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Opinion

Status: Draft. Live in the sandbox campaign. Every number on this page is TEMP: they are first guesses that are still being tuned.

Opinion is what one person thinks of another, on a scale from −100 to +100. It's always one person about one person: your capo about your boss, a rival boss about your boss. It decides whether your own men stay happy, whether a rival boss sits down with you and how likely he is to say yes. The number is never hidden: hover it and you see every line that makes it up.

How you use it

  1. Open anyone's character card. It shows what he thinks of your boss as a word and a number, coloured red, grey or green.
  2. Hover the number for the breakdown: one line per reason, with its value. A pair with nothing between them reads "No history between them."
  3. Move it with what you do. Sending a gift, letting a prisoner walk and keeping a deal all help. Taking a man's town, hiring his men away and breaking your word all hurt.
  4. Watch your own people. A crowded roster sours everyone in it, and capos who dislike you start talking among themselves.

How it works

The words

Opinion Word Colour
Below −60 Hostile Red
−60 to below −20 Cold Red
−20 to below +20 Neutral Grey
+20 to below +60 Warm Green
+60 and up Loyal Green

What adds up

Opinion isn't stored as one number. It's worked out fresh each time from these parts, then held to −100…+100.

Part What it is
His nature Some traits make a man more or less loyal to anyone he serves
Boss standing Toward a boss: where the boss's own standing puts him, plus extra loyalty from his own men
Crowded roster Every member of an outfit that's over its roster thinks less of the boss, for each head over
Too many vassals A vassal boss thinks less of his protector for each vassal held over the protector's limit
Your face A disfigured man is thought less of by everyone
Personality Two people who share a trait like each other more; opposite traits like each other less
Things done Lines added by events and deeds. Most fade to nothing over their time; some never fade

Personality, the crowded roster and the vassal limit are always read from how things stand right now. Fix the roster and the penalty is gone at once.

Memories

The biggest "things done" lines are memories: a named line that one person keeps about another, like "Took town from him" or "Let name walk". Memories come in five kinds: blood, money, honour, family and betrayal. A pair keeps one line per kind. A second memory of the same kind adds its value to that line, and the strongest memory names it.

Bosses remember for their whole outfit. When your outfit wrongs his, the boss of his outfit remembers it against your boss.

Memory (examples) Opinion Fades over
Shook hands on a deal +10 365 days
Let his man walk +15 365 days
Squared things with him +15 540 days
Came when he called +20 730 days
Moved in next door −5 180 days
Jumped his crew −10 240 days
Took his man off his payroll −15 365 days
Turned down his demand −15 365 days
Took his town −25 540 days
Broke a deal with him −40 1,095 days
Broke an alliance with him −60 1,460 days
Stayed home when he called −70 1,460 days
Had his man killed −40 Never

Some memories are wrongs (taking his town, jumping his crew, refusing his demand). Wrongs are what beef is made of: a boss who holds enough wrongs against you has a reason to go to war with you. See Diplomacy & gifts.

Who he is changes how he remembers

Trait Effect on memories
Wrath Wrongs weigh more and fade slower
Patience Wrongs fade faster
Kindness Kind deeds count double

Where opinion matters

Where What it does
A deal at the sit-down Half of what their boss thinks of yours goes straight into the yes
An invite to sit down A boss who is hostile, has bad blood with you or is at war with you won't come
Your own capos Below −15 they start talking about breaking off as their own outfit under you; at −40 or worse they want out

Numbers (all TEMP)

Number Value Where
Opinion range −100 to +100 opinion system
Word bands −60 / −20 / +20 / +60 opinion system
Crowded roster −15 per head over settlement_economy.roster_over_opinion
Vassals over the limit −10 per vassal over diplomacy_m2.over_cap_opinion
Shared / opposite trait +10 / −10 personality_same_trait_opinion, personality_opposite_trait_opinion
Memory values and fade times See the table above memories data
Capos start talking (vassal) −15 diplomacy_m2.faction_join_opinion
Capos want out −40 diplomacy_m2.faction_leave_opinion

See also

Locked vs leftover

Locked (document this) Leftover / do not claim
Opinion is worked out from parts, with a full breakdown on hover One stored loyalty number
Memories: one line per kind per pair, wrongs make beef Separate grudge and favour meters
Crowded roster and vassal limit are read live A penalty that lingers after the roster is fixed
Five words: hostile, cold, neutral, warm, loyal Older ±25 bands
Friend and rival ties are paused in the sandbox Ties forming from opinion as a live sandbox feature

Sources

src/systems/opinion.gd, src/systems/diplomacy.gd, data/memories.json, data/traits.json, data/config.json (settlement_economy, diplomacy_m2, opinion keys), data/campaigns/sandbox.json