Fame and Infamy do not subtract from one another, they're each a dimension in a two-dimensional grid. For example, if you do a lot of good things that improves Reputation with a faction, then suddenly pivot and do bad things like killing some of their members, instead of immediately dropping the previous positive Fame, you'll have a "mixed" reputation where faction members are confused on what to do about you; they won't attack, but they won't be clamoring to help you out in any way either. That said, even though he rules over the Strip, regardless of your Reputation there, your relationship with Mr. House is strictly binary; he'll consider you a valued employee right up until the moment you oppose him.
  • 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 their best stuff; and a 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.
    • There are also guys who offer to hack your file with a particular faction through the 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.
    • One faction is worth noting because they hate everybody except the Zoners and the IMG: the Xenos, a rabidly xenophobic faction of terrorists in Liberty. Players often slaughter them in huge numbers to improve their reputation with almost everyone else.
    • If you manage to sink your alliance meter low enough with opposing factions, it will lead members of those groups to put aside their hatred to 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 Nomads joining up with The Order to kill you.
  • In the Geneforge games, you can end up on either side of the Shaper War, or in some cases destroy both. Note that that doesn't work in Geneforge 5, where You Lose at Zero Trust.
  • GreedFall: Each major group on Teer Fradee has one representing 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.
  • The Elder Scrolls:
    • 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.
    • 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 Pillars of Eternity has Multiple Endings, and different endings will positively or negatively affect your Reputation stat for that region, which changes how NPCs 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 Storm the Castle of Lord Raedric and assassinate him so that his cousin Kolsc can take over. Doing it as requested will give you positive Reputation in Gilded Vale, while changing sides will give you 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 Relationship Values 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 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).
  • 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.
  • Liar Jeannie In Crucifix Kingdom: 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. Going too far in either direction results in Jeannie taking her views to the extreme.
  • Grim Dawn 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 Elite Mooks, hero monsters, and eventually superboss-tier Nemesis monsters.

    Simulation 
  • 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.
    • Truth in Television: 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.
  • Vega Strike has a lot of factions, some allied and some feuding. Not only legitimate ones, but ISO and Pirates are some people's "friends in low places" too. This leaves Luddites as the Butt-Monkey: 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.
  • 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.
  • Master of Orion also has meters for your relations with every other race.
  • 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 Take a Third Option 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 "The Revolution Will Not Be Civilized" moment for many.)
  • In Wing Commander: 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.
  • X-Universe games have 5 basic races / factions (6 as of Terran Conflict), plus several minor factions and 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 Space Pirates, 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.
  • The iOS game Galaxy on Fire II has two meters, which make it clear that it's an "either them or us" relationship. The first scale is between the Terrans and the Vossk. This actually makes sense in-universe, as the Terrans and the Vossk have recently fought a war. Then there is the Midorian-Nivelian scale, shown the increased tensions between the Nivelian Republic and the breakaway Mido Confederation of Planets (there is no Midorian race; the Mido systems are populated by Nivelians and Terrans). Other races are present in the game (such the Octopods and The Greys), but you only meet a few individuals from them.
  • No Man's Sky: One exists that measures your standing with the Galaxy's three races. It's affected by things such as destroying the ships of one faction's enemy (like, say, Space Pirates), helping a faction's vessel 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.
  • 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 Faction-Specific Endings.
    • 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 Escape Velocity 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 City Building Games 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.

    Stealth Based Shooters 
  • Splinter Cell: 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, it's a zero-sum game for almost the entire game, acting more like a Karma Meter that's arbitrarily split into two parts, where gaining or losing trust with one faction will almost always result in an equivalent opposing hit or boost to the other faction's trust, even if you're helping the JBA in a way neither side could know about. The only time the JBA's trust can be gained or lost without affecting the NSA's trust is when you go to their headquarters between big missions, where you can gain trust by performing what they ask you to do or other optional objectives (assembling mines, testing your lockpicking skills, going to the firing range, etc.) and will lose trust if you're caught sneaking around a restricted area.
  • In Thief: Deadly Shadows, 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.

    Strategy 
  • X-COM: Apocalypse 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  an organization into hating you. The only remedy for a hostile faction is to continue fighting them (bad idea) or 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 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.
    • Civ V introduced city-states with a more straightforward Alliance Meter that can be filled by taking care of 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'll share their luxuries and strategic resources with you, let you pass through their borders, and give you distinct bonuses like extra Culture or Food based on what kind of city-state they are. If you can make them consider you an "ally," they'll join any wars you get into, and will give you the votes needed to win a Diplomatic Victory.
  • Humankind has the normal diplomatic attitudes (distrustful, friendly, etc.), plus "war score". War Score increases with success in war, how much the other civilization pisses yours off, and other similar measures, functioning as a mix of alliance meter and Morale Mechanic. lower war score means war is less likely (or forces peace if the civilization is at war), higher war score makes war easier and more likely.
  • Knights of Honor 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. 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.
  • In Total War 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 Byzantines and the Seljuk Turks, England and France or Dwarfs and Greenskin). A few, however, are more unusual in order to reflect the attitudes of different groups. For instance Lizardmen in Total War: Warhammer II ignore all gifts.
  • In Harebrained Schemes' 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.
  • Phoenix Point has the three major factions in the game - New Jericho, Synedrion, and the Disciples of Anu - and how you relate to them will determine a lot. Having good relationships with a faction will make them more likely to trade with you, as well as giving you access to better recruits, and, as relations improve, their technologynote  and ultimately their entire technology treenote . As Phoenix Project gear is generalist at best and inadequate otherwise, and all the factions have the "interesting" technology, allying with factions is the best way to combat the Pandoravirus, but it takes a long time. You can raid the factions for resources and technology, but you can't choose what you steal, and it will anger the faction. Random events also allow you to increase your alignment with a faction, usually at the expense of alignment with the other two. If a faction gets angry enough with the Phoenix Project, they will attack your bases and units. Each faction also has a relationship to the other factions, usually poor due to their radically different philosophies. If a faction is negative enough with another, and two Havens are close enough together, it's possible for one faction to attack another, at which point you can choose to intervene to help one side or the other: staying neutral is not an option.

    Tabletop Games 
  • Eclipse Phase has social networks with "Rep Scores" that quantify your reputation with the group, such as Autonomists, the hyper-elite, scientists, criminals, 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 Hc Svnt Dracones characters have loyalty scores with the big seven Mega Corps that range from -5 to 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.
  • Blades in the Dark 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.
  • The One Ring: Heroes have a Standing score that represents their status in their culture, which grants both numerical bonuses and the ability to declare how they've affected events in their homeland offscreen. They can also gain Titles, which apply their Standing score to another culture than their own.

    Third-Person Shooters 
  • 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 select a Syndicate to represent in order to gain reputation with them and half as much with the group's ally by doing missions, 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 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.

    Wide Open Sandbox 
  • Bully tracks your allegiance with the five school cliques, as well as the townies. Each mission will gain or lose points with certain cliques, and your ranking will determine whether they attack you on sight or fight with you against other cliques.
  • Grand Theft Auto 2 is the only game in Grand Theft Auto series that has "respect meters" for three gangs that are against each other, the Zaibatsu and two other gangs depending on which part of the city you're currently in. 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 pays more. There are two ways to escape the city: accumulate enough money until you are shown the exit and thus unlocking the next district (or beating the game after the third), or complete all available missions, at which point the three gangs will all come after you for your Chronic Backstabbing Disorder, and you Leave No Survivors.
  • In Days Gone, 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.
  • Rimworld: Neighbouring settlements all have their own reputation stat, not just with your faction but with each other. If your reputation with a particular faction drops below zero they'll begin sending raiding parties against you, whereas if it goes over 75 they might send reinforcements if you put out a Distress Call. The Royalty DLC expanded on this significantly with the overhauled quest system. Also, relations with each faction drift toward a pre-set baseline over time. So if you piss off a generally-friendly faction they'll eventually get over it, and if you ally with a generally-unfriendly faction you'll have to work hard to maintain it.

    Non-Video Game Examples 


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