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When interacting with other space-faring creatures or nations during the Space stage or Civilization stage, the player will have a dynamic relationship with them, indicated by various faces (pictured above). From a scale from Red (hostile) to Orange (annoyed) to Yellow (neutral) to Blue (friendly) to Green (allied). The rating on this scale may be based on certain actions or even simply by the player's choices in previous stages.
You can get any of the following modifiers up to a given maximum, meaning when you are at the maximum modifier for it then the relation will not improve or worsen even if you continue repeating it.
Most relation modifiers will return to default over time, so the player will have to keep active for some of them to keep them up. Only a few are static and will remain over time, like the space-stage bonus for using a Monolith on a civilization.
All modifiers from the different groups are then added up and the resulting value is your total relation bonus to them. Note that Wanderers in space act like Diplomats, and Knights act like Warriors when talking to them, and when applying relation bonuses.
- 1 Creature Stage
- 2 Tribal Stage
- 3 Civilization stage
- 4 Space stage
- 5 Trivia
- 6 See Also
Positive Relations Modifiers
- You impressed us. Gained by using Sing, Dance, Charm, or Pose.
- Your home nest(s). Technically, this isn't a modifier, because it's always green no matter what.
Negative Relations Modifiers
- You attacked us. If you kill a regular or Alpha member of a species' nest, it reverts to either the orange scared face or the orange angry face.
- You killed a baby or destroyed enough members of our nest. This automatically reverts to red, and like any other way that a nest is unhappy with you, cannot be reversed. If you destroy an egg of the species they will also become permanently aggressive, unless you use Siren Song.
- We just don't like you. Sometimes the face of a nest that you just encountered is of red or orange color. If you are in the "red zone", try avoiding that nest. If you are at the orange level, either kill them, ignore them, or try to make friends with them (before they try to kill your pack.). Or, use Siren Song if you have it to calm them down and befriend them.
- Epic. Sometimes the Epic is scared of you, neutral to you, or just on its regular rampage. You cannot change the Epic's feelings about you in any way, shape or form, besides killing it or, if there is a normal or rogue sized creature of the same kind as an epic, you can make friends with it and the epic will be friendly, but you cannot add it to your pack.
Note: There is a very rare glitch that can occur by befriending a regular or rogue version before you meet the epic version. The epic will not follow you and will be glued to the spot though if you meet the epic and then meet the sub-species normal or rouge that species will be Irreversibly hostile.
Positive Relationship Bonuses
- You gave them a gift. By giving another tribe a gift, it will automatically make that tribe neutral towards you (yellow-face). This method is entirely safe and works on every tribe.
- You sang/played music for the tribe. This can only be done when the tribe is at least neutral to your existence.
- You used the Fireworks consequence ability. This will automatically revert to the blue face with the tribe that it is used on. This ability is only available if you had the "Social" trait in the Creature Stage. Note that this effect will wear off over time.
Negative Relationship Bonuses
- You attacked a tribe member. Instantly brings down the relationship one face.
- You attacked or are attacking their main hut. Brings down the relations to a red, angry face until you destroy the main hut or give them a gift again.
- You refused to visit/impress the tribe. Brings down the neutral relations to an orange face, if you do not visit soon, the tribe may get a red face relation.
- Another tribe has appeared on the map. Brings down a few tribe relations to the orange or red face. Gifts could solve this.
- You stole from us. Stealing food from a tribe can lower your relationship with them. Do it enough, and they will get the red face. Gifts and fireworks can fix this.
Note: Unlike in the creature stage, you can easily bring your relations to an alliance from a red face in the space of minutes or vice versa. Also, note that you are able to ruin an alliance via firebombs.
Positive Relation Modifiers
- You're a Religious/Economic/Military Nation: Up to +30. Some nations inherently like your nation type, especially economic nations and some small military/religious nations. This applies to every nation on Easy difficulty.
- You fought our enemy: Up to +70. A useful modifier. Gained when you attack an enemy of another nation. Note that this will slowly vanish if you attack the nation with this relationship bonus.
- Your Gifts: Up to +120. Earned by giving gifts to other nations.
- Your Compliments: +10. Earned by giving a compliment to a nation.
- You were generous: Up to +50. Earned by giving a great deal on a city when buying it.
- You assisted us: Up to +60. Earned by agreeing to attack a nation or stopping a trade route. This bonus will increase by a lower amount if you have rejected their requests before, and it will only be +10 if you ask for money.
- Our Trade Route: Up to +50. Earned by establishing trade routes with other nations and keeping it over time.
Negative Relation Modifiers
- You're an Economic/Religious/Military Nation: Up to -30, depending on your nation's attribute. This only applies to aggressive nations on Normal and Hard difficulty.
- Your Religion: Up to -50. Earned by attacking religiously.
- You attacked us: Up to -90. Earned by attacking militarily or using a bomb-like superweapon.
- You were cheap: Up to -50. Earned by giving a bad deal on a city when buying it.
- You broke a deal: Up to -40. Earned by stopping a trade route and it depends on how many trade routes you have stopped.
- Your insults: Up to -30. Earned if you insult a nation.
- Your Nation is too big: Up to -100. Earned by having at least 2 cities.
- Your borders are too close: Up to -100. Earned if the complaining nation is not allied and your borders are touching theirs.
- Used Nuclear Weapons: -90 initially and caps at -100. Earned by using the Gadget Bomb or the ICBM.
- You declared war: -70. Earned when you consent to your allies to attack a nation or agree to declare war on them when another nation asks you to.
- You denied us: -20 for the first time and -10 for later denial. Caps at -40.
- Took over our spice derrick: Up to -50. Earned by taking over a spice derrick that belongs to another nation.
- You are a threat to us: Depends on your nation's attribute, -40/-60/-80 for Economy/Religious/Military. Gained when another considers you a threat, which only occurs if you have at least 2 cities and the relationship bonus to the said nation is lower than 70 (green face). Note that regardless of your actions, a nation still may consider your nation to be a threat to them unless you are in alliance with them, which requires the green face. This can also result from an enemy calling another nation to declare war on you. This modifier alone can cost you a Diplomatic Takeover, especially if the last remaining nation has this modifier.
Positive Relation Modifiers
- Helping our planet: Up to +100. Gained for raising the T-score value of a planet.
- You completed missions: Up to +100. Gained by completing missions for that empire.
- Your gifts: Up to +50. Gained by giving gifts to that empire.
- We created an alliance: Up to +50. Gained by signing an alliance.
- You uplifted us: +50. Gained for uplifting a race from that was previously in tribal or civilization stage to space stage via the use of a Monolith.
- Using friendly tools: Up to +50. Gained for using the Happy Ray or Fireworks on a city of the creature.
- Your embassy: Up to +50. Gained by placing an embassy on the planet.
- A generous peace offering: Up to +50. Gained by offering more than you would have to, to sign a peace treaty with other empires.
- Our Trade Route: Up to +30 (+40 for Trader empires). Gained by signing a trade route and keeping it up over time.
- You were generous: Up to +44. Gained by buying star systems from other empires for more than they are worth.
- We like new acquaintances: +30. Gained if the empire you meet follows Prosperity or Order. (Trader and Diplomat/Wanderer, respectively.)
- We value your friendship: Up to +100. Gained when another empire gives you a gift.
- Your trading: Up to +15 (+20 with Traders). Gained for trading items in the trading window. you can sell, then re-buy the same items to max out this modifier quickly.
- You agreed to help Us: Up to +10. Gained for accepting the first mission a creature offers.
- Gracious Greeter Superpower: +10. Gained for choosing the friendly path in Tribal Stage.
- We think alike: +10. Gained when you and the target creature share the same belief. (Does not affect alien species with Warrior archetype.)
- You introduced yourself: +10. Gained for introducing yourself using the first two options upon the first contact. Note that choosing the second option will make this bonus diminish quickly.
Negative Relation Modifiers
- Broke Galactic Code: Up to -200 (Up to -30 for saved games). Gained by breaking the Galactic Code. (Using Planet Buster, Fanatical Frenzy, or Gravitation Wave.)
- Allied with Grox: Up to -200. Gained by creating an alliance with the Grox, this is instant and affects all other races, including races already contacted, races that are contacted in the future, and races you uplift after allying with the Grox. This modifier will not disappear after breaking the alliance, or even after declaring war on the Grox.
- You broke our alliance: Up to -200. Gained by creating an alliance, then severing it. (First, it will go down -125, then -200 for the second time.)
- A cheap peace offering: Up to -50. Gained by offering way less money than you should, to sign a peace treaty. Doing this will not call off the war.
- Destroying our buildings: Up to -100. Gained by destroying other empire's buildings.
- Destroying our spaceships: Up to -100. Gained for destroying other empire's spaceships.
- Captured one of our systems: Up to -100. Gained when you capture or destroy another empire's system using hostile actions.
- Using harmful tools: Up to -100. Gained for shooting another empire's city with harmful tools. (Most tools under the weapon and planet sculpting/coloring tools are considered 'harmful tools'.)
- Hurting our planet: Up to -100. Gained for negative Terraforming or for failing to prevent an Eco Disaster.
- You refused to pay us tribute: Up to -100. Gained for failing to pay tribute when the other empire demands it.
- Flooded our cities: Up to -100. Gained for using a water-based terraforming tool inside an empire's city.
- Scaring our citizens: Up to -100. Gained when shooting at citizens, or placing crop circles.
- Causing extinction: Up to -75. Gained for negative terraforming or failing to prevent an Eco Disaster.
- War: -50. Gained when another creature declares war on you.
- You failed missions: Up to -50. Gained for failing their missions, not helping them when they are attacked, or failing to prevent an Eco Disaster.
- Abducted our citizens: Up to -50. Gained for abducting an empire's citizen.
- We were at war: Up to -33. Gained when you accept an empire's peace treaty. This bonus diminishes rather quickly.
- We distrust strangers: Up to -30 (based on difficulty). Gained if the empire you meet follows Force or Faith. (Warrior/Knight, and Zealot respectively). This is -70 for the Grox empire and it's not related to difficulty.
- Stole our resources: Up to -30. Gained for taking objects like spice crates or artifacts from the creature's planet. (If you drop an artifact that was in your cargo hold prior to traveling to an empire's planet and pick said artifact back up, it will count as 'stole our resources'.)
- You rejected missions: Varies. Gained when you decline to do a mission when it is offered to you.
- You introduced yourself: -10. Gained for introducing yourself using the third option upon the first contact.
- You avoided contact: -15. When you ignore the hails of the creature or pass over their territory without contacting them.
- You were cheap: Varies. This occurs when you make too low of an offer for buying the system after a trade route was full. To stop this from happening, save before you try to purchase the system. If you make an insufficient offer you can reload and try again.
- Failed to protect allied ships: Varies. This occurs when allied spaceships in your fleet are destroyed.
- Your presence disturbs us: -10. Warrior empires inherently will have this bonus towards other warriors. Shamans will also have this bonus if they are hostile to you prior to the first contact. This bonus diminishes quickly.
Positive relation modifiers for the Grox
- Broke Galactic Code: Caps at +50.
- You completed missions: Caps at +50.
- Using friendly tools: Caps at +30.
- Our Trade routes: Caps at +30.
- Created an alliance: Caps at +30.
- Your gifts: Caps at +10.
- Your embassy: Caps at +10.
- Gracious greeting superpower: Caps at +10 (Only if the player gained a green card during tribal stage).
- You agreed to help us: Caps at +5.
- Soothing Song: Caps at +4 (maybe?).
Maximum positive relation: +145
Negative relation modifiers for the Grox
- Captured one of our systems: Caps at -200.
- Helping our planet: Caps at -200.
- Hurting our planet: Caps at -200 (Obtained by leaving the planet after applying several terraforming tools but before it reaches T1, then wait until it drops back to T0).
- Destroying our buildings: Caps at -100.
- Using harmful tools: Caps at -100.
- Stole our resources: Caps at -100.
- Destroying our spaceships: Caps at -100.
- Scaring our citizens: Caps at -100.
- We distrust strangers: Caps at -70.
- Abducted our citizens: Caps at -30.
- You were cheap: Caps at -60.
- You broke our alliance: -50 for the first time (its stackability is to be confirmed).
- Failed to protect allied ships: -30 for each allied Grox spaceship in your fleet destroyed. This penalty is stackable so the player needs to be cautious if they are playing on higher difficulties (Allied Grox spaceship health is 3,600 on Easy, 2,400 on Normal and only 1,200 on Hard).
Relation Bonus Reset
There are but a few ways to completely reset the Relation Bonus back to initial values.
- Ending a war by signing a peace treaty and paying a good amount of Sporebucks.
- Soothing Song, the unique ability of the Bard. This ability artificially changes a relationship score to zero for a short period of time. It does not remove relationship modifiers. After Soothing Song expires, the relationship score will change to what it was before plus whatever changes made by the player during the time Soothing Song was active.
- Keep attacking the hostile empire until they offer a peace treaty.
Ending it by signing a peace treaty will remove any and all positive and negative bonuses apart from the ones that are natural for the race, like 'We distrust strangers'. Anything apart from those, like 'Allied with Grox' or 'Breaking the Galactic Code', can be completely forgiven.
Keeping the pressure on a hostile empire until they beg for a peace treaty will add the "We were at war" penalty into the relation bonus meter and remove all other positive and negative bonuses. Once this penalty wears off, those bonuses given by either the Gracious Greeting ability or the corresponding archetypes will be added back to the meter.
Based on your relation you can have hostilities or war, set up a trade route (blue face) an alliance (green face). Also, the price to repair and recharge is based on relation. N.B. The trade prices are unaffected, however.
Relation with The Grox is different from all other races and you will receive lesser or even reversed relation bonuses with them, such as the reversed "Broke Galactic Code" and "Helping our Planet" Bonuses. If the Grox declares war on you, there is no way to stop other than destroying them, as they will never accept a peace treaty.
- When you use a Planet Buster, Fanatical Frenzy, or Gravitation Wave, any saved game empires will plummet their relation with you by -30 for Breaking the Galactic Code.