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* The Zuul in ''VideoGame/SwordOfTheStars'' cannot trade and gain no bonuses from alliances or non-aggression pacts and cannot unlock higher-level integration tech that allows others to host multiple species on the same world or take over worlds peacefully. AI Zuul empires never go to the negotiation table and are in a constant state of war with any civilization they encounter, including other Zuul.
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[[folder:Tabletop Games]]
* ''TabletopGame/{{Warhammer 40000}}'':
** Orks. [[LeeroyJenkins WAAAAAAAAAAAAAGGGGGHHHH!!]]
** Tyranids. Their only goal is to scour whole planets and strip them of biomass.
** Necrons. Undead robots who want to scour the entire universe of life in the name of their EldritchAbomination Star Gods. {{Averted|Trope}} with 5th Edition Necrons, however...
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[[folder:Tabletop Games]]
* ''TabletopGame/{{Warhammer 40000}}'':
** Orks. [[LeeroyJenkins WAAAAAAAAAAAAAGGGGGHHHH!!]]
** Tyranids. Their only goal is to scour whole planets and strip them of biomass.
** Necrons. Undead robots who want to scour the entire universe of life in the name of their EldritchAbomination Star Gods. {{Averted|Trope}} with 5th Edition Necrons, however...
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* The Sixth House in ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]''. It's glaringly obvious that despite Dagoth Ur's constant invitations to join his cause, there's no real way to do it.
* The Talon Company in ''VideoGame/{{Fallout 3}}'', a group of evil mercenaries that attack on sight, and send hit squads after good karma characters. They're even hostile to an evil karma character. Ditto for Raiders, the Enclave, and most Super Mutants.
* Some gangs such as the Jackals, Scorpions, Fiends, Vipers and other wasteland raider groups in ''VideoGame/FalloutNewVegas'' are not affected by reputation and will attack you on sight no matter what. Other "criminal" groups, such as the Powder Gangers and Great Khans, are not permanently hostile factions (siding with them is often unsavory, but it is possible).

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This is a game specific trope because, while AI-controlled game factions have no "choice" but to follow their programming (and in this case, the programming makes them incapable of diplomacy), actual sentient beings are more flexible -- they ''can'' make a choice to negotiate or listen to diplomacy, and whether or not they do only 0.0005% of the time or even 0% of the time, there's still the choice and thus still a hope that they might -- because the one trying to negotiate doesn't know with 100% certainty whether or not the other side will listen.



* In ''VideoGame/FinalFantasyXI'' certain families of mobs will attack upon detecting you, providing your level isn't so much higher than their level that it would be obvious suicide. Certain families' members are ALL high level enough that you'll never be able to be high enough level yourself to avoid aggro. Sneak and Invisible status effects keep mobs from detecting you by sound or sight, respectively. [[BodyHorror Soulflayers] are to a man/squid, high enough level that they'll always aggro, detect by sound, and are "True Sound," meaning [[TheComputerIsACheatingBastard ''they'll detect you regardless of Sneak status.'']] Most other mobs that fall into this category are Notorious Monsters, like the three wyrms.
* In ''VideoGame/FinalFantasyXIV'' ''everything'' you encounter in dungeons or raids will attack you,[[TooDumbToLive regardless of how insanely well geared you are or how many of its friends you easily slaughtered five minutes prior.]] Most of what you encounter in those scenarios are mobs that would be aggressive outside, and at a high enough level that they would aggro if you encountered them out there anyway.



* ''[[VideoGame/{{X}} X-Universe]]'': Played straight with the [[RobotWar Xenon]] and [[BeePeople Kha'ak]]. The Xenon are artificially intelligent terraforming drones that [[AIIsACrapshoot went haywire centuries ago due to a badly coded software patch]] and now seek to "terraform" biological life out of existence, while the Kha'ak are [[StarfishAliens so thoroughly alien]] that the Community of Planets races are simply unable to communicate with them. Subverted with the [[SpacePirates Pirates]] and {{Yak|uza}}i, whom it's possible for the player to turn friendly (although not completely in the Pirates' case because, well, they're pirates).

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* ''[[VideoGame/{{X}} X-Universe]]'': Played straight with the The [[RobotWar Xenon]] and [[BeePeople Kha'ak]]. The Xenon are artificially intelligent terraforming drones that [[AIIsACrapshoot went haywire centuries ago due to a badly coded software patch]] and now seek to "terraform" biological life out of existence, while the Kha'ak are [[StarfishAliens so thoroughly alien]] that the Community of Planets races are simply unable to communicate with them. Subverted with the [[SpacePirates Pirates]] and {{Yak|uza}}i, whom it's possible for the player to turn friendly (although not completely in the Pirates' case because, well, they're pirates).



* In ''VideoGame/{{Freelancer}}'', any faction in the game, even the ultra-xenophobic Xeno terrorists, can be made to like you if you pay them a big enough bribe, with one exception: The Nomads. [[spoiler:Justified in that they're the only non-human faction - they're aliens who were artificially created to act as caretakers of Sirius, and their duties include wiping out the human invaders.]]

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* In ''VideoGame/{{Freelancer}}'', any faction in the game, even the ultra-xenophobic Xeno terrorists, can be made to like you if you pay them a big enough bribe, with one exception: The Nomads. [[spoiler:Justified in that they're [[spoiler:They're the only non-human faction - they're aliens who were artificially created to act as caretakers of Sirius, and their duties include wiping out the human invaders.]]



* ''Franchise/TheElderScrolls'':
** Bandits are always hostile to everyone. (Not counting if you use CharmPerson or AnimateDead on them.)
** The Sixth House and the Camonna Tong in ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]''. The latter is disputable, since you can (kinda) work for them during the Fighters Guild questline, but the former is indisputable and it's glaringly obvious that despite Dagoth Ur's constant invitations to join his cause, there's no real way to do it.
** In Skyrim, bears, wolves, and sabretooth tigers will always attack you,[[TooDumbToLive even if you just made comically short work of the Ancient Dragon that just ambushed you.]]
* The Talon Company in ''VideoGame/{{Fallout 3}}'', a group of evil mercenaries that attack on sight, and send hit squads after good karma characters. They're even hostile to an evil karma character. Ditto for Raiders, the Enclave, and most Super Mutants.
* Some gangs such as the Jackals, Scorpions, Fiends, Vipers and other wasteland raider groups in ''VideoGame/FalloutNewVegas'' are not affected by reputation and will attack you on sight no matter what. Other "criminal" groups, such as the Powder Gangers and Great Khans, are not permanently hostile factions (siding with them is often unsavory, but it is possible).
** Death Claws, if they detect you, will chase you to the ends of the earth and they will ruin your day. They also have insanely high Perception, so if you can see them, it's a fair bet they can see you. You can get perks that will keep some of the more mild aggressive wildlife from trying to chew off your face, higher perks will even have them fight besides you if they're nearby, but Death Claws will always resort to killing anything they can get their claws on.
* Can be either played straight or averted in ''VideoGame/NeverwinterNights 1'' and ''[[VideoGame/NeverwinterNights2 2]]'', due to the advanced faction building system available to module builders. A faction can be made hostile, indifferent or friendly toward any and all other factions, including the "player" faction, independently as required.



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!! Non videogame examples:

[[folder:Tabletop Games]]
* ''TabletopGame/{{Warhammer 40000}}'':
** The tyranids are ravenous insect-like aliens whose only purpose is to break everything into biomass and devouring it. As such, nobody really wants them around, so much so that in the new edition's ally rules, which measure each faction's willingness to cooperate with each other, the Tyranids have absolutely no allies.
** Pre-5th edition {{retcon}}, the necrons (undead robots) existed only to scour the galaxy of every single living thing down to the last bacterium. Nowadays they can be negotiated with.
* In ''TabletopGame/{{GURPS}} [[Literature/TheWarAgainstTheChtorr War Against The Chtorr]]'', as in the novels it's based on, there is no way to communicate or negotiate with the alien ecosystem and giant man-eating worms invading and un-terraforming Earth. It's eather kill, or be eaten.
* The Ssu and Hluss in ''Tekumel'' games are an example, though they're closer than the Sabbat: there is no way to communicate with them, ever, and it is impossible for them to coexist peacefully on the planet with the species who invaded and terraformed it into something hostile to their kind.
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* In ''VideoGame/FinalFantasyXI'' certain families of mobs will attack upon detecting you, providing your level isn't so much higher than their level that it would be obvious suicide. Certain families' members are ALL high level enough that you'll never be able to be high enough level yourself to avoid aggro. Sneak and Invisible status effects keep mobs from detecting you by sound or sight, respectively. [[BodyHorror Soulflayers] are to a man/squid, high enough level that they'll always aggro, detect by sound, and are "True Sound," meaning [[TheComputerIsACheatingBastard ''they'll detect you regardless of Sneak status.'']] Most other mobs that fall into this category are Notorious Monsters, like the three wyrms.
* In ''VideoGame/FinalFantasyXIV'' ''everything'' you encounter in dungeons or raids will attack you,[[TooDumbToLive regardless of how insanely well geared you are or how many of its friends you easily slaughtered five minutes prior.]] Most of what you encounter in those scenarios are mobs that would be aggressive outside, and at a high enough level that they would aggro if you encountered them out there anyway.


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** In Skyrim, bears, wolves, and sabretooth tigers will always attack you,[[TooDumbToLive even if you just made comically short work of the Ancient Dragon that just ambushed you.]]


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** Death Claws, if they detect you, will chase you to the ends of the earth and they will ruin your day. They also have insanely high Perception, so if you can see them, it's a fair bet they can see you. You can get perks that will keep some of the more mild aggressive wildlife from trying to chew off your face, higher perks will even have them fight besides you if they're nearby, but Death Claws will always resort to killing anything they can get their claws on.

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** In ''GrandTheftAutoII'', there are seven gangs you can gain respect from, and losing respect from one of them will cause that gang to become hostile. However, there's an extra gang in the third level that only appears on the small Mad Island, and it's always at negative respect, so they will always attack you on sight.

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** In ''GrandTheftAutoII'', there are seven gangs you can gain respect from, and losing respect from one of them will cause that gang to become hostile. However, there's an extra gang in the third level that only appears on the small Mad Island, and it's always at negative respect, so they will always attack you on sight. Also, the final mission for each level makes the heavily-armed gang leaders come after you personally, no matter if you had their respect at the time or not. Oh, and defeating them makes the entire [=NPC=] population of the map [[OhCrap attack you]] ''and'' each other.
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* The Talon Company in ''VideoGame/{{Fallout 3}}'', a group of evil mercenaries that attack on sight, and send hit squads after good karma characters. They're even hostile to an evil karma character.

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* The Talon Company in ''VideoGame/{{Fallout 3}}'', a group of evil mercenaries that attack on sight, and send hit squads after good karma characters. They're even hostile to an evil karma character. Ditto for Raiders, the Enclave, and most Super Mutants.
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* Rebels and Symbiots in ''Emperor of the TabletopGame/FadingSuns'', though the other non-playable factions (the Church, the Guilds, the Vau...) can be negotiated with.


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* In ''VideoGame/DuneII'' and ''Dune 2000'' {{Sand Worm}}s just pop up to eat units out on open sand every so often. But in ''VideoGame/EmperorBattleForDune'' Fremen units can summon and temporarily control them.
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** The Sixth House and the Camonna Tong in ''{{Morrowind}}''. The latter is disputable, since you can (kinda) work for them during the Fighters Guild questline, but the former is indisputable and it's glaringly obvious that despite Dagoth Ur's constant invitations to join his cause, there's no real way to do it.

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** The Sixth House and the Camonna Tong in ''{{Morrowind}}''.''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]''. The latter is disputable, since you can (kinda) work for them during the Fighters Guild questline, but the former is indisputable and it's glaringly obvious that despite Dagoth Ur's constant invitations to join his cause, there's no real way to do it.






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* Appears in the ''VideoGame/{{STALKER}}'' series to varying extents:
** In STALKER: Shadow of Chernobyl, you can more-or-less ally with both [[OrderVsChaos Duty and Freedom]] by doing missions for them (simultaneously, even, so long as you try to avoid doing the missions that involve killing groups of the other faction) and can also be on good terms with the [[BadassBookworm Ecologists]] and [[BadassNormal Loners]]. [[BrainwashedAndCrazy Monolith,]] [[PunchClockVillain the Military,]] and [[ChaoticEvil the Bandits]] are always hostile.
** In STALKER: Clear Sky, you can ally with or even join [[KnightTemplar Duty]], [[ChaoticNeutral Freedom,]] [[BadassNormal the Loners,]] or even [[ChaoticEvil the Bandits.]] Ecologists are at worst neutral, and the military and Monolith are still hard-locked to hostile. You are always on good terms with [[NeutralGood Clear Sky,]] however.

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* Appears in the ''VideoGame/{{STALKER}}'' ''VdeoGame/{{STALKER}}'' series to varying extents:
** In STALKER: Shadow of Chernobyl, you can more-or-less ally with both [[OrderVsChaos Duty and Freedom]] by doing missions for them (simultaneously, even, so long as you try to avoid doing the missions that involve killing groups of the other faction) and can also be on good terms with the [[BadassBookworm Ecologists]] and [[BadassNormal Loners]].Loners]], although the in-game effects on the latter two are minimal. [[BrainwashedAndCrazy Monolith,]] [[PunchClockVillain the Military,]] and [[ChaoticEvil the Bandits]] are always hostile.
** In STALKER: Clear Sky, you can ally with or even join [[KnightTemplar Duty]], [[ChaoticNeutral Freedom,]] [[BadassNormal the Loners,]] or even [[ChaoticEvil the Bandits.]] Bandits]], provided you don't kill any of them before talking to their leader (no easy feat, considering their usual course of action is to mug you). Ecologists are at worst neutral, and the military and Monolith are still hard-locked to hostile. You are always on good terms with [[NeutralGood Clear Sky,]] however.
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** In STALKER: Clear Sky, you can ally with or even join [[KnightTemplar Duty]], [[ChaoticNeutral Freedom,]] [[BadassNormal the Loners,]] or even [[ChaoticEvil the Bandits.]] Ecologists are at worst neutral, and the military and Monolith are still hard-locked to hostile. You are always on good terms with [[SecretSociety Clear Sky,]] however.

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** In STALKER: Clear Sky, you can ally with or even join [[KnightTemplar Duty]], [[ChaoticNeutral Freedom,]] [[BadassNormal the Loners,]] or even [[ChaoticEvil the Bandits.]] Ecologists are at worst neutral, and the military and Monolith are still hard-locked to hostile. You are always on good terms with [[SecretSociety [[NeutralGood Clear Sky,]] however.
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* Appears in the ''VideoGame/{{STALKER}}'' series to varying extents:
** In STALKER: Shadow of Chernobyl, you can more-or-less ally with both [[OrderVsChaos Duty and Freedom]] by doing missions for them (simultaneously, even, so long as you try to avoid doing the missions that involve killing groups of the other faction) and can also be on good terms with the [[BadassBookworm Ecologists]] and [[BadassNormal Loners]]. [[BrainwashedAndCrazy Monolith,]] [[PunchClockVillain the Military,]] and [[ChaoticEvil the Bandits]] are always hostile.
** In STALKER: Clear Sky, you can ally with or even join [[KnightTemplar Duty]], [[ChaoticNeutral Freedom,]] [[BadassNormal the Loners,]] or even [[ChaoticEvil the Bandits.]] Ecologists are at worst neutral, and the military and Monolith are still hard-locked to hostile. You are always on good terms with [[SecretSociety Clear Sky,]] however.
** In STALKER: Call of Pripyat, you are always on good terms with [[spoiler: the military]], but you can also be on good terms with the Bandits or Loners and Duty or Freedom. Again, Monolith is always hostile.

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** ''Master of Orion III'' has both the [[AbusivePrecursors Antarans]] occupying the Orion system, and the [[EldritchAbomination Harvesters]]. Neither can be effectively negotiated with. The Harvesters (who use other alien species as food) will declare war on any neighbor (even other Harvester factions) fairly quickly, will refuse any offer for peace, and never make alliances. The Antarans generally stay in the Orion system and never expand or settle outside of it, but occasionally will send a huge fleet to attack a planet or system outside the Orion system, for no stated or apparent reason, then withdraw the fleet back (unless the attackee or other power destroys it). They will not engage in or respond to any diplomacy.

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** ''Master of Orion III'' has both the [[AbusivePrecursors Antarans]] occupying the Orion system, and the [[EldritchAbomination [[PuppeteerParasite Harvesters]]. Neither can be effectively negotiated with. The Harvesters (who use other alien species as food) will declare war on any neighbor (even other Harvester factions) fairly quickly, will refuse any offer for peace, and never make alliances. The Antarans generally stay in the Orion system and never expand or settle outside of it, but occasionally will send a huge fleet to attack a planet or system outside the Orion system, for no stated or apparent reason, then withdraw the fleet back (unless the attackee or other power destroys it). They will not engage in or respond to any diplomacy.
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* The Yellow Turbans in ''VideoGame/DynastyWarriors''. They're very rarely a playable faction in the Story Mode (and then, only Zhang Jiao is a playable officer) since they're pretty much there to be the tutorial enemy; however, it is possible in some games to play on their side in Free Mode.

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* The Yellow Turbans in ''VideoGame/DynastyWarriors''. They're very rarely a playable faction in the Story Mode (and then, only Zhang Jiao is a playable officer) since they're pretty much there to be the [[StarterVillain tutorial enemy; enemy]]; however, it is possible in some games to play on their side in Free Mode.
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By definition this is not an example


* The Grox in ''VideoGame/{{Spore}}'' act like this to everyone. It is possible to ally with them, though. Doing so would cause the other races to hate you.
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** Bandits are always hostile to everyone.

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** Bandits are always hostile to everyone. (Not counting if you use CharmPerson or AnimateDead on them.)
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* The Talon Company in ''VideoGame/{{Fallout 3}}'', a group of evil mercenaries that attack on sight. They're even hostile to an evil low karma character.

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* The Talon Company in ''VideoGame/{{Fallout 3}}'', a group of evil mercenaries that attack on sight. sight, and send hit squads after good karma characters. They're even hostile to an evil low karma character.
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** In ''Videogame/XRebirth'', the Reivers are always hostile due to their insanity.
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The term is best reserved for games in which is is not the norm. For instance, in a FirstPersonShooter in which the bulk of the game consists of [[{{VideoGame/Doom}} killing demonic enemies]], the demons are best not thought of as having Hard-Coded Hostility; rather, the term is best applied in circumstances which otherwise feature a diverse set of factions which can be opposed or cooperated with depending on the player's actions.

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The term is best reserved for games in which is it is not the norm. For instance, in a FirstPersonShooter in which the bulk of the game consists of [[{{VideoGame/Doom}} killing demonic enemies]], the demons are best not thought of as having Hard-Coded Hostility; rather, the term is best applied in circumstances which otherwise feature a diverse set of factions which can be opposed or cooperated with depending on the player's actions.
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* In Gemfire, you can form an alliance (technically a non-aggression pact, despite the name) with any faction... except Lankshire, who nearly all the other forces are rebelling again. Oddly enough, if you used a cheat code to play as Lankshire, you can send alliance offers to other forces -- and they may even be accepted!
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Sometimes, in a StrategyGame, RolePlayingGame, or other circumstances, complex deals are possible: you can negotiate treaties, break them, form secret pacts against common enemies, join factions, recruit unaffiliated people into your personal faction or party, etc.

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Sometimes, in a StrategyGame, RolePlayingGame, or other circumstances, complex deals are possible: you can negotiate treaties, break them, form secret pacts against common enemies, join factions, recruit unaffiliated people into your personal faction or party, etc.









* In the ''VideoGame/EscapeVelocity'' series factions flagged as "xenophobic" will be hostile to anyone not of a faction marked as an ally. This is most often used for creating SpacePirates; so are [[spoiler:the aliens]] in the first game.

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* In the ''VideoGame/EscapeVelocity'' series factions flagged as "xenophobic" will be hostile to anyone not of a faction marked as an ally. This is most often used for creating SpacePirates; so are [[spoiler:the aliens]] in the first game. There's also an "always attacks player" flag which is supposed to be used only for mission-specific ships.
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It isn\'t possible to side with the Fiends, get real.


* Some gangs such as the Jackals, Fiends, Vipers and other wasteland raider groups in ''VideoGame/FalloutNewVegas'' are not affected by reputation and will attack you on sight no matter what. Other "criminal" groups, such as the Powder Gangers, Fiends and Great Khans, are not permanently hostile factions (siding with them is often unsavory, but it is possible).

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* Some gangs such as the Jackals, Scorpions, Fiends, Vipers and other wasteland raider groups in ''VideoGame/FalloutNewVegas'' are not affected by reputation and will attack you on sight no matter what. Other "criminal" groups, such as the Powder Gangers, Fiends Gangers and Great Khans, are not permanently hostile factions (siding with them is often unsavory, but it is possible).

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* In ''GrandTheftAutoII'', there are seven gangs you can gain respect from, and losing respect from one of them will cause that gang to become hostile. However, there's an extra gang in the third level that only appears on the small Mad Island, and it's always at negative respect, so they will always attack you on sight.

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* ''GrandTheftAuto''
**
In ''GrandTheftAutoII'', there are seven gangs you can gain respect from, and losing respect from one of them will cause that gang to become hostile. However, there's an extra gang in the third level that only appears on the small Mad Island, and it's always at negative respect, so they will always attack you on sight.
** ''GrandTheftAutoSanAndreas'' gives us a case of GameplayAndStorySegregation: Los Aztecas will always mob and eventually attack both you and other Grove Street members outside of missions if given a chance, no matter how close CJ's bond with their leader, Cesar Vialpando, is.
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Related to AbsoluteXenophobe. Compare AlwaysChaoticEvil and TheUsualAdversaries. This is about games which allow the player to build alliances with most factions except one in particular.

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Related to AbsoluteXenophobe. Compare AlwaysChaoticEvil and TheUsualAdversaries. This is about games which allow the player to build alliances with most factions except one in particular.
particular. See also NoCampaignForTheWicked.



* The Yellow Turbans in ''VideoGame/DynastyWarriors''. They're never a playable faction since they're pretty much there to be the tutorial enemy.

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* The Yellow Turbans in ''VideoGame/DynastyWarriors''. They're never very rarely a playable faction in the Story Mode (and then, only Zhang Jiao is a playable officer) since they're pretty much there to be the tutorial enemy.
enemy; however, it is possible in some games to play on their side in Free Mode.

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Sometimes, in a StrategyGame, RolePlayingGame, or other circumstances, complex deals are possible: you can negotiate treaties, break them, form secret pacts against common enemies, join factions, recruit unaffiliated people into your personal faction or party, etc.

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Sometimes, in a StrategyGame, RolePlayingGame, or other circumstances, complex deals are possible: you can negotiate treaties, break them, form secret pacts against common enemies, join factions, recruit unaffiliated people into your personal faction or party, etc.



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* Some gangs such as the Jackels, Fiends, Vipers and other wasteland raider groups in ''VideoGame/FalloutNewVegas'' are not affected by reputation and will attack you on sight no matter what. Other "criminal" groups, such as the Powder Gangers and Great Khans, are not permanently hostile factions (siding with them is often unsavory, but it is possible).

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* Some gangs such as the Jackels, Jackals, Fiends, Vipers and other wasteland raider groups in ''VideoGame/FalloutNewVegas'' are not affected by reputation and will attack you on sight no matter what. Other "criminal" groups, such as the Powder Gangers Gangers, Fiends and Great Khans, are not permanently hostile factions (siding with them is often unsavory, but it is possible).
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* The Grox in ''VideoGame/{{Spore}}'' act like this to everyone. It is possible to alley with them, though. Doing so would cause the other races to hate you.

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* The Grox in ''VideoGame/{{Spore}}'' act like this to everyone. It is possible to alley ally with them, though. Doing so would cause the other races to hate you.



** The Sixth House and the Camonna Tong in {{Morrowind}}. The latter is disputable, since you can (kinda) work for them during the Fighters Guild questline, but the former is indisputable and it's glaringly obvious that despite Dagoth Ur's constant invitations to join his cause, there's no real way to do it.

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** The Sixth House and the Camonna Tong in {{Morrowind}}.''{{Morrowind}}''. The latter is disputable, since you can (kinda) work for them during the Fighters Guild questline, but the former is indisputable and it's glaringly obvious that despite Dagoth Ur's constant invitations to join his cause, there's no real way to do it.

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* In the Privateer game of the ''VideoGame/WingCommander'' series, the Retros. While the pirates and Kilrathi start off being enemies of the player, only the Retros are truly irreconcilable regardless of the player's actions.

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* In the Privateer game of the ''VideoGame/WingCommander'' series, the Retros. While the pirates and Kilrathi start off being enemies of the player, only it's possible to get on better terms with them through the main storyline or talking enough of them down in random encounters. Only the Retros are truly irreconcilable regardless of the player's actions.
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Sometimes, in a StrategyGame, RolePlayingGame, or other circumstances, complex deals are possible: you can negotiate treaties, break them, form secret pacts against common enemies, join factions, recruit unaffiliated people into your personal faction or party, etc.

On the other hand, sometimes ViolenceIsTheOnlyOption. Such is the case for a faction with Hard-Coded Hostility. The distinguishing feature of this group is that it will never be at peace with you or anyone else. The only reaction when encountering its forces is to kill them or avoid them.

A deeply unsympathetic, even evil faction -- perhaps even one that starts off the game trying to kill the player -- is not necessarily an example of Hard-Coded Hostility. If TheHorde is ravaging the local area looting local cities, enslaving people, and tries to kill you on sight, but you can prove your worthiness to join them if you [[VideoGameCrueltyPotential kill a dozen villagers]] [[IfYoureSoEvilEatThisKitten and present their heads to their khan]], then the horde does not demonstrate this trope. By definition, someone with Hard-Coded Hostility cannot be joined or negotiated with within the parameters of the game.

The term is best reserved for games in which is is not the norm. For instance, in a FirstPersonShooter in which the bulk of the game consists of [[{{VideoGame/Doom}} killing demonic enemies]], the demons are best not thought of as having Hard-Coded Hostility; rather, the term is best applied in circumstances which otherwise feature a diverse set of factions which can be opposed or cooperated with depending on the player's actions.

This is a game specific trope because, while AI-controlled game factions have no "choice" but to follow their programming (and in this case, the programming makes them incapable of diplomacy), actual sentient beings are more flexible -- they ''can'' make a choice to negotiate or listen to diplomacy, and whether or not they do only 0.0005% of the time or even 0% of the time, there's still the choice and thus still a hope that they might -- because the one trying to negotiate doesn't know with 100% certainty whether or not the other side will listen.

Related to AbsoluteXenophobe. Compare AlwaysChaoticEvil and TheUsualAdversaries. This is about games which allow the player to build alliances with most factions except one in particular.

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!!Examples:

[[AC:FourX]]
* [[SpacePirates Pirates]] in ''VideoGame/GalacticCivilizations'' are heavily armed ships that attack ships, particularly freighters, of all civilizations. Sometimes they randomly appear, sometimes a fleet of them shows up after a breakout from a galactic prison, and when an evil or neutral civilization is defeated many of their remaining ships become pirates.
** [=GalCiv2=] also introduces the Dread Lords, AbusivePrecursors who get let out of their [[SealedEvilInACan can]] in the campaign or a random event in sandbox games, and then proceed to attempt to wipe out all other life in the galaxy. And unlike pirates they invade planets as well.
* Barbarians in the ''VideoGame/{{Civilization}}'' series: no civilization can have diplomatic relations with them, and they are hostile to every civilization.
* In ''VideoGame/SidMeiersAlphaCentauri'', Mindworms. You can train your own or capture individual units, but wild Mindworms will always spawn as hostile to absolutely everyone.
* Persistent, mobile, [[RandomEncounters Unknown menaces]] and pirates in ''VideoGame/SwordOfTheStars''. Menaces ranging from asteroids to Von Neuman probes to system killers show up randomly or semi-randomly to attack colonies.
* ''VideoGame/MasterOfOrion'' series:
** In ''Master of Orion II'', the Silicoid are a borderline case. They have the Repulsive flaw, which limits their diplomacy option to war, peace and surrender, and the Agressive and Expansionist traits. In practice, this meant they wouldn't ally with anyone, declare war frequently, and nothing but the most crushing military steamrolling of their fleets/worlds would get them to sue for peace or surrender. And since they had no diplomatic options like offering money, worlds, technology or tithes, (nor demanding them) once war is declared things tend to ''stay'' that way.
** ''Master of Orion III'' has both the [[AbusivePrecursors Antarans]] occupying the Orion system, and the [[EldritchAbomination Harvesters]]. Neither can be effectively negotiated with. The Harvesters (who use other alien species as food) will declare war on any neighbor (even other Harvester factions) fairly quickly, will refuse any offer for peace, and never make alliances. The Antarans generally stay in the Orion system and never expand or settle outside of it, but occasionally will send a huge fleet to attack a planet or system outside the Orion system, for no stated or apparent reason, then withdraw the fleet back (unless the attackee or other power destroys it). They will not engage in or respond to any diplomacy.
* In the PC game ''VideoGame/ImperiumGalactica II'', the Kra'hen faction (AbsoluteXenophobe BloodKnight aliens from another galaxy) are always hostile and won't receive diplomats or traders, and if you play as them, you can't use the diplomacy, trade, or espionage options.
* The [[HordeOfAlienLocusts Cravers]] in ''VideoGame/EndlessSpace'' have a trait that makes them unable to make peace with other factions. The best they can be is at cold war. Any custom faction can be given the same trait.

[[AC:HackAndSlash]]
* The Yellow Turbans in ''VideoGame/DynastyWarriors''. They're never a playable faction since they're pretty much there to be the tutorial enemy.

[[AC:MassivelyMultiplayerOnlineRolePlayingGame]]
* You can work for the human pirate faction in ''VideoGame/EVEOnline'' if you're willing to brave the lawless space they make their bases in. Good luck trying to negotiate with the Rogue Drones or Sleepers, however.
* The Scourge, and the faction responsible for them, the Burning Legion, in ''VideoGame/WorldOfWarcraft''.

[[AC:RealTimeStrategy]]
* In the ''VideoGame/EmpireEarth'' series, the diplomacy settings are locked in single-player missions so you can't try to ally with your enemies.
* By necessity, the creeps in ''VideoGame/{{Warcraft}} III'' (since they're there to provide experience and items, they're even called the Neutral hostile faction). However, in the campaign they're often set to being allied with your enemies (to prevent them from being killed).

[[AC:SimulationGame]]
* In ''VideoGame/DwarfFortress'', any civilization with the [BABYSNATCHER] tag is automatically and forever hostile to any civilization that lacks the tag. Only [[OurGoblinsAreDifferent goblins]] have it by default, but you can mod in as many hostile races as you like.
* In the Privateer game of the ''VideoGame/WingCommander'' series, the Retros. While the pirates and Kilrathi start off being enemies of the player, only the Retros are truly irreconcilable regardless of the player's actions.
* The Grox in ''VideoGame/{{Spore}}'' act like this to everyone. It is possible to alley with them, though. Doing so would cause the other races to hate you.
* ''[[VideoGame/{{X}} X-Universe]]'': Played straight with the [[RobotWar Xenon]] and [[BeePeople Kha'ak]]. The Xenon are artificially intelligent terraforming drones that [[AIIsACrapshoot went haywire centuries ago due to a badly coded software patch]] and now seek to "terraform" biological life out of existence, while the Kha'ak are [[StarfishAliens so thoroughly alien]] that the Community of Planets races are simply unable to communicate with them. Subverted with the [[SpacePirates Pirates]] and {{Yak|uza}}i, whom it's possible for the player to turn friendly (although not completely in the Pirates' case because, well, they're pirates).
* The Shivans from ''Descent: VideoGame/FreeSpace'' and its sequel.
* In ''VideoGame/{{Freelancer}}'', any faction in the game, even the ultra-xenophobic Xeno terrorists, can be made to like you if you pay them a big enough bribe, with one exception: The Nomads. [[spoiler:Justified in that they're the only non-human faction - they're aliens who were artificially created to act as caretakers of Sirius, and their duties include wiping out the human invaders.]]

[[AC:TurnBasedStrategy]]
* Rebels in the ''VideoGame/TotalWar'' series. The rebel faction, while perpetually at war with everyone, is also used in the early games not just to represent rebels and criminals, but also minor independent faction (such as, in Medieval II, the Florentine Republic, Valencia under El Cid, Kievan Rus, the Abbasid remnant state in Baghdad, etc). This leads to "real" factions, being eternally at war with rebels and incapable of negotiating with them, [[UnfortunateImplications conquering most such minor "rebel" factions early in the game without qualms]].

[[AC:WesternRPG]]
* ''Franchise/TheElderScrolls'':
** Bandits are always hostile to everyone.
** The Sixth House and the Camonna Tong in {{Morrowind}}. The latter is disputable, since you can (kinda) work for them during the Fighters Guild questline, but the former is indisputable and it's glaringly obvious that despite Dagoth Ur's constant invitations to join his cause, there's no real way to do it.
* The Talon Company in ''VideoGame/{{Fallout 3}}'', a group of evil mercenaries that attack on sight. They're even hostile to an evil low karma character.
* Some gangs such as the Jackels, Fiends, Vipers and other wasteland raider groups in ''VideoGame/FalloutNewVegas'' are not affected by reputation and will attack you on sight no matter what. Other "criminal" groups, such as the Powder Gangers and Great Khans, are not permanently hostile factions (siding with them is often unsavory, but it is possible).
* Can be either played straight or averted in ''VideoGame/NeverwinterNights 1'' and ''[[VideoGame/NeverwinterNights2 2]]'', due to the advanced faction building system available to module builders. A faction can be made hostile, indifferent or friendly toward any and all other factions, including the "player" faction, independently as required.
* ''Videogame/MountAndBlade'' has major factions which can be joined by the player and a faction of several kinds of bandits and deserters, who are always hostile to the player and the major factions.
* Of the four factions in ''VideoGame/VampireTheMasqueradeBloodlines'', the Camarilla, the Anarchs, the Kuei-Jin and the Sabbat, only the latter cannot be negotiated with, and one of the endgame missions requires the player character to eradicate them entirely.

[[AC:WideOpenSandbox]]
* In the ''VideoGame/EscapeVelocity'' series factions flagged as "xenophobic" will be hostile to anyone not of a faction marked as an ally. This is most often used for creating SpacePirates; so are [[spoiler:the aliens]] in the first game.
* ''VideoGame/{{Mercenaries}}: Playground of Destruction'': There are five factions in the game: the Allied Nations, South Korea, the Russian Mafia, China and North Korea. The attitude of the first four depends on how you treat them: North Korea is always hostile to you and all of the other factions.
* The pirates in ''VideoGame/UnchartedWaters'' and ''VideoGame/UnchartedWatersNewHorizons''. There are three other factions in the first game (Portugal, Spain, and Turkey) and six in the second (same plus England, Netherlands, and Italy) but you can ally with or even defect to them (''New Horizons'' only). Pirates, on the other hand, are always hostile.
* In ''GrandTheftAutoII'', there are seven gangs you can gain respect from, and losing respect from one of them will cause that gang to become hostile. However, there's an extra gang in the third level that only appears on the small Mad Island, and it's always at negative respect, so they will always attack you on sight.

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!! Non videogame examples:

[[AC:TabletopGames]]
* ''TabletopGame/{{Warhammer 40000}}'':
** The tyranids are ravenous insect-like aliens whose only purpose is to break everything into biomass and devouring it. As such, nobody really wants them around, so much so that in the new edition's ally rules, which measure each faction's willingness to cooperate with each other, the Tyranids have absolutely no allies.
** Pre-5th edition {{retcon}}, the necrons (undead robots) existed only to scour the galaxy of every single living thing down to the last bacterium. Nowadays they can be negotiated with.
* In ''TabletopGame/{{GURPS}} [[Literature/TheWarAgainstTheChtorr War Against The Chtorr]]'', as in the novels it's based on, there is no way to communicate or negotiate with the alien ecosystem and giant man-eating worms invading and un-terraforming Earth. It's eather kill, or be eaten.
* The Ssu and Hluss in ''Tekumel'' games are an example, though they're closer than the Sabbat: there is no way to communicate with them, ever, and it is impossible for them to coexist peacefully on the planet with the species who invaded and terraformed it into something hostile to their kind.
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