Glossary
Quick definitions for terms used across the wiki. Alphabetical.
| Term | Meaning |
|---|---|
| Action | A single atomic step a pawn can execute (walk, hand off drugs, fire a shot). Defined in JSON, backed by a behavior. See GOAP authoring. |
| Agent | The runtime object that plans and acts for one entity. |
| Ambient spawn | A Director spawn that is permanent and has no mission or despawn timer, used to refill population (traffickers, addicts). |
| Behavior | The code that runs while an action executes and decides when it returns Success. |
| Clean cash | Laundered money the player can spend freely. Opposite of dirty cash. See Economy. |
| Dirty cash | Proceeds of crime held by the player or fronted to crew. Must be laundered to become clean. |
| Director | The pacing engine that scores pressure and fires events. See Director. |
| Drama | Emergent character events (betrayal, defection, breakdown) driven by traits, not scripts. See Drama. |
| Entity | Any simulated thing with state: a crew member, cop, addict, building. |
| GOAP | Goal-Oriented Action Planning. The planner each pawn uses to choose and sequence actions. See GOAP. |
| Goal | A desired world state a pawn tries to reach. Has a priority. See GOAP. |
| Heat | Per-section crime pressure, 0 to 100. Drives police response. See Heat. |
| Historian | The worldgen system that writes each pawn's backstory and seeds traits. See Historian. |
| Legend | A reusable Historian backstory pattern that can plant feuds, debts, or secrets on a pawn. |
| Mission | A Director-created, tracked task given to a squad. Ends on completion or timeout. |
| Mod | A folder of JSON (and optional C#) that adds or changes content. See Modding. |
| Priority | The weight the planner uses to choose between eligible goals. Can be player-adjusted and multiplied by situation. |
| Section | A city block or neighborhood zone. Heat and risk are tracked per section. |
| Threat score | The Director's single pressure number. When it exceeds the threshold, an event fires. See Director. |
| Threshold event | A behavior change that fires when a trait crosses a cutoff (for example Loyalty below 20 unlocks betrayal goals). See Traits. |
| Trait | A named personality or history value on a pawn. There are 542 across 17 categories. See Traits. |
| Wallet | A crew member's personal money. The player never touches it. Distinct from fronted dirty cash. See Economy. |
| Weight calculator | A rule that turns a base priority into an effective priority using entity state. See GOAP. |