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:
- Encounters between your runners are skipped
- Resource transfers between you become possible
- No accidental combat
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:
- +50% bribery costs at all institutions
- −30% recruitment success
- LOY threshold for poaching drops by −15 (your people become easier to recruit away)
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:
- Costs $15,000 Clean Cash
- Requires a journalist NPC
- Takes effect after 2 cycles
- Reduces DISHONORED by 2 cycles
An apology does not reset the betrayal counter — only the current status.
Resource Transfers
NAP partners can exchange the following resources at shared nodes:
- Dirty Cash
- Weapons
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.
- Based on your CHA value (Charisma)
- Targets runners with LOY < 50 (low loyalty)
- Defectors bring valuable intelligence:
- Safehouse locations
- Known shell companies
- Bribery networks
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.