Reputation is your nation’s honor axis. It is deliberately separate from your
level and score, which measure raw power. Score is how strong you are;
reputation is how you have behaved.
It runs from −1000 to +1000, starting at 0. It grants no stat bonuses at all — its entire
purpose is prestige and diplomatic gating.
Your tier is shown on the Nation screen’s Overview tab and in /etnation info.
| Tier | Range | Rogue? |
|---|---|---|
| Reviled | −1000 to −600 | Yes |
| Infamous | −599 to −250 | Yes |
| Distrusted | −249 to −50 | No |
| Neutral | −49 to +49 | No |
| Respected | +50 to +249 | No |
| Honored | +250 to +599 | No |
| Exalted | +600 to +1000 | No |
All thresholds are server-configurable defaults.
| Action | Change |
|---|---|
| Win a war | +60 |
| Win a war as the defender | +20 on top |
| Lose or surrender a war | −40 |
| Declare on a much weaker nation (bullying) | −30 to the attacker |
| Form an alliance | +15 to both |
| Break an alliance | −50 to the breaker only |
| Hold an alliance | +2 per ally, periodically |
| Defend against a calamity | +40, once per participating nation |
| Attend Walpurgis | +10 |
| Earn a nation achievement | +25 |
A nation that disbands mid-war grants no reputation to anyone — there is nothing left to carry
the shame. Surrendering, where your nation survives, takes the −40.
Every 20 minutes or so, two things happen in order:
This is the most important rule on the page, and it cuts both ways:
For scale: one war win is worth about six hours of decay.
Your tier caps how many alliances you may hold — from 5 at Exalted down to 0 while
rogue. See Alliances & war for the full table. Dropping a tier
never breaks existing alliances; it just stops you making new ones.
At −250 or below (Infamous and Reviled) your nation is rogue, flagged in red on the
standings and in the GUI. Three things change:
That third one is the real teeth of the system. A nation that behaves badly enough becomes a
target everyone is free to hit, repeatedly, with no diplomatic recourse and no allies to call.
Getting out is straightforward but slow: stop offending and let decay carry you back up, or earn
it back through calamity defense, Walpurgis attendance and nation achievements — none of which
require diplomacy you no longer have access to.