Relationships in Mega-Primus generally follow these principles:
The Enemy of my Enemy is my Friend
This means that if you attack Organisation A, which is disliked by Organisation B, Organisation B will be much friendlier towards you, and vice versa - attacking A, which is liked by B, will result in B disliking you. (Organisation A will obviously be unhappy with the situation either way!)
Trying to understand these relationships can be quite difficult at first (except for the pretty obvious ones like Megapol and the Aliens), but there are ways to gauge how companies are relating to each other.
Reading the informational headlines that pop up on your information bar from time to time is a great way to see how certain companies relate to each other. Gangs in particular also employ direct air assaults on their enemies. Unfortunately, they tend to be overwhelmed by the defenders.
Love Can be Unrequited
A lot of these relationships are however one-way only. That is to say, if company A likes company B, this relationship is not mutually exclusive. Company B may feel indifferent or have a slight dislike for company A.
Case in point, every time an organisation gets fed up with X-COM and refuses to accept cash settlments because you're attacking their 'alien friends', the aliens will not necessarily feel the same way about the rebelling company. The company may continue to get upset whenever you take action against the aliens, but they will quickly change their tune if the aliens turn on them and start destroying their facilities.
The Organizations tab on Cityscape shows their opinion towards X-COM. You won't be able to see X-COM's opinion towards them though - for all intents and purposes, that's dependant on your own views.
Some Friends Are Better Than Others
Certain organisations are more important to stay friendly with or protect from alien infiltration than others. I'm sure it needn't be said, but do not bother paying out insane sums to keep the Cult of Sirius happy. It won't work. You obviously want to stay friendly with groups such as Megapol (otherwise expect random shootings in the cityscape) and Marsec if you intend on doing any business with them. The government is where you get that insulting amount of funding from, and despite it not covering your troops wages, any amount of funds are very much needed. Other factions to make sure you stay in their good books include anyone else you want to trade with. Transtellar is very important to keep away from the aliens, since if you lose their support you have no good means to transfer equipment between bases (and you will have to use your craft and agents to move things betwen bases).
In addition, bear in mind that, if hostile, Megapol and the three gangs are much more likely to raid you than the other organizations.
For more information about the starting relationships check down below and the pages of the individual organizations.
Relations are tracked via a sliding scale from -100 (mortal enemies e.g. Alien attitude toward X-COM) to 100 (organisations' attitude toward themselves, and the Cult of Sirius' worship of the Aliens).
The relationship between this scale and the five discrete categories the interface presents is as follows:
|Allied||+75 to +100|
|Friendly||+25 to +74|
|Neutral||-24 to +24|
|Unfriendly||-49 to -25|
|Hostile||-100 to -50|
In Mega-Primus, money is the medium that makes the cogs move. A generous helping here or there will allow X-COM to improve its relations with other organisations.
There are two occasions where you can offer money to a company to improve their standings with you. The first is the Offer Cash Settlement screen, accessed through the Organizations tab, in which X-COM can voluntarily offer money to a company. The second is the Diplomatic Rift screen (which appears on its own), in which an aggrieved party demands compensation from X-COM.
Offer Cash Settlement
When you offer cash to a company, their standings with you will improve by one category. Neutral companies can go to friendly, or hostile companies will continue to dislike but will resume their services (where applicable). They will specify the amount that they will accept for this to happen, and if you pay it they will respond in a positive manner.
Note that an organisation you've paid off will still have the same opinions of everyone else; an organisation that's been hostile toward you for a while is likely to have accumulated a significant positive attitude toward the Aliens, which will result in them going hostile again quickly when X-COM hurts the Aliens.
Organisations cannot be paid off in this fashion if they are allied with the Aliens ("Whilst X-COM continue to oppose our Alien friends we will remain hostile" - though they may not yet actually be hostile) or if they have been infiltrated.
If cash is demanded of you, this means that you have insulted the company in some way that they want you to make reparation for it. When paid, the company's general disposition will automatically be set to neutral, with perhaps some lingering hostility.
Note that if you knowingly cause a lot of damage to a building owned by a certain company and you anticipate that they'll be asking for a settlement (such as dropping them from neutral to hostile after a UFO skirmish), do not in any way offer them the money until they come asking for it. If you pre-empt it and bribe them until they are allied, the request for money will still be issued. Once paid, their standing will return to neutral. Paying them again and then buying them back until they are allied means they'll be double dipping into your funds. If you choose to not pay them, this will add further insult and make matters worse.
Organisations allied to the Aliens (such as the Cult of Sirius) may issue these demands for compensation (usually in response to X-COM killing aliens). This is the only way, barring special circumstances, to regain access to their services. Unfortunately, even this is temporary; they will rapidly turn hostile again from X-COM's continued anti-Alien activities.
Relationships At Game Start
|Cult of Sirius||-50||+100||0||0||+100||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0|
- The entries in this table are read as: organisation at left of row likes/dislikes organisation at top of column by value in box
- X-COM attitudes are omitted, as X-COM is under player control.
- All starting attitudes are subject to random variation of -10 to +10, with the exception of those listed in bold.
- After this, attitudes not toward X-COM (and not in bold) are also subject to random difficulty adjustment:
- Negative or zero attitudes not toward the Aliens are worsened by a random number from 0 to 5*difficulty (0 on Novice, 20 on Superhuman)
- Positive attitudes are improved by a random number from 0 to 3*difficulty (0 on Novice, 12 on Superhuman)
- Starting attitudes toward X-COM are also subject to fixed difficulty adjustment:
Editing Your X-Com Relationships
Available here: http://devisraad.com/xcom/apoc.htm
If it doesn't work: There are two versions commonly used. Midnight Editor v0.92 and v1.01. The early version has limited functionality and the later version sometimes (or not at all) works with the Steam or GOG version. To have a functional savegame editor:
- acquire both versions and install to seperate locations somewhere in the Apocalypse installation.
- edit you savegame by starting v0.92, open your savegame, then just quit.
- start the later version v1.01, navigate to savegame tab and only click "Open last modified savegame". Do not click the "open savegame" button of version v1.01 since this may cause a benign system error or just drop your back to desktop.
- edit your savegame as per usual.
To edit the same savegame later on, use v1.01. If you need to change the savegame to be edited, you must use 0.92 as mention above, then use v1.01.
Select the first corp, then put sliders at neutral, then click "copy to all corporations" button. Go through and do this for each corp in the list including Civilians. Having everyone neutral to everyone else gives you a good basis to work out who you want hostile or allied to each other. Use the list/chart above as a guide or you can make friendly corps hostile or other extremes.
- avoid making Transtellar and Megapol hostile to each other. A corp that is hostile to X-Com will not trade or conduct business. Some corps don't matter either way.
- you must make X-COM hostile 100% to Aliens, and Aliens hostile 100% to Xcom or the game may corrupt the savegame.
- If you make Civilians hostile to everyone else (besides X-Com), aliens and security forces will hunt down and kill the mindless civilians running around the tactical map.
- There are two sliders for each corporation. The top slider of each pair is dynamic and denotes relationship values at that point in time whereas the bottom slider is a preset which doesn't move within the game. eg: making Psyke 100% hostile to X-Com as a preset will always trend towards this being the eventual situation irrelevant how often you bribe them to be unfriendly or better.