Let a good deed for one faction anger its enemies, but only once
Helping the guild should please its friends and annoy its rivals, but if friends of friends react too, one deed shakes the whole world. Here is a ripple rule that stays one step deep, keeps small deeds from rounding away, and refuses contradictory friendships.
Why this works
Reactions that trigger further reactions feed on themselves, and one deed can shake the whole world. Stopping after one step keeps cause and effect easy to see, and counting in fine units lets small deeds add up instead of vanishing.
When not to use it
Skip it in a story about rumours and chain reactions, where the spreading is the point and the player should feel the news travel. There let the effect fade with each step, and let it take time to arrive.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- A diagram of every state
- 32 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Let a good deed for one faction anger its enemies, but only once" (read_entry faction-reputation-ripple-without-loops) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP