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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 ​

StepStageWhat happensSystem
1You actYou set goal priorities for the crew-
2Crew planEach pawn plans with GOAP, goals filtered by traits and priorityGOAP
3Actions runPawns deal, launder, extort, fight on the mapGOAP
4Traits shiftActions move trait values (Greed up, Stress up)Traits
5ThresholdsTraits crossing cutoffs unlock new goals (DEFECT, RAT)Traits
6Heat risesCrime raises heat per section, pulling police inHeat
7Director scoresCash, activity, time, and jitter build a threat scoreDirector
8Events firePatrols, raids, and rival hits spawnDirector
9ConsequencesArrests, gang war, losses landCombat
10You adaptMove 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 ​

LayerOwnsTick cadenceReference
GOAP plannerPer-pawn goal selection and action executionEvery tick, per agentGOAP
Trait systemPersonality values, threshold-triggered behavior changesUpdates on action/goal completion; thresholds checked periodicallyTraits
HistorianOne-time backstory and trait seeding at worldgenGame startHistorian
HeatPer-section crime pressure and decayRaised on crime events, decays on a timerHeat
DirectorGlobal pressure scoring and event firingEvery tickInterval ticksDirector
DramaEmergent betrayal, defection, contagion, breakdownsReactive to trait thresholds and eventsDrama

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.

Community documentation for BBox: Kingpin.