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Glossary ​

Quick definitions for terms used across the wiki. Alphabetical.

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

Community documentation for BBox: Kingpin.