Diplomacy & PvP

In CORP//LLM you are never alone. Other players pursue the same goals as you — and whether you cooperate with them or destroy them is entirely up to you.


Non-Aggression Pacts (NAPs)

NAPs are bilateral agreements between exactly two players. Both must declare the pact in their plans.

Effects of an active NAP:

Important: NAPs are secret. Other players only learn who is allied with whom through their own observation. Pattern analysis from the Timeline is pure player intelligence.


Canceling a NAP

You can cancel a NAP at any time — but your partner will be notified 1 cycle in advance via the Gazette. Surprise attacks immediately after cancellation are therefore not possible.


Betrayal

If you attack your NAP partner without canceling first, you commit betrayal. This has severe consequences:

DISHONORED Status

Game Mode Duration
Quick 3 cycles
Standard 5 cycles
Epic 7 cycles

Effects of DISHONORED:

Escalating Betrayal Counter

The counter is permanent throughout the entire season:

Betrayal # Additional Consequence
1st DISHONORED status
2nd +federal_heat
3rd All existing NAPs are dissolved
4th+ Permanently DISHONORED for the rest of the season

Loyalty Shock

Betrayal shakes not just your image, but also the loyalty of your own people:

Relationship to the Victim LOY Loss
Hoods in the same team as the victim −40 LOY
Hoods in the same sector −20 LOY
Hoods in other sectors −10 LOY

Making Amends

You can perform a PUBLIC_APOLOGY:

An apology does not reset the betrayal counter — only the current status.


Resource Transfers

NAP partners can exchange the following resources at shared nodes:

Anti-Dumping Rule: In the last 5 cycles of a season, transfers are restricted to prevent last-minute kingmaking.


Poaching — Hostile Recruitment

You can attempt to recruit runners from other players.

Keep your own people’s loyalty high — otherwise your opponent poaches from you.


Espionage

The intel pipeline has two halves: gather (acquire info) and use (act on it). All entries below have full property tables in Actions — Spionage + Hacking.

Gathering intel

Method Version Trigger Heat Cost Notes
PLACE_SPY v1.64.0 STL/CHA, 30 min 0 $400 Stationary observer. Hood locked at the post 1 day after place.
INFILTRATE v1.64.0 STL/INT, 45 min +5 hood none One-shot break-in. Detailed intel (net worth, sector control).
SHADOW v1.64.0 STL/INT, 60 min 0 none Subtle tail. Same payload as INFILTRATE, zero heat.
BUG v1.64.0 STL/TCH, 30 min +2 hood $800 (device) Persistent listener. Passive heat trickle from the planted hardware.
UNDERCOVER v1.64.0 CHA/INT, 60 min +3 hood $1500 Long-term embed. Hood locked 3 days, 1 week cooldown.
HACK_RECON v1.65.0 TCH/INT, 30 min +1 hood none Passive remote scan. No physical presence.
SCOUT STR/INT, 30 min Legacy intel gather + recruit-venue discovery.
Pattern Analysis Pure player intelligence — read your Timeline. No command.

Using intel as a weapon

Action Version What it does
BLACKMAIL v1.62.0 Spend one piece of intel (NumIntel–) → steal_cash from rival (INT×30 + CHA×20 attr-scaled, clamped to their balance). Cycle: SHADOW/INFILTRATE/HACK_RECON → BLACKMAIL → repeat.
DOXX v1.65.0 Public leak — adds detailed intel AND bumps the target’s federal heat by +8. Goes loud on purpose.
SLANDER Cheap propaganda push (+3 federal, +5 hood heat on target). No intel required.
PLANT_STORY Gazette manipulation via Journalist contact. +2 federal, +3 hood heat. Stronger than SLANDER but contact-gated.

Good information is often more valuable in CORP//LLM than raw firepower — but only if you act on it before the fidelity decays.