Adaptive Event Bias System

This system is similar to my combat behavior system, but it applies more to the behavior of non-player characters and the environment on a larger scale. The world will react and adapt to events, creating a persistent sense of consequence for player actions.

If a good event takes place at a location:

  • People: People will congregate at that location.

  • Commerce: The area will see increased commerce, leading to more vendors and the construction of new houses.

  • Perpetrator Recognition: The person responsible for the good event will be recognized and cheered.

  • Public Memorials: People may build celebratory statues or places of prayer at the site of a miracle or act of heroism.

Notes:

  • If a player repeatedly spends a lot of money in a specific area, more vendors will flock there to try to sell their wares and thus attract more people. There would be a maximum tolerance.

Impact of positive events and city growth:

  • City limits expand, population rises, technology advances, prices shift, inhabitants follow their heroes.

  • Money and goods easier to come by. More people to help and gain from.

If a bad event takes place:

  • People: Surrounding people and vendors will leave the area and not return. (Maybe add a mechanic to bless the area and ‘clear the energy’ of the event.) People will abandon their homes and settle again elsewhere. These people will remember the event and news will spread of it.

  • Law Enforcement: Law enforcement will increase patrols in the area.

  • Criminal Elements: Gangs and squatters may claim abandoned houses.

  • Environmental Degradation: Nature will begin to reclaim the abandoned area, causing buildings to fall into disrepair.

  • Perpetrator Infamy: The person responsible for the negative event will be feared, and people will leave warnings for others to avoid the area. The perpetrator's infamy will spread to other areas through word of mouth.

  • Public Memorials: Flowers and candles may be left at the site of a tragedy.

Additional impact of negative events and population displacement:

  • Forests in a newly settled area will be hewn, rivers dammed and bridged, wild lands get roads and become tamed, and animals hunted.

  • Goods are harder to come by, supply lines disrupted and must become re-established.

  • This would be the quickest way to drive people to change the world, out of fear and necessity - forced to leave comfort.