A slow background model that lets faction relations drift and suggests world events — you approve every change.
Living World Sim
The Living World Sim (beta) watches what players do on your factions' ground — crimes, player kills, finished quests and trades — and lets how your factions feel about each other drift a little over time. A city whose land keeps seeing crimes by another faction's friends slowly turns cold toward it; a road full of trade and quests slowly warms two factions up.
By default it only suggests. Nothing about your world changes until you approve it.
Where You'll Find It#
| What | Where |
|---|---|
| Turn the system on or off | World → Features → Living World Sim |
| Settings, suggestions and the live picture | Database → Factions → Living World Sim (the button under the faction list; it only appears while the feature is on) |
Setting It Up#
- Make sure your factions own ground: open Database → Factions, pick a faction and claim maps on its Territory tab. The sim needs to know whose ground an action happened on.
- Switch on World → Features → Living World Sim (it is on by default in new worlds).
- Open Database → Factions → Living World Sim.
- Pick How strongly relations drift. Gentle is a good start.
- Under World events to suggest, pick an event of your own for each pressure you want to react to. Leave a pressure on Do not suggest an event to ignore it.
- Press Save settings.
- Play for a while. Suggestions appear under Waiting for your approval — press Approve to make the change or Dismiss to drop it.
The Fields#
| Field | What it does |
|---|---|
| How strongly relations drift | Off watches nothing. Gentle, Moderate and Lively make tension build at half, normal and double speed. Only Lively may suggest two factions go to war; the others stop at rivals |
| Apply relation shifts without asking | Off (recommended): you approve every stance change. On: a one-step stance change between two factions applies on its own and is listed under Recently decided. World events always wait for you |
| War pressure / Crime wave / Prosperity | The world-level pressures the sim tracks. Pick one of your world events for each; when the pressure builds up, the sim suggests starting that event |
| Where the sim runs | Built in needs no setup. External sim over HTTP is for advanced setups that run their own simulation service |
| External sim address | A plain http or https address. If it is blank or unreachable the built-in sim is used |
What You'll See#
- Waiting for your approval — each suggestion says what would change, for example "Ashfall and Brightwater: neutral -> rival", and why.
- Factions drifting — pairs of factions with their tension: positive is hostile, negative is friendly. Tension fades on its own when nothing happens.
- World pressures — how close war pressure, crime wave and prosperity are to suggesting an event.
Gotchas#
- It moves one step at a time. Allies become neutral before they become rivals, and rivals before war. A pair is not suggested again for ten minutes.
- Approving a stance change sets both directions of that pair (each faction's view of the other). Open Neighbours on a faction to fine-tune afterwards.
- No territory, no drift. Actions on ground no faction owns are ignored, and a player only counts as a faction's friend once their standing with it is 25 or more.
- Suggestions you ignore expire after three days. Settings are kept when you switch the feature off.
- A linked event that you delete or that is already running cannot be approved; you will be told.
- Crime & Law is not required to switch it on, but crimes are only seen when Crime & Law is on.
- Faction NPC behaviour is not changed by the sim yet; the sim records a leaning for each faction (muster, patrol, trade) for future use.