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<tr><td>[[Image:Apoc_technocr_icon.png]] [[Technocrats]]</td><td></td><td>[[Image:Apoc_extropians_icon.png]] [[Extropians]]</td></tr>
<tr><td>[[Image:Apoc_technocr_icon.png]] [[Technocrats]]</td><td></td><td>[[Image:Apoc_extropians_icon.png]] [[Extropians]]</td></tr>
</table>
</table>
<sup>1</sup> Both the Mutant Alliance and S.E.L.F. are set to start slightly friendly to X-Com. However, due to the randomization that happens to every organization's value to another at start they might begin the game with a negative value towards X-Com.<br>
<sup>1</sup> Mutant Alliance and S.E.L.F. are set to start slightly friendly to X-Com. However, due to the randomization that happens to every organization's value to another at start they might begin the game with a negative value towards X-Com.<br>
<u>Note:</u> An organisation cannot be eliminated from Mega-Primus. They will always exist and will always be a problem if they remain hostile.
<u>Note:</u> An organisation cannot be eliminated from Mega-Primus. They will always exist and will always be a problem if they remain hostile.


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<u>Note:</u> X-Com's attitude towards others is not shown since the player is in control.
<u>Note:</u> X-Com's attitude towards others is not shown since the player is in control.
* Start attitudes are subject to random variation of -10 to +10, with the exception of those listed in bold.
* Start attitudes are subject to random variation of -10 to +10, except those listed in bold.
* Attitudes not toward X-COM (and not in bold) are also subject to random difficulty adjustment:
* Except towards X-Com, attitude values not in bold are subject to a random difficulty adjustment.
* Negative or zero attitudes not towards the Aliens are worsened by a random number from 0 to 5*difficulty (0 on Novice, 20 on Superhuman)
* Except towards Aliens, negative or zero attitudes are worsened by a random number from 0 to 5 x difficulty (0 on Novice, 20 on Superhuman)
* Positive attitudes are improved by a random number from 0 to 3*difficulty (0 on Novice, 12 on Superhuman)
* Positive attitudes are improved by a random number from 0 to 3*difficulty (0 on Novice, 12 on Superhuman)
* Starting attitudes toward X-COM are also subject to fixed difficulty:
* Starting attitudes toward X-Com are then modified according to the difficulty chosen:
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If Megapol is hostile to others which provide Goods And Services to X-Com, those transport crafts (Air-Trans and Auto-Taxi) will be targeted by Megapol for destruction! ...no refunds.
If Megapol is hostile to others which provide Goods And Services to X-Com, those transport crafts (Air-Trans and Auto-Taxi) will be targeted by Megapol for destruction! ...no refunds.


== Donations/Reparations/Bribes/etc ==
==Buying Better Relationships==
 
Relations may be repaired towards a more positive attitude for X-Com regarding any organisation which is not allied with the alien menace or under control by the aliens.
 
There are two occasions where you can offer money to a company to improve their standings with you. The first is the Offer Cash Settlement screen, accessed through the Organizations tab, in which X-COM can voluntarily offer money to a company. The second is the Diplomatic Rift screen (which appears on its own), in which an aggrieved party demands compensation from X-COM.


===Offer Cash Settlement===
===Offer Cash Settlement===
 
X-Com may offer a cash 'donation' to a company which will improve X-Com's relationship to a more positive attitude for every offer until that organisation is allied. The relationship changes to the next positive level. eg: unfriendly to neutral, neutral to friendly, etc. for each donation made by X-Com.<br>
When you offer cash to a company, their standings with you will improve by one category. Neutral companies can go to friendly, or hostile companies will continue to dislike but will resume their services (where applicable). They will specify the amount that they will accept for this to happen, and if you pay it they will respond in a positive manner.
The amount of the cash offered will depend on how many extra relation-points are needed to upgrade to the next level, and how much money the target organisation has as available funds.
 
* Is always available to attempt, but may not be accepted.
Note that an organisation you've paid off will still have the same opinions of everyone ''else''; an organisation that's been hostile toward you for a while is likely to have accumulated a significant positive attitude toward the Aliens, which will result in them going hostile again quickly when X-COM hurts the Aliens.
 
Organisations cannot be paid off in this fashion if they are allied with the Aliens ("Whilst X-COM continue to oppose our Alien friends we will remain hostile" - though they may not yet actually be hostile) or if they have been infiltrated.
 
The amount of the cash settlement will depend on 2 factors: (a) how many extra points are needed to upgrade to the next relationship level, and (b) how rich the organization is.


===Diplomatic Rift===
===Diplomatic Rift===
X-Com may be <s>offered</s> demanded to make a payment to an aggrieved organisation to reset relations to a neutral level.
Note: Buying off (offer cash settlement) any organisation that X-Com made hostile may be a waste of money if the company demands compensation in the near future. Paying their demand will reset relations to a neutral level irrelevant to which relationship level you achieved with your donations.
* Is randomly 'offered' and only from hostile organisations.


If cash is demanded of you, this means that you have insulted the company in some way that they want you to make reparation for it. When paid, the company's general disposition will automatically be set to neutral, with perhaps some lingering hostility.
===Cult Of Sirius===
 
The Cult Of Sirius may demand compensation from X-Com due to killing aliens. This temporary relations boost allows 'certain raiding actions' without their usual hostility ...until more aliens are killed.
Note that if you knowingly cause a lot of damage to a building owned by a certain company and you anticipate that they'll be asking for a settlement (such as dropping them from neutral to hostile after a UFO skirmish), do not in any way offer them the money until they come asking for it. If you pre-empt it and bribe them until they are allied, the request for money will still be issued. Once paid, their standing will return to neutral. Paying them again and then buying them back until they are allied means they'll be double dipping into your funds. If you choose to not pay them, this will add further insult and make matters worse.
 
Organisations allied to the Aliens (such as the Cult of Sirius) may issue these demands for compensation (usually in response to X-COM killing aliens). This is the only way, barring [[Overspawn (Apocalypse)|special]] [[Food Chamber|circumstances]], to regain access to their services. Unfortunately, even this is temporary; they will rapidly turn hostile again from X-COM's continued anti-Alien activities.
 
 
===Gunboat Diplomacy===
 
Not really "gunboat diplomacy" as per the definition. This refers to using collateral damage to the city to control diplomacy. This is a LOT cheaper than paying bribes.
 
Best done by attacking the Cult of Sirius with a lone hoverbike, then parking that hoverbike on an organization building. Or moving it back and forth, dodging incoming shots. There are certain "sweet spots" where, if you park a hoverbike, the enemies will find it almost impossible to hit you, and will hit the building instead.
 
Apparently, the game is a lot stricter towards X-COM than it is towards other organizations. For X-com, every single shot that hits a building, whether it does damage or not, will make the organization dislike X-com more. Damage to city score is calculated in the same way.
For organizations vs organizations, each shot that "damages a tile" will give -5 relationship points. Furthermore, the game only counts tiles that are directly damaged from shots fired. Chain reaction damage from collapsing buildings does NOT count for inter organization relationships.
 
It seems that the aliens are held to the same rules as X-com and diplomatic penalties are calculated on a "per shot" basis not on the damage done, and ditto for Damage To City score.
 
==Relationships At Game Start==
 
 


===[[Tactical_Combat_Missions_(Apocalypse)#Building_Bombing|Forced Diplomacy]]===
An option of easily turning friends into enemies and maybe your friend instead by using someone's craft to cause relationship troubles -5 points at a time.


[[Category: Apocalypse]]
[[Category: Apocalypse]]
[[Category: Organizations]]
[[Category: Organizations]]

Revision as of 18:06, 15 June 2022

Relations

Money is the lubrication that makes the cogs move in Mega-Primus. Organisations within the city expect a corporate environment conducive for generating lots of money ...until someone causes an interuption to the flow, which they then become a problem which needs 'fixing'.

Relationships In Mega-Primus

Attitudes between two organisations can be normalised as:

  • Friendly, Neutral or Unfriendly: which means the either company does not concern itself with matters of the other since there are no major problems that need 'fixing'.
  • Allied: where a company will concern itself with matters which have (if any) negatively affected their business partner.
  • Hostile: where two organisations hate each other and will actively try to destroy not only the others wealth but also their very existance in Mega-Primus.

Relations At The Start

Normalised relations before any modifiers have been applied:

OrganizationFriendly/Allied toUnfriendly/Hostile to
X-COM Government Megapol Alien Cult of Sirius
Alien Cult of Sirius X-COM
Government X-COM Megapol Alien Psyke Diablo
Megapol X-COM Government Alien Marsec Transtellar Psyke Diablo Osiron
Cult of Sirius Alien X-COM
Marsec Solmine Extropians Megapol
Superdynamics General Metro
General Metro Superdynamics
Cyberweb S.E.L.F. Nanotech
Transtellar Alien Extropians Megapol
Solmine Marsec Energen
Sensovision Lifetree Grav Ball League Psyke Diablo Osiron
Lifetree Sensovision
Nutrivend Evonet
Evonet Nutrivend
Sanctuary Clinic Nanotech
Nanotech Sanctuary Clinic
Energen Solmine
Synthemesh
Grav Ball League Sensovision Psyke Diablo Osiron
Psyke Megapol Sensovision Grav Ball League Diablo Osiron
Diablo Megapol Sensovision Grav Ball League Psyke Osiron
Osiron Megapol Sensovision Psyke Diablo
S.E.L.F. Mutant Alliance1 Government Megapol
Mutant Alliance S.E.L.F.1 Government Megapol
Extropians Marsec Solmine Technocrats
Technocrats Extropians

1 Mutant Alliance and S.E.L.F. are set to start slightly friendly to X-Com. However, due to the randomization that happens to every organization's value to another at start they might begin the game with a negative value towards X-Com.
Note: An organisation cannot be eliminated from Mega-Primus. They will always exist and will always be a problem if they remain hostile.

Representation Of Attitudes

Category Relation Score
Allied +75 to +100
Friendly +25 to +74
Neutral -24 to +24
Unfriendly -49 to -25
Hostile -100 to -50

Note: X-Com's attitude towards others is not shown since the player is in control.

  • Start attitudes are subject to random variation of -10 to +10, except those listed in bold.
  • Except towards X-Com, attitude values not in bold are subject to a random difficulty adjustment.
  • Except towards Aliens, negative or zero attitudes are worsened by a random number from 0 to 5 x difficulty (0 on Novice, 20 on Superhuman)
  • Positive attitudes are improved by a random number from 0 to 3*difficulty (0 on Novice, 12 on Superhuman)
  • Starting attitudes toward X-Com are then modified according to the difficulty chosen:
Difficulty Modifier
Novice 0
Easy +5
Medium 0
Hard -5
Superhuman -10

The entries in this table are read as: organisation at left of row likes/dislikes organisation at top of column by value in box

Alien -100 +100 -20 -30 +75 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Government +75 -50 +100 +75 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 -35 -35 0 0 0 0 0
Megapol +75 -50 +75 +100 0 -25 0 0 0 -15 0 0 0 0 0 0 0 0 0 0 -50 -50 -35 0 0 0 0
Cult of Sirius -50 +100 0 0 +100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Marsec 0 0 0 -35 0 +100 0 0 0 0 +25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 +25 0
Superdynamics 0 0 0 0 0 0 +100 -35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
General Metro 0 0 0 0 0 0 -35 +100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Cyberweb 0 0 0 0 0 0 0 0 +100 0 0 0 0 0 0 0 -35 0 0 0 0 0 0 +50 0 0 0
Transtellar 0 +20 0 -20 0 0 0 0 0 +100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 +25 0
Solmine 0 0 0 0 0 +25 0 0 0 0 +100 0 0 0 0 0 0 -35 0 0 0 0 0 0 0 0 0
Sensovision 0 0 0 0 0 0 0 0 0 0 0 +100 -35 0 0 0 0 0 0 -35 -35 -35 -20 0 0 0 0
Lifetree 0 0 0 0 0 0 0 0 0 0 0 -35 +100 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Nutrivend 0 0 0 0 0 0 0 0 0 0 0 0 0 +100 -35 0 0 0 0 0 0 0 0 0 0 0 0
Evonet 0 0 0 0 0 0 0 0 0 0 0 0 0 -35 +100 0 0 0 0 0 0 0 0 0 0 0 0
Sanctuary Clinic 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 +100 +25 0 0 0 0 0 0 0 0 0 0
Nanotech 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 +25 +100 0 0 0 0 0 0 0 0 0 0
Energen 0 0 0 0 0 0 0 0 0 0 -35 0 0 0 0 0 0 +100 0 0 0 0 0 0 0 0 0
Synthemesh 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 +100 0 0 0 0 0 0 0 0
Gravball League 0 0 0 0 0 0 0 0 0 0 0 -35 0 0 0 0 0 0 0 +100 -20 -20 -10 0 0 0 0
Psyke 0 0 0 -35 0 0 0 0 0 0 0 -35 0 0 0 0 0 0 0 -20 +100 -50 -35 0 0 0 0
Diablo 0 0 0 -35 0 0 0 0 0 0 0 -35 0 0 0 0 0 0 0 -20 -50 +100 -35 0 0 0 0
Osiron 0 0 0 -20 0 0 0 0 0 0 0 -35 0 0 0 0 0 0 0 -10 -35 -35 +100 0 0 0 0
S.E.L.F. +15 0 -25 -15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 +100 +25 0 0
Mutant Alliance +15 0 -25 -10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 +25 +100 0 0
Extropians 0 0 0 0 0 +25 0 0 0 0 +25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 +100 -35
Technocrats 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 -35 +100

Friends And Enemies

  • Any relationship may be one-sided. If one corporation likes/hates another, that same attitude may not be the other corporation's attitude to the former. eg: the Aliens are indifferent (neutral) to Cult Of Sirius but the cultists revere (allied to) the aliens.
  • Organisations which have a particular opinion of each other may not have the same attitude towards others. eg: both Psyke and Transtellar are hostile to each other, and both hate Cyberweb. If Cyberweb attacks Psyke, Transtellar will view that attack on their enemy as a positive action by Cyberweb. Transtellar may now have have a slightly less hatred for Cyberweb! ...basically:

the enemy of my enemy is my friend.

Keep Your Friends Close

Is it important to remain on good terms certain organisations which provide X-Com with a needed service or who provide goods on the market. The most important non-hostile to have is Megapol. If they are hostile they will attack your crafts whenever they approach any police (road) car or will be chased by police hovercars if you have anything airbourne.
If Megapol is hostile to others which provide Goods And Services to X-Com, those transport crafts (Air-Trans and Auto-Taxi) will be targeted by Megapol for destruction! ...no refunds.

Buying Better Relationships

Relations may be repaired towards a more positive attitude for X-Com regarding any organisation which is not allied with the alien menace or under control by the aliens.

Offer Cash Settlement

X-Com may offer a cash 'donation' to a company which will improve X-Com's relationship to a more positive attitude for every offer until that organisation is allied. The relationship changes to the next positive level. eg: unfriendly to neutral, neutral to friendly, etc. for each donation made by X-Com.
The amount of the cash offered will depend on how many extra relation-points are needed to upgrade to the next level, and how much money the target organisation has as available funds.

  • Is always available to attempt, but may not be accepted.

Diplomatic Rift

X-Com may be offered demanded to make a payment to an aggrieved organisation to reset relations to a neutral level. Note: Buying off (offer cash settlement) any organisation that X-Com made hostile may be a waste of money if the company demands compensation in the near future. Paying their demand will reset relations to a neutral level irrelevant to which relationship level you achieved with your donations.

  • Is randomly 'offered' and only from hostile organisations.

Cult Of Sirius

The Cult Of Sirius may demand compensation from X-Com due to killing aliens. This temporary relations boost allows 'certain raiding actions' without their usual hostility ...until more aliens are killed.

Forced Diplomacy

An option of easily turning friends into enemies and maybe your friend instead by using someone's craft to cause relationship troubles -5 points at a time.