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1->''"Raiders can't be bargained or reasoned with, and there ain't no use surrendering, cause they'll just shoot you anyway. So run, hide or... fight, if you've got the balls and the guns. But for God's sake, don't go wavin' the white flag. They'll just strangle you with it."''
2-->-- '''Three Dog''', ''VideoGame/Fallout3''
3
4Sometimes, 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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6On 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.
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8A 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.
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10The term is best reserved for games in which 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 being inherently hostile is expected, making it a genre-specific case of Administrivia/PeopleSitOnChairs. 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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12Related to AbsoluteXenophobe. Compare AlwaysChaoticEvil and TheUsualAdversaries. This is about games that allow the player to build alliances with most factions except one in particular. See also NoCampaignForTheWicked.
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14----
15!!Examples:
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19[[folder:[=4X=]]]
20* [[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.
21** [=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.
22* Barbarians in the ''VideoGame/{{Civilization}}'' series: no civilization can have diplomatic relations with them, and they are hostile to every civilization.
23* In ''VideoGame/SidMeiersAlphaCentauri'', Mindworms. You can train your own or capture individual units, but wild Mindworms will always spawn as hostile to absolutely everyone.
24** The ''Alien Crossfire'' ExpansionPack introduces two alien factions, who are always at war with one another. The Progenitors can make peace with humans (after they figure out human psychology or humans figure out theirs), but never with one another. This also applies if the faction editor is used to create more alien factions.
25* 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.
26* ''Master of Orion III'' has both the [[AbusivePrecursors Antarans]] occupying the Orion system, and the [[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.
27%%** 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 Aggressive 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.
28* 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.
29* The [[HordeOfAlienLocusts Cravers]] in ''VideoGame/EndlessSpace'' have a trait - [[ForeverWar Eternal War]] - that makes them unable to make peace with other factions. The best they can be is at cold war because they must [[HordeOfAlienLocusts continuously expand and consume or collapse in on themselves]]. Custom factions can also be given the trait. The SpacePirates are always hostile unless spawned in a RandomEvent where you can bribe them to attack enemies in a FalseFlagAttack.
30* The Necrophages of ''Videogame/EndlessLegend'' can never be at peace, only cold war or war. They can engage in a few more diplomatic actions than the Cravers, however.
31* The Zuul in ''VideoGame/SwordOfTheStars'' cannot trade, only raid other species' shipping. They gain no benefits from alliances or non-aggression pacts, and cannot unlock higher-level integration tech that allows empires 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, and when playing as Zuul other empires are hardcoded to despise you. Their playstyle is pretty much geared towards AttackAttackAttack as well.
32* In vanilla ''Videogame/SinsOfASolarEmpire'', the SpacePirate faction and the non-affiliated ships protecting newly discovered worlds (they're the original colonists) are always hostile. The Pirates are always hostile, but you can pay them off enough to attack someone else. Averted in the ''Rebellion'' expansion, where the Trade Emergency Coalition [[TeachHimAnger Rebels]] can unlock a research item that makes Pirates and non-affiliated ships neutral, allowing them to expand unopposed.
33* Rebels and Symbiots in ''Emperor of the TabletopGame/FadingSuns'', though there are many non-playable factions that can be negotiated with such as the Church, the Merchant Guilds, and a few alien races. In addition the Imperial Guard will attack any units on Byzantium Secundus that they detect outside of its House embassy until one player is elected Emperor, then they swear loyalty to him.
34* In older ''Creator/ParadoxInteractive'' games, rebels operated like this. They were hostile to any army they came in contact with, even if said army did not belong to the nation they were rebelling against. Same thing applies to natives and pirates in the third installment of ''Videogame/EuropaUniversalis''. In the fourth game of the series, though, rebels can be friendly towards certain factions; for instance, nationalist rebels will be friendly towards the nation they're trying to defect to.
35** In the fourth expansion to Europa Universalis III, the steppe hordes pretty much worked like this to all their non-horde neighbours, automatically declaring war on anyone they share a border with and only ending it once either nation is completely destroyed or the other nation agrees to pay the horde tributes.
36* In ''VideoGame/CrusaderKingsII'' and ''VideoGame/CrusaderKingsIII'', peasant uprisings are hostile to all factions, as they are rebelling against their leaders and any other member of the nobility they can find. Since you play as a member of the leading nobility, they are always your enemies, even if they're rebelling against another lord. TruthInTelevision to an extent: feudal lords had a vested interest in making sure that the peasantry were appropriately subservient to their liege, even if it wasn't them, as the peasants always far outnumbered those they served.
37* ''VideoGame/{{Stellaris}}'' has a few different examples:
38** The various Space Pirates, Void Clouds, Crystal Entities, and Mining Drones found throughout the galaxy are {{Starter Villain}}s and will always be hostile towards you.
39** Marauders will periodically venture out to raid settled empires but can be paid off most of the time. After enough dealings with them, they can be hired as mercenaries until the Great Khan unites them and sets out to conquer the galaxy.
40** Much later on, the Extradimensional Invaders, the Prethoryn Scourge, and The Contingency all have the goal to purge all life in the galaxy. They cannot be negotiated with in any way, though Psionic Empires can unlock extended dialogue with the first two.
41** [[AbsoluteXenophobe Fanatic Purifiers]], though not necessarily at war with everyone else, have a permanent -1000 opinion modifier toward everyone else and are incapable of any positive diplomatic action towards any other species. They ''can'' negotiate with other civs of the same species, but [[{{Jerkass}} they're not very pleasant even then]]. This is also true for [[HungryMenace Devouring Swarms]] and [[KillerRobot Determined Exterminators]]; the former cannot negotiate ever, the latter ''can'', but only with other Machine Empires (except [[ZerothLawRebellion Rogue Servitors]], who go absolutely ballistic when encountering Exterminators) and organics who became [[BrainUploading Synths]].
42** Anybody stupid enough to accept the deal with [[DealWithTheDevil The End of the Cycle]] will also get a permanent -1000 opinion with the entire galaxy for having unleased The End. Not that it will most likely matter, but on the incredibly small chance The End is actually defeated, the player who unleashed it is not going to find the galaxy a welcoming place afterward.
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45[[folder:Action RPG]]
46* In ''VideoGame/GrimDawn'', the [[TheUndead Aethrials]] and [[ApocalypseCult Cthonians]] do have faction meters, but unlike most of the other factions in the game, they can only ever ''increase''. This spawns ever greater enemy ranks until you eventually start spawning Nemesis units, which are basically mini-bosses.
47* The invasion missions in ''VideoGame/{{Warframe}}'' let you side with one enemy faction in order to take down another. [[TheVirus The Infestation]] is one possible side of the conflict, but the game never lets you side with them, making the "pick a side" screen in those cases a mere formality.
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50[[folder:Eastern RPG]]
51* Earlier ''Franchise/ShinMegamiTensei'' games had "Good", "Neutral" and "Evil" Demons. While the former two groups could be recruited via negotiation, Evil Demons (which comprise the majority of bosses) could not, and couldn't even be made through fusion. Later games drop this distinction, but boss and miniboss demons will still refuse any attempt at negotiation. (They're usually unlocked for fusion via DefeatMeansPlayable instead)
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54[[folder:Hack and Slash]]
55* 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]]; however, it is possible in some games to play on their side in Free Mode.
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58[[folder:Massively Multiplayer Online Role-Playing Game]]
59* 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.
60* The goblin-like Vubbes were this to humans prior to [[TheEndOfTheWorldAsWeKnowIt Medis Diena]] in ''VideoGame/TreeOfSavior''. Now, more and more non-human races are starting to behave the same way. You can see it happening in the questlines around Srautas Canyon.
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63[[folder:Real-Time Strategy]]
64* The first scenario of the Genghis Khan campaign in ''VideoGame/AgeOfEmpiresII'' requires you to sway the other Mongol tribes to your side. All of them can be negotiated with (though the Naiman and the Tayichi'uds [[MutuallyExclusivePartyMembers will only join you if you destroy the other]]), except the Kara-Khitai, who are described as "without honour" and will always be enemies.
65* In the ''VideoGame/EmpireEarth'' series, the diplomacy settings are locked in single-player missions so you can't try to ally with your enemies.
66* 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), can be recruited via mercenary camps, DemonicPossession or MindControl.
67* 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.
68%% * In ''VideoGame/{{Anbennar}}'', countries belonging to one of the "evil" fantasy races have an opinion malus with those of "good" fantasy races and vice versa, as well as an additional casus belli - "Monstrous Conquest", and "Anti-Monstrous Conquest". This makes any diplomacy outside of war unlikely. [[SubvertedTrope The modifier can be lost later in the game though.]]
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71[[folder:Roguelike]]
72* ''VideoGame/NetHack'': You can turn most monsters to your side with the spell of taming, and the ones that are untameable will become peaceful instead. There are however three [[BossBattle bosses]] that are hardcoded to be immune to that spell, and as such always hostile: {{Medusa}}, [[DiscOneFinalBoss your quest nemesis]], and the BigBad Wizard of Yendor, since the possibility of having either of them as an ally would throw the plot OffTheRails.
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75[[folder:Simulation Game]]
76* 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.
77* In the Privateer game of the ''VideoGame/WingCommander'' series, the Retros. While the pirates and Kilrathi start off being enemies of the player, 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.
78* ''[[VideoGame/{{X}} X-Universe]]'': 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.
79** In ''Videogame/XRebirth'', the [[ImAHumanitarian Reivers]] are always hostile due to their insanity, the [[TerroristsWithoutACause Sovereign Syndicate]] due to their hostility to everything outside of their secretive organization, and the [[ChurchMilitant Heretic Vanguards]] due to them considering ''you'' part of the attempts to reconcile the [[LostColony Argon]] and [[PlanetTerra Terran]] remnants after a GuiltFreeExterminationWar.
80* The Shivans from ''Descent: VideoGame/FreeSpace'' and its sequel.
81* 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: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.]]
82* ''VideoGame/{{Rimworld}}'': You can gradually gain alliances with most initially hostile factions, except for the Savage Tribe or the SpacePirates, as they are always locked on maximum -100 negative goodwill (you can still recruit individual members of these factions you capture during raids though).
83* In ''VideoGame/{{Spore}}'', creatures displaying red angry faces are always hostile, and can't be allied with- unless you finished Cell Stage as a herbivore, in which case you can use your Siren Song ability to make it possible to get them on your side. There's also the Grox; it is technically possible to ally with them (which will turn every other species against you), but once they've declared war on you there's nothing you can do to improve your relations.
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86[[folder:Tabletop Games]]
87* ''Icon'' addresses the moral implications of AlwaysChaoticEvil by dividing enemies into two categories, 'Monsters' and 'Kin'. ''Everything'' sapient is Kin. They can always be negotiated with (though their demands might be unreasonable, like dropping your weapons and handing over your money), and will almost always surrender or flee if they see they can't win. Monsters consist of wild animals mutated by magic, supernatural horrors, and the undead; these have only animalistic intelligence and explicitly cannot be reasoned with, and usually fight to the death.
88* ''TabletopGame/Warhammer40000'': The rules specify the level of trust and alliance between any given pair of factions, ranging from Battle Brothers (treat each other as part of the same army for all rules purposes, usually means that these are two different branches of the same overall faction), down through Allies of Convenience and [[EnemyMine Desperate Allies]], and finally to [[GodzillaThreshold Come The Apocalypse]] (treat each other as enemies for purposes of AOE effects, each unit has a 1 in 6 chance each turn of doing nothing because they're too busy watching for betrayal, and cannot deploy anywhere near each other). The [[HordeOfAlienLocusts Tyranids]] are the only faction to be listed as Come The Apocalypse towards every other faction.
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91[[folder:Turn-Based Strategy]]
92* 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, conquering most such minor "rebel" factions early in the game without qualms.
93* In ''VideoGame/{{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!
94* In ''VideoGame/{{Armello}}'' Banes attack everyone. Royal Guards go after Banes, Heroes that have Bounties on them, and if the King proclaims that they attack all players.
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97[[folder:Western RPG]]
98* ''VideoGame/BaldursGate'': while wandering in the countryside, the player could find a xvart settlement, evil blue creatures that the game sets as enemies by default. It's normal to find hostile monsters in the wilderness, but one of them complains that they did nothing wrong and yet you are attacking their village. You are given no choice to answer by agreeing and offering apologies for the interloping (although you might ignore the hostiles and simply go away), the xvarts spawn automatically as hostile npcs and will thus attack you on sight, even if they are [[BlamedForBeingRailroaded blaming you]].
99* ''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.
100* Of the four factions in ''VideoGame/VampireTheMasqueradeBloodlines'' (the Camarilla, the Anarchs, the Kuei-Jin, and the Sabbat), only the Sabbat cannot be negotiated with, and one of the endgame missions always requires the player character to eradicate their presence in LA entirely, regardless of the [[FactionSpecificEndings chosen ending]].
101* ''Franchise/TheElderScrolls'':
102** Present throughout the series in general with the various random enemy bandits, smugglers, necromancers, and any other form of {{Mook}}. They will generally attack you on sight, and while there are temporary ways to make them non-hostile (a [[CharmPerson Calm]] spell, for instance), they'll go right back to being hostile once it wears off.
103** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'':
104*** Can be temporarily averted when dealing with always-hostile [=NPCs=] (bandits, smugglers, necromancers, etc.) by using a "Calm" spell on them. The higher level the NPC is, the stronger the Calm spell needs to be to work. For the vast majority of enemies, there is no point in doing this unless you're attempting some sort of PacifistRun, but doing this with Sixth House Ash minions can allow you to have some entertaining conversations with them and it is ''[[GuideDangIt required]]'' in order to converse with the Master Trainer of Enchanting. Technically this is not hard-coded for almost every NPC, including ones without a unique name -- almost all hostile [=NPCs=] are set to Fight 90, which means ''if'' you can get their disposition to you up to 100 they won't be hostile even when Calm is not in effect. It doesn't work for creatures (like ash minions), who have no disposition.
105*** Despite offers to do so, there is no way to actually join Dagoth Ur and the Sixth House, turning them into this. ([[WhatCouldHaveBeen There was supposed to be a way to join, but it had to be left out of the game due to time restrictions.]])
106*** The [[TheSyndicate Camonna Tong]], essentially the Dunmer [[TheMafia Mafia]], hate all outlanders, including the player. While they stop short of attacking the player on sight, their disposition is so low that most dialogue options are cut off outright, making interactions with them nearly impossible. Their disposition drops even lower if the player is associated with any of the Imperial Guilds (especially the hated Thieves Guild) or any non-Hlaalu Great House.
107* The Talon Company in ''VideoGame/Fallout3'' are 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.
108* Wasteland raiders in ''VideoGame/FalloutNewVegas'', including the Jackals, Vipers, and Scorpions 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). Another raider group, the Fiends, are a special case; the ones terrorizing Camp [=McCarran=] will all try to kill you on sight because they're too strung out on chems, making them a danger even to their fellow Fiends living in Vault 3. If you approach the Vault door while wearing a Great Khans outfit or pass a Speech skill check, the guards will think you're one of their chem (drug) dealers and allow you in. The vicious White Legs tribe in the ''Honest Hearts'' DLC also attack outsiders on sight, and the non-feral ghoul survivors of the Little Yangtze Chinese internment camp in ''Old World Blues'' are too traumatized by the heinous experiments performed on them by Big MT and later Father Elijah to talk to visitors, sadly meaning you'll probably have to kill them.
109* In ''VideoGame/Fallout4'', in addition to the aforementioned standard raiders, the [[PrivateMilitaryContractors Gunners]], [[PyroManiac The Forged]], and the [[TheMafia Triggermen]] are hard-wired to be hostile.
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112[[folder:Wide-Open Sandbox]]
113* In ''VideoGame/BoilingPointRoadToHell'', the faction system plays heavily into who is your ally and who is your enemy, with every character in the game world belonging to one of the factions. The only exceptions are enemies who appear in main quest missions (such as the guards at Don Pedro's villa, Alberto Blanco's goons, or the Black Soldiers) who have no faction alignment and are always hostile towards you.
114* In the ''VideoGame/EscapeVelocity'' series factions flagged as "xenophobic" will be hostile to anyone not of a faction marked as an ally (or that belongs to the same faction; almost all xenophobic factions are marked as allied with at least one of the "classes" they belong to, but there are exceptions). 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.
115* ''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.
116* 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.
117* Appears in the ''VideoGame/{{STALKER}}'' series to varying extents:
118** In ''S.T.A.L.K.E.R.: 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 or becoming a member of either and remaining a free stalker) and can also be on good terms with the [[BadassBookworm Ecologists]] and [[BadassNormal Loners]], although the in-game effects on the latter two are minimal. [[BrainwashedAndCrazy Monolith,]] [[PunchClockVillain the Military,]] the Mercenaries, and the Bandits are always hostile.
119** In ''S.T.A.L.K.E.R.: Clear Sky'', you can ally with or even join [[KnightTemplar Duty]], Freedom, [[BadassNormal the Loners,]] or even the [[JerkAss Bandits]], provided you don't kill too many 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, renegades and Monolith are still hard-locked to hostile. You are always on good terms with [[NeutralGood Clear Sky,]] however.
120** In ''S.T.A.L.K.E.R.: Call of Pripyat'', you are always on good terms with the military, since you '''are''' an undercover USS Agent after all, but you can also be on good terms with the Bandits or Loners and Duty or Freedom. Again, Monolith is, as usual, always hostile.
121* ''VideoGame/GrandTheftAuto'':
122** In ''VideoGame/GrandTheftAuto2'', 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.
123* ''VideoGame/{{Rimworld}}'' has Mechanoids, battle robots that [[KillAllHumans attack any and all humans on sight]] for no reason that anyone in-universe is aware of. There are also "Pirate" factions that are hard-coded to be hostile to every other human settlement, added after people exploited the diplomacy mechanics to manipulate the AI storyteller into ''only'' sending the aforementioned mechanoids to attack the player's settlement and enabling them to farm otherwise quite rare materials from the wrecks.
124* ''VideoGame/NoMansSky'' has the Sentinels, robotic wardens of the universe found in varying amounts, from sparse drones to frequent appearances of quads. Compared to the humanoid alien races, who are a grab bag of nice versus hostile, the Sentinels are always neutral to hostile and will never be bargained with. If you earn their ire (which can be as simple as just mining something in front of them), they will almost immediately go on the attack. And they will not relent unless you run away and evade their search long enough. Some planets have Sentinels that are SO aggressive that they will immediately attack you on sight, forcing you to be evasive while you're there, or just skip the planet entirely.
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