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Social interactions

Interactions are per-person actions (handshake-style options in the UI). They depend on relationship category (family, romance, friends, coworkers, jail), your friendship, love, and hate with that person, and sometimes location or how many times you can use them per day.

Core categories (recap)​

CategoryTypical interactions
FamilySupport, gifts, working through conflict
RomanceDates, intimacy, commitment beats
FriendsHangouts, favors, introductions
CoworkersOffice-style socializing — can grow into real friendship
JailPrison-only set (needs the crime pack and an active sentence)

Effects usually change friendship, love, hate, and sometimes money, morale, or skills.

Prison interactions (crime pack)​

You must be in prison and the person must be in the jail relationship group unless the game says otherwise.

InteractionEffect summary
Greet+3 friendship, +2 prison reputation (limited once per day)
IntimidateIf prison reputation ≥ 60: +3 reputation, +10 hate and −5 friendship on the target. Otherwise you trigger a standard prison fight (often +2 days on your sentence on a typical outcome)
TradeNeeds ≥ 30 friendship; +3 friendship, +$5–20
Share meal+10 friendship, −5 energy
Gossip+5 friendship, +3 prison life skill
Ask protectionNeeds ≥ 50 friendship; −3 friendship, +5 prison life (up to 3 times per day)
FightEasier or tougher opponent depending on hate; win/lose follows prison fight rules
Defend friendNeeds ≥ 60 friendship; prison fight — on a win: +20 friendship, +5 reputation, +2 days, plus an achievement
StealSuccess chance scales with prison life and fighting (capped); success gives money; failure costs −20 friendship, +20 hate, often +2 days
ExtortNeeds prison reputation ≥ 120; chance based on your rep vs their hate; success gives money and hate; failure often +3 days
RecruitNeeds an active gang and ≥ 40 friendship; adds a member, +15 friendship, +3 reputation
Bribe guardCosts 5 gems; 50% chance to shave 5 sentence days or +30 friendship with that guard
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Failed prison interactions often reset your “clean record” streak for reports and the 7-day good-behavior check — the game tracks your last trouble day for that.

Building around interactions​

  • Greet and gossip early for safe reputation and friendship.
  • Intimidate only when your reputation is high enough to avoid the forced brawl (≥ 60).
  • Extort is late-game bullying — huge reputation requirement and a harsh failure state.

For bonds outside prison, see Relationships guide and Mechanics: relationships.