Blog

June 22, 2026 — admin

Rival AI

High-level design for *rival-dynasty AI*: how an opposing house decides what to do as a whole.

Design — Rival AI (the Elder controller) High-level design for rival-dynasty AI: how an opposing house decides what to do as a whole. The headline is that there is no separate rival-AI subsystem — a…

June 22, 2026 — admin

Relationships & Standing

High-level design for the *social layer*: how characters and dynasties *feel about* each other and how *important* they are.

Design — Relationships & Standing High-level design for the social layer: how characters and dynasties feel about each other and how important they are. Answers the social half of §5 and the hooks…

June 22, 2026 — admin

Production & buildings

High-level design for the *production layer*: what a building *is*, the few archetypes there are, how goods are made along a specialized chain, how a building levels and is built, and the rules that keep the economy from seizing up.

Design — Production & buildings High-level design for the production layer: what a building is, the few archetypes there are, how goods are made along a specialized chain, how a building levels and…

June 22, 2026 — admin

Positions

The single authoritative model of a *position*: what every position is, the three classes* of position, and the cabinet's finalised office slate.

Design — Positions (the vessel layer, authoritative roster) The single authoritative model of a position: what every position is, the three classes of position, and the cabinet's finalised office…

June 22, 2026 — admin

Politics & the Council

High-level design for the town's political layer: the **council** of offices, the powers each seat pulls, how seats are won and lost, and how it all ties back to the family.

Design — Politics & the Council High-level design for the town's political layer: the council of offices, the powers each seat pulls, how seats are won and lost, and how it all ties back to the…

June 22, 2026 — admin

Memory & opinion

High-level design for the *memory substrate*: a shared ledger of remembered events that fades over time, and the *opinion* (like/dislike) and dynasty *attitudes* that are *derived* from it.

Design — Memory & opinion (the world-reaction substrate) High-level design for the memory substrate: a shared ledger of remembered events that fades over time, and the opinion (like/dislike) and…

June 22, 2026 — admin

Guilds

High-level design for *guilds* — the game's namesake and the *fourth dimension of power*, intertwined with the council.

Design — Guilds (the namesake pillar) High-level design for guilds — the game's namesake and the fourth dimension of power, intertwined with the council. A guild has two halves: a plentiful license…

June 22, 2026 — admin

Glossary

A shared lexicon for the design docs. When a term keeps causing confusion in design conversations, pin its precise meaning here so the docs (and we) stop talking past each other. One word, one meaning.

Design — Glossary A shared lexicon for the design docs. When a term keeps causing confusion in design conversations, pin its precise meaning here so the docs (and we) stop talking past each other.…

June 22, 2026 — admin

Economy

High-level design for the town's economic layer: how goods are priced, what drives demand, where gold comes from and goes, and how the outside world reaches in.

Design — The Economy High-level design for the town's economic layer: how goods are priced, what drives demand, where gold comes from and goes, and how the outside world reaches in. Answers to §3…

June 22, 2026 — admin

Dynasty, Positions & Succession

High-level design for the dynasty: its structure, its members, the *positions* that gate all action, succession, and how the family grows.

Design — Dynasty, Positions & Succession High-level design for the dynasty: its structure, its members, the positions that gate all action, succession, and how the family grows. Answers to §2…

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