The Core Loop
Every system in the game feeds one loop: you act, the world reacts, you adapt. This page shows how the pieces connect so the rest of the wiki makes sense.
The loop, step by step
| Step | Stage | What happens | System |
|---|---|---|---|
| 1 | You act | You set goal priorities for the crew | - |
| 2 | Crew plan | Each pawn plans with GOAP, goals filtered by traits and priority | GOAP |
| 3 | Actions run | Pawns deal, launder, extort, fight on the map | GOAP |
| 4 | Traits shift | Actions move trait values (Greed up, Stress up) | Traits |
| 5 | Thresholds | Traits crossing cutoffs unlock new goals (DEFECT, RAT) | Traits |
| 6 | Heat rises | Crime raises heat per section, pulling police in | Heat |
| 7 | Director scores | Cash, activity, time, and jitter build a threat score | Director |
| 8 | Events fire | Patrols, raids, and rival hits spawn | Director |
| 9 | Consequences | Arrests, gang war, losses land | Combat |
| 10 | You adapt | Move work, bribe, lay low, buy intel, then back to step 1 | - |
Steps 4 and 5 feed back into step 2 (new goals change what pawns plan). Step 6 feeds step 7 (heat is part of the pressure the Director reads). The loop never stops turning.
Who owns what
| Layer | Owns | Tick cadence | Reference |
|---|---|---|---|
| GOAP planner | Per-pawn goal selection and action execution | Every tick, per agent | GOAP |
| Trait system | Personality values, threshold-triggered behavior changes | Updates on action/goal completion; thresholds checked periodically | Traits |
| Historian | One-time backstory and trait seeding at worldgen | Game start | Historian |
| Heat | Per-section crime pressure and decay | Raised on crime events, decays on a timer | Heat |
| Director | Global pressure scoring and event firing | Every tickInterval ticks | Director |
| Drama | Emergent betrayal, defection, contagion, breakdowns | Reactive to trait thresholds and events | Drama |
The key design rule
Traits affect outcomes and thresholds, not GOAP priorities directly.
This is what keeps the simulation from locking up. A trait never silently forces a pawn to want something; it either changes the result of an action or unlocks a new goal when it crosses a threshold. The player's priorities and the planner stay in charge of what gets attempted. See GOAP.
Reading the money side
The economic half of the loop runs in parallel: crew buy product, sell it, and the proceeds move through the clean/dirty/wallet money model. See Economy for the full cash flow and the laundering split.