Reputation & Social Standing #199

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opened 2026-03-16 01:33:31 +00:00 by freemo · 0 comments
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Scope

Implement the multi-dimensional reputation system and devotee NPC system as defined in specification §18. This adds a rich social standing system with faction relations, propagation mechanics, and NPC followers.

Key Components

  • ReputationVector: Multi-dimensional tracking with 9 tiers (-100 to +100): Reviled → Hated → Hostile → Unfriendly → Neutral → Friendly → Respected → Honored → Exalted.
  • Gameplay Effects: Merchant prices (0.5x–3x), area access, quest availability, devotee cap (0–10).
  • Propagation: Allied factions (+50%), rival factions (-30%), parent region (+25%), sub-regions (+10%), individual→faction (+15%). Capped at 2 degrees.
  • Decay: Configurable rate toward neutral per game day, stops at ±5.
  • Devotee System: NPCs who serve the player. Data model: name, specialty, skill_level, assignment, loyalty, morale. Commands: followers, assign, dismiss, recruit. Loyalty/morale mechanics.

Articulated End State

Players build and maintain reputation across factions, settlements, and individual NPCs. Actions have cascading social consequences. High-reputation players recruit devotee NPCs who perform tasks autonomously. The system creates emergent social dynamics and meaningful progression beyond combat.

Milestones

Spans v1.3.0 (Game Systems).

## Scope Implement the multi-dimensional reputation system and devotee NPC system as defined in specification §18. This adds a rich social standing system with faction relations, propagation mechanics, and NPC followers. ## Key Components - **ReputationVector**: Multi-dimensional tracking with 9 tiers (-100 to +100): Reviled → Hated → Hostile → Unfriendly → Neutral → Friendly → Respected → Honored → Exalted. - **Gameplay Effects**: Merchant prices (0.5x–3x), area access, quest availability, devotee cap (0–10). - **Propagation**: Allied factions (+50%), rival factions (-30%), parent region (+25%), sub-regions (+10%), individual→faction (+15%). Capped at 2 degrees. - **Decay**: Configurable rate toward neutral per game day, stops at ±5. - **Devotee System**: NPCs who serve the player. Data model: name, specialty, skill_level, assignment, loyalty, morale. Commands: followers, assign, dismiss, recruit. Loyalty/morale mechanics. ## Articulated End State Players build and maintain reputation across factions, settlements, and individual NPCs. Actions have cascading social consequences. High-reputation players recruit devotee NPCs who perform tasks autonomously. The system creates emergent social dynamics and meaningful progression beyond combat. ## Milestones Spans v1.3.0 (Game Systems).
freemo self-assigned this 2026-03-16 01:33:31 +00:00
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Reference: aethyr/Aethyr#199
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