I'm working on a person sim. like The SIms.
but its actually a hybrid game, combining fps/rpg and person sim gameplay.
the setting is a paleolithic world, the player controls one or more homo sapiens living about 200,000 to 10,000 years ago.
i've decided that slicing the world into good guys and bad guys is not realistic enough, and that anyone should be able to change from friendly to neutral to hostile and back.
this leads to the following questions:
when should a hostile become neutral?
when should a neutral become hostile?
when should a friendly become neutral?
and so on (i think i have the rest of the cases covered already).
right now you can improve relations by engaging in conversations on subjects of mutual interest, by gifting, trading, teaching, and other beneficial interactions. improved relations make NPCs more likely to trade with you, allow you to hire NPCs as warriors, allow you to get friendly NPCs as travelling companions, and allow you to recruit travelling companions into your band (your household).
all relations go to zero over time.
as for things that will nuke relations, i've come up with:
* lack of common interests and resulting bad conversations