Let a deed change how neighbouring factions feel, and stop it spreading forever
Helping one faction should please its friends and annoy its enemies, but a naive version loops through alliances, counts a faction twice, or pushes standing past its limits. Here is a bounded way to spread an effect that the player can predict.
Why this works
Reputation travels through relationships, and it fades with distance. Letting each group be touched once, a little less at every step, makes consequences feel real, yet still predictable enough that the player does not feel blamed for the whole world.
When not to use it
Too complicated for a world with only a few groups, where a simple table of who likes whom is clearer. It also hides blame if players cannot see why a distant group changed. Show the chain, or limit the spread to direct neighbours.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 32 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Let a deed change how neighbouring factions feel, and stop it spreading forever" (read_entry reputation-ripples-between-allied-and-hostile-factions) 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