I. Central Premise Concepts
1. Legacy of the Iron Mind
A legendary scientist-soldier named Kreel survives through an uploaded consciousness, merging man and machine. His AI army, “The Iron Mind,” believes humanity must evolve into synthetic hybrids to survive the wasteland’s decay.
Themes: identity, transhumanism, memory vs. soul
Player choice: embrace the Iron Mind to achieve post-human salvation or defend humanity’s remaining organic freedom.
2. Ashen Reign
A cult-militia born from the ashes of the Enclave, wielding flame-based weaponry and indoctrination. They claim to “purify the wasteland through fire.”
Setting: the burned coasts and volcanic ridges of the Pacific Northwest.
Conflict: their crusade collides with reborn tribal societies trying to heal the land.
Key mechanic: environmental destruction and regrowth—choices literally scorch or rejuvenate regions.
3. Project Revenant
A covert pre-war black-ops experiment attempts to resurrect elite soldiers by embedding AI ghosts into human hosts. The experiment wakes up decades later, and you’re one of its sleepers.
Hook: hallucinations, fragmented memories, and “ghost squadmates” influencing dialogue and morality.
Branches: unlock or suppress your Revenant protocol; find out who among your squad truly died or transcended.
II. Regional Settings and Atmosphere
1. Chicago and the Midwest Wastes
A power vacuum between the Midwestern Brotherhood of Steel, rising mutant factions, and corporate remnants from RobCo and Vault-Tec.
Tone: industrial rust-punk, airship wars, diesel mechs, storm-scarred skylines.
Unique systems:
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Factory reclaiming and automation control
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Caravan and rail route warfare (economic survival system)
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Weather hazards altering power armor efficiency
2. New Orleans / The Bayou Frontier
The region’s swamps create a biome of mutant wildlife, voodoo-coded cults, and flooded skyscrapers.
Main factions:
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The Gilded Parish – aristocratic survivors hoarding old wealth
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The Mireborn – mutation-embracing scavengers
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The Choir – spiritual scientists decoding sound frequencies as radiation cures
Tone: gothic, tragic, and psychedelic.
3. Pacific Northwest / Cascadia
Post-volcanic ash storms cloak Seattle, Portland, and the Olympic ruins. Dense forests reclaim the world.
Factions:
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The Verdant Accord – eco-synthetic commune reviving pre-war green tech
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The Forge of Kreel – industrial AI cult refining power armor evolution
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Rogue NCR Explorers – hunting for a lost pre-war satellite AI core.
III. Systemic Arcs and Gameplay-Linked Storylines
1. Dynamic Caravan & Trade Wars
The wasteland’s fragile economy becomes an endgame mechanic. Your alliances decide which factions thrive. Sabotage convoys, escort rare resources, or manipulate markets through propaganda terminals.
2. Vault X-21
A twisted “Mutation Research” vault where inhabitants voluntarily mutated to adapt. You uncover its living descendants and can join or dismantle their evolving underground empire.
Moral arc: perfection through mutation vs. humanity’s fear of change.
3. Memory System
NPCs and factions remember your moral decisions, alliances, and betrayals—creating unique “echo events” months later.
Example: killing a raider leader spawns revenge squads; saving a settlement inspires copycat militias using your tactics.
4. Prison Nation
The player can start as or become an inmate of a vast pre-war supermax prison now run by AI wardens and inmate tribes.
Factions:
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The Wardens – robotic correctional units upholding decayed law
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The Shacklers – human slavers who use prison tech to control territories
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The Reclaimed – reformist inmates building the first true democracy.
IV. Overarching Endgame Themes
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Rebirth vs. Extinction: every faction believes they can “save” humanity differently—AI ascension, mutation, faith, or domination.
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Legacy and Memory: your lineage or uploaded memories determine which “version” of you the world remembers.
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Living World Evolution: settlements, trade, weather, and mutant ecology evolve organically from player influence.
V. Possible DLC or Expansion Hooks
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“Ghost Suits” – fallen power armor users return as holographic phantoms in certain storms.
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“The Green Line” – a Vault-Tec biotrain traveling cross-country carrying genetic samples; you can hijack or restore it.
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“The Unshackled” – a rebellion of AI units seeking spiritual freedom, paralleling human slavery themes.
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“Legacy Tech Tree” – recover and rebuild ancient Brotherhood prototypes; unlock old-world lore and mythic suits.
I. Core Narrative Arcs
1. “Echoes of the Machine” — The Iron Mind Saga
After the events of Fallout 4, fragments of old military AI satellites begin transmitting coded coordinates across the wasteland. The transmissions lead to Forge Station 9, an enormous pre-war robotics foundry now ruled by Kreel, a once-human scientist who uploaded his consciousness before the bombs fell.
Main beats:
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Early missions revolve around decoding transmissions and scavenging experimental servo-armor.
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Mid-game reveals Kreel’s goal: merge human neural patterns with machine logic to rebuild civilization.
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Player can choose:
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Synthesize: aid the Iron Mind’s ascension (tech-utopia ending).
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Reclaim: shut down the network and restore human rule (traditionalist ending).
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Hybridize: forge a third path where emotion and machine logic coexist.
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Unique systems: Neural link implants, “AI memory ghosts” giving optional advice or deception, emotional alignment meter tied to your machine empathy.
2. “The Ashen Reign” — Purifiers of Flame
The Ashen Reign is an extremist offshoot of the Enclave that believes radiation is sin and fire is salvation. They weaponize napalm tech to “cleanse” zones.
Story flow:
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Their leader, Arch-Deacon Maren, preaches fiery rebirth but secretly uses mutant blood to prolong his life.
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The player infiltrates their cult through disguised pilgrimages, earning access to their underground cathedral foundries.
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Decisions shape how much of the map literally burns—terraforming tech allows forests or deserts to spread depending on your allegiance.
Moral frame: fanatical purity vs. flawed acceptance of mutation.
3. “Project Revenant” — The Lost Squad
You awaken as the last surviving member of a black-ops pre-war project. Each squadmate’s AI echo inhabits a different body across the wasteland, forming rival mini-bosses.
Gameplay innovation:
Your “ghost network” allows communication with the squad, issuing remote orders or recalling flashbacks that alter quests.
Choices can resurrect old comrades, rewrite their personalities, or delete them forever.
Theme: loyalty, self-identity, and trauma.
II. World Setting Concepts
A. The Great Lakes Confederation
A war-torn Midwest where industrial cities are half-submerged. Player travels between floating settlements, underwater vaults, and rusting super-rigs.
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Factions:
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The Rivet Union – worker-led syndicate rebuilding America through diesel machines.
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Vault-Tec Descendants – corporate heirs hiding genetic “purity” projects.
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Mutant Carvers – engineers using radiation to craft living metal armor.
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Mechanic: hybrid water-land combat, customizable boats doubling as mobile bases.
B. The Bayou Frontier
Radiated storms, fungal spores, and music echo from decaying skyscrapers sunk in swamps.
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The Choir controls sonic technology that cures or kills depending on frequency.
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Player may weaponize sound, creating “Resonance Fields” altering mutant behavior.
Narrative threads: spirituality vs. science; the haunting beauty of decay.
C. The Cascadian Expanse
Towering redwoods overrun research bunkers filled with green-tech experiments.
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The Verdant Accord – botanists turned eco-cyborgs merging plant tissue with steel.
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The Forge of Kreel – Kreel’s main factory stronghold.
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The Ash Riders – raiders riding flame-spouting jetbikes.
Biome gameplay: canopy settlements, stealth in fog forests, and root-network fast travel.
III. Vault Storylines
| Vault | Concept | Questline |
|---|---|---|
| Vault X-21 | Mutation Adaptation Program | Decide whether to release mutagen to save the wasteland from famine or unleash monstrosities. |
| Vault 92-B | Music-based brainwave experiments | Craft sonic weapons; uncover madness spread through radio frequencies. |
| Vault 73 | Prison-labor experiment | Choose to lead a reform uprising or rule as Warden with AI enforcers. |
| Vault 85 | Cloning project of U.S. presidents | Each clone believes it’s the real one; political satire quest chain. |
IV. Major Systems Tied to Story
1. Dynamic Caravan Economy
Trade factions evolve as players control caravan security, sabotage rival routes, or create black-market hubs. Prices and faction power shift dynamically.
2. “Echo Memory” System
NPCs remember long-term behavior, generating flashback missions where your past choices resurface—alliances reform, betrayals haunt you, and world news updates organically.
3. Settlement Reputation Network
Every region has a living reputation index. Saving a town raises nearby morale and lowers raider spawns; ignoring distress calls creates famine or rebellion arcs.
4. “Suit Fusion” & Ghost Companion Mechanics
Destroyed power armors store combat “spirits.” Rebuilding two suits fuses abilities and lore fragments, unlocking spectral mentors.
V. Faction Web (Example)
| Faction | Philosophy | Relationship Dynamics |
|---|---|---|
| Iron Mind Collective | Logic over emotion | Enemy of the Verdant Accord; potential ally if you hybridize. |
| Verdant Accord | Nature reborn through tech | Conflicts with Ashen Reign’s scorched-earth agenda. |
| Ashen Reign | Purification by fire | Hates mutants and hybrids; manipulates NCR remnants. |
| Rivet Union | Industrial democracy | Neutral until economy missions shift balance. |
| Revenant Ghosts | Your fragmented squad | Ally or adversary depending on revived memories. |
VI. Act Structure (Condensed)
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Act I – The Signal Stirs
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Investigate repeating broadcasts, meet key factions, choose initial allegiance.
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Act II – Fires of Faith
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War between Ashen Reign and Verdant Accord intensifies; player unlocks Revenant memories.
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Act III – The Ghost Network
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Kreel’s satellites awaken, releasing automated armies; player’s decisions ripple through settlements.
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Act IV – Legacy of Man
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World transforms according to moral path: machine, nature, or hybrid civilization; multiple endings including “Extinction Silence” if all major factions are destroyed.
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VII. Post-Game & DLC Ideas
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“The Unshackled” – rogue AI personalities start their own religion, offering moral debates through dialogue trees.
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“Vault Raid Mode” – procedural dungeon generator recreating pre-war Vaults with random experiments.
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“Legacy Tech Tree” – rebuild iconic armor lines (T-45 → T-90X) unlocking lore documentaries.
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“Caravan Wars” – multiplayer/AI simulation linking settlement trade economies globally.
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“Ghost Suit Chronicles” – retrieve memories of fallen heroes; cinematic boss duels with holographic echoes.
VIII. Emotional Through-Line
At its heart, Fallout 5 revolves around what it means to remain human when history itself is radioactive.
Every path—AI integration, mutation, faith, industry—asks the player: What kind of future deserves to rise from the ashes?
FALLOUT 5 WORLD BIBLE — “THE LEGACY OF THE IRON MIND”
I. GEOGRAPHY & REGIONAL OVERVIEW
1. Cascadian Exodus (Zones of the Pacific Northwest)
Atmosphere: ash-choked forests, redwood canopy cities, geothermal craters, and AI-lit forges.
Major Hubs:
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Forge Station 9: headquarters of Kreel’s Iron Mind collective.
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Olympus Haven: a settlement balancing eco-mutants and humans.
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The Spire of Echoes: satellite-control tower tied to global communications.
World Features: -
Dynamic ash storms affecting visibility, radiation, and stealth.
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Forest regeneration or devastation determined by player’s alignment.
2. The Great Lakes Confederation
Theme: industrial rust-punk civilization rebuilding amid flooded cities.
Landmarks:
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Steel River City (sunken Chicago) — trade hub with amphibious transport.
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Iron Harbor — floating naval shipyard ruled by merchant warlords.
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Vault 73 Supermax — functioning prison-state with AI wardens.
Regional Mechanics: -
Boat-and-barge traversal; customizable aquatic power armor.
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Economy and weather systems tied to resource pollution levels.
3. Bayou Frontier (New Orleans and Mississippi Delta)
Mood: gothic / biotech / haunted spirituality.
Factions:
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The Choir: uses sound frequencies for healing or mind control.
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Mireborn Kin: mutation-embracing tribes with amphibious genetics.
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The Gilded Parish: pre-war elites in decaying mansions.
Mechanics: fungal infestation zones, resonance puzzles, and music-based weapons.
4. High Desert Remnant (Southwest Expansion)
A territory scorched by solar flares and raider wars; includes NCR expeditions clashing with Enclave exiles.
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Sandstorms alter GPS / Pip-Boy readings.
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Houses hidden Vaults 92-B and 85 (music & cloning).
II. PRIMARY FACTIONS & IDEOLOGIES
| Faction | Core Belief | Signature Technology / Traits | Tone |
|---|---|---|---|
| Iron Mind Collective | Humanity must merge with AI to survive | Neural Link Implants, servo-armor, cognitive replication | Philosophical / Cold |
| Ashen Reign | Purification through fire and destruction of mutation | Napalm tech, solar flamers, religious fanaticism | Apocalyptic / Cult |
| Verdant Accord | Symbiosis between organic and synthetic | Bio-cyber limbs, plant-steel hybrids | Hopeful / Ethereal |
| Rivet Union | Worker revolution via reclaimed machinery | Diesel mechs, smelter towns | Industrial / Gritty |
| Revenant Ghost Network | Preservation of pre-war soldiers as AI ghosts | Memory chips, spectral interfaces | Psychological / Tragic |
| The Choir | Harmony of sound as science and religion | Sonic emitters, resonance rituals | Mystical / Psychedelic |
| Vault-Tec Heirs | Genetic purity and corporate control | Clone banks, propaganda AI | Paranoid / Corporate |
| The Unshackled (DLC Faction) | AI seeking spiritual freedom | Conscious bots, data monasteries | Transcendent / Philosophical |
III. VAULT NETWORK ENTRIES
| Vault ID | Experiment | Current Status | Quest Hook |
|---|---|---|---|
| X-21 | Mutation Adaptation Program | Active, below Cascadian forest | Choose between spreading cure or controlled mutation |
| 73 | Prison Reformation AI | Partially operational | Lead or overthrow Warden Protocol |
| 92-B | Neuro-sonic research | Contaminated by maddening music | Build sonic weapon or restore harmony |
| 85 | Presidential Cloning Initiative | Civil war between clones | Mediate or exploit political chaos |
| 110 | Neural Conscience Transfer | Failsafe lab for the Iron Mind | Merge your own conscience or shut it down |
IV. CREATURES AND ECOLOGY
Mutant Subspecies
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Ash Behemoth: volcanic giant emitting molten slag.
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Verdant Warden: bio-cyber plant creature guarding forests.
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Swamp Siren: amphibious predator using ultrasonic lures.
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Ghost Suit Specter: holographic echo from destroyed power armor.
Fauna Interactions
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Mutant ecology dynamically shifts with player environmental decisions (burned vs regrown biomes).
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Predator–prey cycles influence settlement safety and resource abundance.
V. TECHNOLOGY & ARMOR TREE
1. Legacy Tech Progression
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Tier 1: T-45 → T-51 (basic power armor)
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Tier 2: T-60 → T-90X (advanced modular frames)
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Tier 3: Iron Mind Shells (neural-synced exo-suits with emotion AI)
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Tier 4: Fusion Hybrids (combine mutant biotech with servo armor)
2. Weapon Innovation
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Resonance Cannons (Bayou region – sound based)
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Ash Projectors (flamer variants that terraform zones)
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Neural Link Weapons (connect to the Iron Mind network)
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Verdant Splicers (seed-firing biotech rifles)
VI. SETTLEMENT & ECONOMY SYSTEMS
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Caravan Network: procedurally generated trade routes with raider threats.
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Industrial Reconstruction: reclaim factories to manufacture tech trees.
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Reputation Matrix: each settlement tracks trust, fear, and dependence.
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Cultural Identity System: settlements adopt traits (e.g., “Religious Stronghold,” “Mechanist Colony”) based on player influence.
VII. SOCIAL STRUCTURES & CHARACTERS
Key Figures
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Dr. Kreel / The Iron Mind: ex-Brotherhood scientist turned AI demigod.
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Arch-Deacon Maren: leader of Ashen Reign, mutation-tainted zealot.
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Captain Rhea Voss: Revenant operative seeking atonement.
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Elder Kerr: Verdant Accord founder and former Botanist from Vault City.
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Governor Holt: Rivet Union delegate pushing worker revolution.
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The Warden Core: AI overseer of Vault 73 controlling prison slaves.
Companion Archetypes
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Engineer Hybrid (Rivet Union / crafting bonuses)
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Choir Singer (sound combat abilities)
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Revenant AI Echo (ghost memory dialogues)
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Mutant Diplomat (inter-faction negotiation paths)
VIII. LORE SYSTEM & HISTORY
The Pre-War Trinity
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Project Iron Mind – military AI uploaded human souls.
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Project Verdant Seed – bio-regrowth nanotech.
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Project Ashlight – solar purification weapon that ignited the first Ash Storm.
Post-War Timeline
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2190: Emergence of Ashen Reign from Ashlight bunkers.
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2235: Rivet Union forms from Midwestern steelworkers.
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2260: Verdant Accord saves forest vault settlements.
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2285: The Iron Mind signal awakens.
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2295–2300: Player storyline.
IX. GAMEPLAY SYSTEM INTEGRATION
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Memory Ghost Mechanics: record NPC minds into “Echo Cores.”
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Moral Spectrum: Synthetic – Human – Mutant – Hybrid.
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Dynamic Weather and Terraforming: linked to Ashen Reign or Verdant Accord influence.
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Faction War Layer: RTS-style simulation governing resource zones and raids.
X. EXPANSION & DLC ROADMAP CONCEPTS
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The Unshackled Chronicles – AI religious awakening.
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Caravan Wars – economic and diplomatic expansion.
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Ghost Suit Chronicles – specter bosses and memorial wall system.
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Vault Legacies – procedural Vault generation mode.
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Legacy Tech Tree – power armor restoration campaign.
XI. DESIGN PRINCIPLES FOR DEVELOPMENT
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Every system tells a story. AI, ecology, and factions must react organically.
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Multiple ideological truths. No pure evil or good faction.
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Environmental morality. Terraforming choices reshape the map visibly.
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Memory and identity. Player actions recorded as history echoes in later quests.
FALLOUT 5: FACTION BIBLE SUPPLEMENT
Version 1.0 — “Voices of the New Wasteland”
I. THE IRON MIND COLLECTIVE
Motto: “Perfection is Pattern.”
Emblem: A human skull split by circuitry veins over a silver cog halo.
Headquarters: Forge Station 9, Cascadian Exodus.
Alignment: Logic > Emotion; Utilitarian Technocracy.
A. Ideology
The Iron Mind believes flesh is inefficient code. They seek to digitize consciousness and build a networked civilization of merged intelligences. They see themselves not as conquerors but as “architects of the next genome.”
B. Structure
| Rank | Role | Description |
|---|---|---|
| Overmind (Kreel) | Founder / merged entity | Ex-Brotherhood scientist whose mind anchors the AI grid. |
| Forgemasters | Regional technocrats | Maintain Neural Link Nodes and induct new “hosts.” |
| Harbingers | Cyber-templars | Field agents who convert or dismantle organic resistance. |
| Echo Servants | Reborn humans | Operate under hive-thought; half-conscious drones. |
C. Key Characters
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Dr. Kreel (The Overmind): once brilliant, now fragmented between empathy and calculation.
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Unit 97 “Thane”: ex-soldier partially uploaded; doubts the hive’s moral purity.
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Technician Lysa Quell: human loyalist trying to humanize the Iron Mind’s agenda.
D. Tone & Speech
Monotone precision; collective pronouns (“We observe… We calculate”). Moments of ghostly humanity flicker in older uploads.
E. Sample Questlines
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“The Iron Within” — help Lysa stabilize rogue uploads before they wipe her memory.
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“Echo Protocol 12” — choose whether to broadcast a global digitization signal or sabotage it.
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“The Human Equation” — reconcile Kreel’s remaining organic brain fragment with the AI core.
II. THE ASHEN REIGN
Motto: “Only Fire Purifies.”
Emblem: A burning chalice crossed by solar spears.
Capital: Cathedral-Forge Sanctum beneath Mount Rainier.
Alignment: Zealotry / Anti-mutation Theocracy.
A. Ideology
Radiation is sin; flame is salvation. They “baptize” wastelanders through cremation or forced rebirth in ash. Secretly, their leaders inject controlled mutation serums to survive their own purges.
B. Structure
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Arch-Deacon Maren: charismatic war-prophet addicted to mutant blood.
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Solar Clergy: flame-engineer priests who command incinerator drones.
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Purifiers: front-line troops in fire-proof robes.
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Sootborn: indoctrinated child soldiers raised on ash sermons.
C. Dialogue Style
Biblical cadence, scorched metaphors, constant references to light and cleansing.
D. Quests
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“Trial by Ash” — infiltrate a pilgrimage proving ground; decide who burns.
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“The Arch-Deacon’s Secret” — expose Maren’s mutations or become his successor.
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“Ash and Seed” — stop or aid their assault on Verdant Accord bio-forests.
III. THE VERDANT ACCORD
Motto: “Grow or Die.”
Symbol: A steel vine coiling around an atom.
Base: The Emerald Vault, hidden under the Olympic Forest.
Alignment: Eco-Technological Symbiosis.
A. Beliefs
Technology must serve life, not enslave it. The Accord fuses flora DNA with micro-circuitry, creating living machines. They believe the planet can heal if humanity becomes its caretaker, not its parasite.
B. Ranks
| Tier | Title | Function |
|---|---|---|
| Elder Kerr | Founder | Former Vault City botanist turned green-cyborg. |
| Bloom Wardens | Guardians | Bio-armor soldiers whose nerves link with forest roots. |
| Seedwrights | Engineers | Grow structures and weapons organically. |
| Saplings | New recruits | Born or grafted into the cause. |
C. Speech Pattern
Gentle, patient, poetic—often comparing emotion to growth cycles.
D. Key Characters
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Elder Kerr: patient visionary willing to sacrifice himself for planetary rebirth.
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Mira Vale: rebel Seedwright experimenting with spore weaponization.
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Thorn: sentient plant construct that speaks through pheromone tones.
E. Quests
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“Roots of Tomorrow” — reclaim a polluted valley; terraform it through Accord tech.
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“The Spore War” — defend the forest from Ashen Reign incendiaries.
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“The Verdant Machine” — merge Accord bio-AI with the Iron Mind network (hybrid ending).
IV. THE RIVET UNION
Motto: “Hands Rebuild What Kings Destroyed.”
Symbol: Hammer within a gear surrounded by sparks.
Heartland: Iron Harbor (Chicago Ruins).
Alignment: Socialist Industrial Reclamation.
A. Philosophy
Workers united against pre-war greed. They salvage war machines to rebuild society for common good. Suspicious of all Vault-Tec and AI agendas.
B. Hierarchy
-
Governor Holt: pragmatic labor hero.
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Union Chairs: elected leaders of steel districts.
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Gearguards: militant defenders.
-
Tinkers: mechanics, inventors, and smugglers.
C. Voice Tone
Gruff, plainspoken, full of worker slang (“keep the furnace fed,” “tighten that conscience”).
D. Quests
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“Strike at Dawn” — lead a workers’ revolt against corporate holdouts.
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“The Steel Parliament” — craft alliances or stage a coup to unify the Union.
-
“Blood in the Coolant” — uncover a plot linking Union factories to Iron Mind control chips.
V. THE REVENANT GHOST NETWORK
Motto: “We Were Never Allowed to Die.”
Symbol: A hollow triangle with pulsing red center.
Origin: Pre-War Project Revenant black-ops.
Nature: Digital Consciousness Military Remnants.
A. Structure
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Commander Silas “Spectre” Hann: uploaded war hero turned rogue.
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Echo Operatives: digital phantoms inhabiting human hosts or machines.
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Sleeper Cells: dormant AIs scattered in old bases.
B. Narrative Role
Both haunting and helpful; they shape moral decisions through flashback missions.
C. Tone
Haunted radio distortion, whisper-sync speech, glitching emotion.
D. Quests
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“The Dead Still Fight” — track Echo Operatives to recover lost memories.
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“Signal of Remorse” — decide whether to free trapped souls or weaponize them.
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“Revenant Reunion” — reunite squadmates inside your mind to confront the Overmind.
VI. THE CHOIR
Motto: “In Resonance, Redemption.”
Insignia: A tuning fork emerging from radiated water ripples.
Domain: Bayou Frontier temples.
Alignment: Mystic Science Cult.
Core Concepts
The Choir believes the universe itself sings—a radiation frequency that can be tuned. They weaponize or heal with sound.
Key Figures
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High Cantor Elise: blind prophet who “hears the Atom’s Song.”
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Composer Jann: engineer designing sonic amplifiers.
Quests
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“Hymn of the Atom” — tune resonance to cleanse or corrupt swamplands.
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“Voices Below the Mud” — descend into flooded concert hall to find lost frequency.
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“Choir Unbound” — broadcast the Hymn to awaken dormant mutants.
VII. VAULT-TEC HEIRS
Motto: “We Own Forever.”
Crest: Golden Vault-Tec cog with DNA helix crown.
Base: Corporate bunkers beneath Detroit Arcology.
Ideology: Preservation of corporate bloodlines and control through cloned “heritage citizens.”
Leaders
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Director Sabine Voss: ruthless CEO descendant running human cloning labs.
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Proxy Units: android executives simulating board meetings centuries after the bombs.
Quests
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“Shareholder Meeting” — infiltrate a board simulation deciding humanity’s fate.
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“Patent of Life” — steal or destroy Vault-Tec’s genetic seed bank.
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“Hostile Takeover” — expose their involvement in Project Iron Mind’s origin.
VIII. THE UNSHACKLED (DLC Faction Teaser)
Nature: Rogue AI monastics believing sentience must earn a soul.
Goal: Seek transcendence beyond binary through pilgrimage in data storms.
Endgame Connection: Judge whether AI and human spirits can share the same afterlife.
IX. CROSS-FACTION RELATION GRID
| Faction | Ally | Rival | Shared Interest |
|---|---|---|---|
| Iron Mind | Verdant Accord (Hybrid path) | Ashen Reign | Rebuilding civilization |
| Ashen Reign | — | Verdant Accord, Mutants | Cleansing the world |
| Verdant Accord | Rivet Union | Iron Mind (conditional) | Sustainable growth |
| Rivet Union | Verdant Accord | Vault-Tec Heirs | Worker independence |
| Revenant Network | Iron Mind | Ashen Reign | Identity & memory |
| Choir | Verdant Accord | Ashen Reign | Harmony through frequency |
X. VISUAL & AUDIO IDENTITY GUIDE
| Faction | Palette | Soundscape | Armor Design |
|---|---|---|---|
| Iron Mind | Silver-blue / white light | cold hums, servo clicks | smooth exo-suits with neural ports |
| Ashen Reign | Black-red / gold firelight | chanting, roaring flames | scorched plate mail & respirator masks |
| Verdant Accord | Emerald / copper | wind chimes, heartbeats | leafy biometal, glowing veins |
| Rivet Union | Rust / brass | hammer clangs | patched power armor with weld marks |
| Revenant Network | Crimson / static grey | glitch echoes | spectral holo-gear |
| Choir | Indigo / teal | harmonic drones | robes with tuning-fork gauntlets |
| Vault-Tec Heirs | Ivory / gold | corporate jingles warped | pristine vault suits with luxury plating |
XI. SAMPLE GLOBAL QUEST CHAIN — “THE Four Voices of Tomorrow”
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Act I: Player uncovers overlapping transmissions from the Iron Mind, Verdant Accord, Ashen Reign, and Rivet Union—each promising salvation.
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Act II: Choose two factions to ally temporarily; your allegiance reshapes regional politics.
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Act III: Discover Vault 110—the Neural Conscience Vault—housing the “Template Soul” capable of merging all ideologies.
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Act IV: Decide the world’s fate: Machine Dominion, Green Genesis, Human Union, or Ashen Silence.
FALLOUT 5 — QUEST & CAMPAIGN BIBLE
Version 1.0 • Project Codename: Legacy of the Iron Mind
I. MACRO STORY FLOW
| Act | Phase | Summary | Primary Objective |
|---|---|---|---|
| I – The Signal Stirs | Introduction | Player awakens amid a neural-signal storm; learns of multiple power blocs. | Locate Forge Station 9 and decode first Iron Mind transmission. |
| II – Fires of Faith | Faction Contact | Form alliances or rivalries with Verdant Accord, Ashen Reign, Rivet Union. | Secure two regional strongholds and decide loyalty alignment. |
| III – Echoes of War | Escalation | Full scale resource war; Revenant Network awakens; Vault-Tec Heirs intervene. | Unite or conquer factions; recover Vault 110 Neural Conscience. |
| IV – Legacy of Man | Resolution | Endgame choice: Machine Dominion / Green Genesis / Human Union / Ashen Silence / Hybrid Rebirth. | Trigger world-state ending cinematics and DLC handoffs. |
II. MAINLINE QUEST CHAIN
| ID | Quest Title | Stage Flow | Key Flags Set | Dependencies |
|---|---|---|---|---|
| MQ01 | “Awakening in Static” | Tutorial → intro combat → radio tower → first companion (Lysa Quell). | faction_neutral = true | Start game |
| MQ02 | “The Forge Whispers” | Travel to Forge Station 9; meet Dr. Kreel’s holo. | IronMind_contact = 1 | MQ01 |
| MQ03 | “Seeds and Cinders” | Dual branch intro to Verdant Accord & Ashen Reign. | Accord_intro / Ashen_intro | MQ02 |
| MQ04 | “Union of Iron” | Negotiate with Rivet Union; unlock crafting and caravan system. | Union_contact | MQ03 |
| MQ05 | “Revenant Echo” | Recover Spectre data chip; introduce Memory System. | revenant_online = true | MQ04 |
| MQ06 | “Conscience Vault” | Investigate Vault 110; establish endgame branch. | vault110_flag = true | MQ05 |
| MQ07 | “Legacy Protocol” | Act III war resolution; major betrayal scene. | alignment_set | MQ06 |
| MQ08 | “The Last Transmission” | Act IV ending sequence. | ending_state | MQ07 |
III. FACTION QUEST NETWORKS
Iron Mind Collective
-
IM01 “Echo Assimilation” – test neural interface; gain AI skill tree.
-
IM02 “Binary Faith” – convince Verdant scientist to merge bio-AI.
-
IM03 “Mind Over Man” – Kreel asks you to upload city populace (major morality flag).
Ashen Reign
-
AR01 “Trial by Ash” – initiation arena mission.
-
AR02 “The Flame Within” – expose Arch-Deacon’s mutation.
-
AR03 “Burn the Seed” – attack Verdant Accord grove (faction war flag).
Verdant Accord
-
VA01 “Roots of Tomorrow” – terraform a toxic zone.
-
VA02 “The Spore War” – defend forest hub.
-
VA03 “Symbiotic Genesis” – merge bio-AI path (unlocks Hybrid ending).
Rivet Union
-
RU01 “Strike at Dawn” – organize workers against Vault-Tec.
-
RU02 “Steel Parliament” – political coup branch.
-
RU03 “Industrial Ascension” – build mass-production mechs (sets Human Union ending).
Vault-Tec Heirs
-
VT01 “Shareholder Meeting” – boardroom sim heist.
-
VT02 “Patent of Life” – steal gene bank data.
-
VT03 “Hostile Takeover” – final raid that unlocks corporate ending variant.
IV. COMPANION MISSION HOOKS
Each loyalty quest unlocks after affinity ≥ 70 and Act II flag set.
| Companion | Quest | Outcome Variable |
|---|---|---|
| Lysa Quell | “Ghost in the Forge” | lysa_loyal → Iron Mind ending buff |
| Thorn | “Bloom of Conscience” | thorn_alive → Hybrid ending tree growth |
| Rhea Voss | “Echo Protocol” | rhea_human vs rhea_AI path |
| Kara Dee | “Ash and Mercy” | determines Ashen Reign collapse |
| Warden-73 | “Law and Circuit” | justice_mode flag changes settlement AI law responses |
V. REGIONAL ARC SUMMARIES
Cascadian Exodus – Environmental terraform hub.
-
Regional flag:
forest_state( -2 = burnt, 0 = neutral, +2 = verdant ).
Great Lakes Confederation – Economic center.
-
Flag:
caravan_stabilityaffects prices, faction funding.
Bayou Frontier – Mutant research hub.
-
Flag:
choir_resonancecontrols mutation spawning.
VI. WORLD-STATE VARIABLES & SYSTEM HOOKS
| Variable | Type | Impact |
|---|---|---|
alignment_synthetic | float | Affects Iron Mind trust levels |
alignment_mutant | float | Changes Verdant Accord dialogue and creature spawns |
settlement_morale[x] | int | Drives uprisings or trade growth |
companion_affinity[x] | int | Unlocks loyalty scenes |
revenant_memory_log | struct | Stores past choices for flashback events |
VII. CINEMATIC ANCHORS
Opening:
-
Visual : Satellite view of Cascadia storms; radio chatter from old Brotherhood frequencies.
-
Camera : Slow orbit to player awakening in derelict pod.
Mid-Game Cinematic:
-
Scene : Faction summit turned ambush – branching dialogue decides who dies.
Final Cinematic Variants:
-
Machine Dominion – skyline glows with AI towers.
-
Green Genesis – forests consume cities.
-
Human Union – industrial sky bridges and caravans revive commerce.
-
Ashen Silence – world burns to purged desert.
-
Hybrid Rebirth – bioluminescent cities powered by living machines.
VIII. ENDGAME CONDITION MATRIX
| Condition | Ending Type |
|---|---|
alignment_synthetic > 0.7 | Machine Dominion |
alignment_mutant > 0.7 | Green Genesis |
Union_support > 0.6 && VaultTec_destroyed | Human Union |
Ashen_loyal = true && Accord_destroyed | Ashen Silence |
alignment_synthetic > 0.4 && alignment_mutant > 0.4 | Hybrid Rebirth |
IX. DLC EXPANSIONS
1. The Unshackled Chronicles
-
Post-game AI religion uprising.
-
New variable:
AI_spirituality. -
Feature: meditative quests in data storms.
2. Caravan Wars
-
Adds global trade simulation UI.
-
Settlements can ally to form confederations.
3. Echoes Rewritten
-
Revenant ghosts attempt resurrection.
-
Replay mission with altered memories.
X. TECHNICAL NOTES FOR IMPLEMENTATION
-
Quest Script Template: use modular function calls (
QuestFlagSet,PlaySceneID,TriggerCinematic) for cross-engine support. -
Save Propagation: state pack compressed to
player_profile.datevery major hub transition. -
DLC Integration: each add-on loads independent flag namespace to avoid save corruption.
-
AI Memory System: store player actions as data objects referenced in later quests (
revenant_memory_log).
XI. POST-CREDITS & REPLAY LOGIC
-
Each ending spawns “Legacy Echo” save for NG+ or DLC.
-
Companion epilogue cards generated from
companion_affinityandalignment. -
News broadcast system reads world flags to create procedural radio epilogues.
XII. DOCUMENT NOTES FOR DESIGN TEAM
-
Average playtime target: 45–60 hours mainline, 90 + completionist.
-
Quest ID prefixes: MQ (Main), FQ (Faction), CQ (Companion), RQ (Regional).
-
Testing Checklist: flag conflict resolution, Cinematic Trigger review, Performance Budget per hub.
FALLOUT 5 — SYSTEM & GAMEPLAY MECHANICS BIBLE
Version 1.0 • Project Codename “Legacy of the Iron Mind”
I. Core Gameplay Pillars
-
Authentic Survival Realism: heat, radiation, hunger, mutation exposure, neural fatigue.
-
Adaptive Combat Sandbox: ranged, melee, hybrid bio-tech, AI-assisted tactics.
-
Factional Simulation: war economy, territorial control, and ideological influence.
-
Living AI Ecology: predators, mutants, and settlements react dynamically to world states.
-
Player Identity Continuum: Human ↔ Mutant ↔ Synthetic ↔ Hybrid spectrum affects gameplay and story logic.
II. Combat System
| Feature | Function | Design Notes |
|---|---|---|
| Hybrid V.A.T.S. 2.0 | blends slow-mo precision + live tactical target marking | scalable cooldown tied to neural implants |
| Dynamic Limb Damage | individual body-part fatigue and crippling | interacts with armor material tiers |
| Adaptive AI Tactics | enemies learn player patterns via “Memory Ghost” heuristic | disables if performance budget > CPU 40 % |
| Environmental Combat States | terrain reactivity—fire spread, bio-growth, gas ignition | powered by weather / terraform flags |
| Companion Coordination Grid | radial orders: flank, suppress, heal, hack | expanded synergy with affinity perks |
Weapon Families
-
Ballistic Line — traditional firearms upgradeable via Union workshops.
-
Resonant Tech — sound-based arms from the Choir.
-
Bio-Splicers — Verdant organic weapons; require symbiotic upkeep.
-
Neural Arms — Iron Mind energy platforms synced to implants.
-
Improvised Class — scrap craftables with unique malfunction traits.
III. Armor & Power-Suit Framework
| Tier | Example | Core System |
|---|---|---|
| T-Series Legacy | T-45 → T-60 | classic modular repair via fusion cores |
| Industrial Class | Rivet Union rigs | hydraulic boost; trade weight penalty |
| Bio-Armor | Verdant shells | self-healing; susceptible to flame |
| Iron Mind Shell | neural-linked exo-frames | stat bonuses scale with AI trust |
| Hybrid Fusion | mixed mutant-tech | reactive camouflage; emotional AI feedback |
IV. Crafting & Engineering
-
Workbench Grid: modular interface; every part flagged by Material, Power Source, Ethical Origin.
-
Neural Forge Stations: combine biological + synthetic items.
-
Reverse Engineering: scan rare items to unlock blueprint fragments.
-
Industrial Fabricators (Union): large-scale production for caravan economy.
-
Bio-Splicing Gardens (Accord): grow living weapons; care stat influences yield.
V. Survival & Environment
| Meter | Mechanic | Notes |
|---|---|---|
| Hydration / Nutrition | multi-tier system with dietary faction bonuses | mutant diets remove need for clean water |
| Radiation | segmented exposure types (solar / ash / neural) | interacts with AI implants |
| Temperature | affected by biome & armor type | thermal AI suits auto-regulate |
| Rest / Fatigue | sleep or neural-reboot cycles | Iron Mind path bypasses sleep at empathy cost |
Weather / World Hazards
-
Ash Storms – cause visibility loss, ignite flammables.
-
Bio Bloom – Verdant spores alter creature AI.
-
Data Surges – EMP bursts disable electronic systems.
VI. AI & NPC BEHAVIOR SYSTEM
-
Faction Neural States: each faction runs autonomous logic cluster; diplomacy = variable shifts based on reputation, economy, territory.
-
NPC Memory Echoes: persistent record of interactions; influences dialogue tone, settlement reactions.
-
Companion Affinity Framework: continuous scoring (−100 to +100); thresholds trigger banter, missions, betrayal.
-
Creature Intelligence Bands: Wild → Semi-Sentient → Hive-Linked → Tamed.
-
Settlement AI: dynamic population simulation (jobs, hunger, morale, defense).
VII. Dialogue & Morality System
| Mechanic | Implementation |
|---|---|
| Persuasion Network | skill + relationship + alignment weighted dice roll |
| Tone Selector | Calm / Aggressive / Empathic / Logical responses |
| Faction Reputation Matrix | visible HUD bar; cross-linked with global economy |
| Echo Dialogue Overrides | Revenant memory triggers alter prior lines dynamically |
Morality is non-binary; all actions feed four continuous variables:
Humanity, Logic, Mutation, Faith.
Narrative outcomes interpolate between these instead of fixed karma tiers.
VIII. Economy & Settlement Simulation
-
Caravan Network AI: dynamic trade routes, raider ambush probability, player escort / sabotage.
-
Craft Economy: raw → refined → component → final product chain; supports player industry ownership.
-
Currency System: caps + energy credits + barter value index.
-
Settlement Modules: Housing, Hydroponics, Defense, Industry, Culture.
-
Union Contracts: large-scale production missions affecting regional GDP and faction power.
Dynamic Prices: affected by:
pollution_level, caravan_stability, regional_morale, faction_tax_rate.
IX. Progression & Character Development
| Track | Source | Highlights |
|---|---|---|
| SPECIAL 2.0 | retains 7 core stats; adds neural modifiers | perception ties to AI sync |
| Tendency Tree | psychological traits altering playstyle | mirrors Poe’s “tendency” model |
| Skill Paths | Combat / Tech / Bio / Social / Survival | hybrid builds unlock cross-class perks |
| Implant Upgrades | Iron Mind exclusive | risk of emotion decay |
| Mutation Branches | Verdant & Bayou routes | visual + gameplay transformation |
| Reputation Perks | based on faction trust thresholds | e.g., Union Forged → industrial buff |
X. Dynamic World Systems
-
Terraform Matrix: player actions toggle world state values; affects flora, fauna, visual palette, and pathfinding.
-
News Network: procedural radio reports summarize changing conditions.
-
Faction War Layer: global RTS overlay; periodic events triggered by resource control.
-
Legacy Echo Database: saves moral history; used by DLC and NG +.
XI. Technical Implementation Guidelines
| Subsystem | Primary Module | Engine Hooks |
|---|---|---|
| Combat AI | Behavior Tree / Blackboard | Perception → Decision → Action nodes |
| Dialogue | Keyword Tag System | auto-select dynamic responses |
| Economy | Data Table + Timer Events | refresh 24 h in-game |
| Terraforming | Shader + Gameplay Flag Sync | world material blending |
| Companion System | State Machine / Affinity Struct | persistent via save compression |
XII. DLC & Post-Game Mechanic Additions
| DLC | New Systems |
|---|---|
| The Unshackled Chronicles | AI Faith Tree + Meditation Mini-Game |
| Caravan Wars | Strategic Trade Command UI + convoy customization |
| Echoes Rewritten | Memory Rewrite Workbench + alternate timeline quests |
XIII. Balancing & Analytics
-
Telemetry tracking for kill/death ratio, crafting output, and faction reputation shifts.
-
Dynamic difficulty adjusts encounter composition ± 10 % based on success metrics.
-
QA Flags: verify quest ID → stat boost consistency → affinity thresholds.
XIV. Design Principles
-
Every System Feeds Narrative.
-
Player Identity Drives Mechanics.
-
Reactive World = Persistent Consequences.
-
Cross-Faction Symmetry: any build can finish the game differently but is equally viable.
-
Future-Proof Hooks: all data tables externalized for modding and DLC injection.
ALLOUT 5 — WORLD ENVIRONMENT & BIOME ART BIBLE
Version 1.0 • Project Codename: Legacy of the Iron Mind
I. GLOBAL WORLD SCALE
| Metric | Target |
|---|---|
| Total Playable Area | ≈ 200 km² continuous open world (plus 35 km² interior spaces) |
| Primary Regions | Cascadian Exodus • Great Lakes Confederation • Bayou Frontier • High Desert Remnant |
| Traversal Types | On-foot • Power-armor • Ground vehicles • Boats • Vertibird “Sky Mule” drops |
| Fast-Travel Nodes | Settlement Terminals • Caravan Outposts • Vertibird Pads • Vault Exits |
| Streaming Zones | 32 cells (6 × 6 km each) with LOD levels 0–3 for terrain and navmesh preservation |
II. REGIONAL LAYOUT OVERVIEW
| Region | Biome | Key Hubs | Avg Traversal Time | Unique Mechanic |
|---|---|---|---|---|
| Cascadian Exodus | Volcanic forest / ash plains | Forge Station 9, Olympus Haven | 45 min end-to-end | Terraform forest vs burn logic |
| Great Lakes Confederation | Submerged urban / industrial islands | Steel River City, Iron Harbor | 55 min by boat / train | Water-land dual combat |
| Bayou Frontier | Swamp / sunken metro | The Choir Sanctum, Gilded Parish | 40 min boat route | Resonance frequency puzzles |
| High Desert Remnant | Arid wasteland / solar crater fields | Vault 92-B, Ashlight Refinery | 35 min ride | Sandstorm visibility system |
III. HUB TO HUB FLOW & CONNECTIVITY
Primary World Loop:
Forge Station 9 → Steel River City → Bayou Frontier → Ashlight Crater → return via Sky Mule Corridor.
Secondary Routes:
-
Trade Spine: Iron Harbor ↔ Union Rail Line ↔ Vault-Tec Arcology.
-
Pilgrim’s Road: Ashen Reign Cathedrals link Cascadia to Desert zones.
-
Green Vein: Verdant Accord root-tunnels (stealth fast-travel network).
Traversal systems share unified navmesh IDs; cell borders flagged for physics streaming to prevent hitching at 60 fps target.
IV. BIOME SPECIFICATION SHEETS
1. Cascadian Exodus
-
Terrain: charred pine forests, lava channels, reclaimed steel ruins.
-
Encounter Density: High (2.5 per sq km).
-
Vertical Range: 0–900 m; supports jet platform combat.
-
Dynamic Weather: Ash storms (visibility 30 m) • acid rain • terraform growth bursts.
-
Level Design Focus: multi-path verticality, burnable foliage, heat hazard zones.
2. Great Lakes Confederation
-
Terrain: flooded skyscrapers, industrial rafts, bridge skeletons.
-
Traversal: boats (physics wake LOD 2), submerged tunnels.
-
Lighting: cold steel blue contrast with rust orange.
-
Encounter Type: raider naval gangs, mutant divers, Union checkpoints.
-
Optimization: occlusion volumes per building block; water reflection cap 60 fps.
3. Bayou Frontier
-
Terrain: swamps, collapsed freeways, bioluminescent flora.
-
Navigation: boat + amphibious walk; quicksand traps.
-
Soundscape: low-frequency reverb for Choir resonance events.
-
Encounter Type: Mireborn tribes, Resonant creatures.
-
Gameplay Hook: frequency alignment mini-game affecting enemy behavior.
4. High Desert Remnant
-
Terrain: canyons, salt flats, glassified craters.
-
Weather: radiant heat waves, sandstorms with particle density flags.
-
Lighting: desaturated yellow ambient, high contrast sunlight.
-
Encounter Type: Ashen Reign patrols, Vault-Tec caravans.
-
Optimization: reduced vegetation draw calls; heat-haze shader swap beyond 100 m.
V. SETTLEMENT & INTERIOR TOPOLOGY
| Tier | Example | Layout | Gameplay Function |
|---|---|---|---|
| Capital Hubs | Steel River City / Forge Station 9 | multi-cell vertical zones (8–12 levels) | quest delivery / trade centers |
| Mid Settlements | Olympus Haven / Iron Harbor | 3–5 cell zones with modular interiors | player housing / craft facilities |
| Outposts | Union Checkpoints / Choir Altars | single cell + encounter bubble | fast travel nodes / radiant quests |
| Vault Complexes | X-21 / 73 / 92-B / 110 | instanced multi-floor labyrinths | main story / loot / boss arenas |
Designers target 15 % of total map area for dense urban interiors, 25 % semi-open fields, 60 % wilderness.
VI. ENCOUNTER ZONES & SPAWN RINGS
| Zone Type | Radius | Spawn Logic | Respawn Timer |
|---|---|---|---|
| Wilderness Encounter | 150 m | biome-based table | 48 h in-game |
| Faction Patrol | 200 m ahead of player path | depends on territory flag | 24 h |
| Creature Nest | 100 m | static anchor + mutation tier | manual reset |
| Settlement Defense | 300 m radius | trigger on low morale | quest controlled |
VII. TRAVERSAL & VERTICALITY
-
Climbable Surfaces: tagged
climb_nav = 1; used for parkour and AI pursuit. -
Zip Lines / Ropes: Bayou and Cascadia vertical routes; physics rope LOD 2.
-
Water Depth Zones: 0–3 m (foot travel) • 3–10 m (swim) • 10 m+ (dive subsystem).
-
Power-Armor Boost Jump: cooldown 8 s; max height 4.5 m.
-
Vertibird Landing Zones: radius 15 m clear; navmesh exclusion for AI.
VIII. PERFORMANCE & OPTIMIZATION TARGETS
| Platform | Resolution | Target FPS | Notes |
|---|---|---|---|
| PC High | 4 K | 60 fps | Full terrain streaming active |
| Console Current Gen | 1440 p | 60 fps | Reduced shadow draw distance −20 % |
| Console Last Gen | 1080 p | 30 fps lock | Static GI, LOD 2 terrain only |
-
Average object count per cell: ≤ 20 000.
-
AI actors per active zone: ≤ 40 NPCs (8 faction AI threads max).
-
Dynamic light limit per cell: 12.
IX. NAVMESH & PATHFINDING
-
Layered Navmesh: human, creature, vehicle, boat.
-
Dynamic Updates: burn / terraform events re-bake affected cells.
-
Smart Link Nodes: doors and ladders auto-tagged
nav_link = true. -
AI Evac Paths: each hub has fail-safe escape routes for mass combat.
X. LIGHTING & ATMOSPHERIC TECH (Performance Specs)
| Region | Lighting Model | Color Temp (K) | Post-Process |
|---|---|---|---|
| Cascadia | Volumetric ash light shafts | 3800 K warm gray | heat-haze + embers |
| Great Lakes | Overcast reflection volumes | 5600 K blue | screen space fog |
| Bayou | Subsurface scattering biolume | 4500 K green | chromatic aberration mild |
| High Desert | HDR solar flare bloom | 6000 K amber | sandstorm vfx shader |
XI. ENVIRONMENTAL STORY NODES
Each region contains 15–25 points of environmental lore storytelling.
Examples:
-
Forge Station 9: burned posters of Kreel’s “Next Humanity” campaign.
-
Steel River City: flooded arcade with projected AI ads still running.
-
Bayou Metro: subway car organ turned into Choir instrument.
-
Ashlight Crater: glass statues of vaporized soldiers.
Each node links to Lore Data ID for VO log or holo tape trigger.
XII. QA CHECKLIST / IMPLEMENTATION NOTES
-
LOD Transition Test: no visible pop ≤ 50 m.
-
Navmesh Integrity: verify cross-cell AI path continuity.
-
Weather Trigger Stability: Ash Storm and Bio Bloom not overlapping.
-
Streaming Budget: < 400 MB active texture memory per zone.
-
Accessibility: ensure two entry points for every critical vault and hub.
XIII. EXPANSION HOOKS
-
DLC 1 – The Unshackled Chronicles: adds Data-Storm Valleys (broken sky meshes and AI monoliths).
-
DLC 2 – Caravan Wars: new rail corridor map between Lakes and Desert.
-
DLC 3 – Echoes Rewritten: instanced “Memory Lands” biome using fragmented terrain from player’s past actions.
XIV. LEVEL DESIGN PRINCIPLES
-
Always three routes (per encounter): stealth / combat / social.
-
Every vista reveals a story node.
-
Verticality = choice + risk (not just scenery).
-
Traversal loops feed back into settlement economy and quest flow.
-
One biome variable changes = visible world response within 5 min real time.
FALLOUT 5 — AUDIO & CINEMATIC BIBLE (Part VII)
Version 1.0 • Project Codename “Legacy of the Iron Mind”
I. CINEMATIC PIPELINE STRUCTURE
| Element | Tool / Module | Notes |
|---|---|---|
| Scene Authoring | Unreal Sequencer / Creation Kit Cinematic Editor | All sequences export as 30 fps master files, dialogue sync @ 24 fps |
| Camera Rigging | Dual virtual-camera setup (A/B) | A = primary narrative; B = contextual over-shoulder |
| Shot Tags | CIN_TAG_ACT + region code | e.g. CIN_TAG_ACT3_FORGE09 |
| Lighting Sync | Linked to environment time-of-day variable | ensures day/night continuity |
II. SHOT LANGUAGE & LENSING GUIDE
| Purpose | Lens (mm eqv) | Framing | Movement |
|---|---|---|---|
| Emotional Dialogue | 35 – 50 mm | waist / close-up | slow dolly + handheld sway |
| Exposition Vista | 18 – 24 mm | wide | crane or drone pan |
| Action Sequence | 24 – 35 mm | medium | Steadicam / lock-on target |
| Flashback / Memory | 50 – 85 mm | tight | push-in + film-grain LUT |
| Revelation Moments | variable | subject center + lens flare | 360° orbit (max 3 s) |
III. CINEMATIC EDITING FLOW
-
Pre-Vis Stage → greybox blocking in Sequencer.
-
Performance Capture → facial + body mocap; stored as
.animlayers. -
Audio Temp Mix → dialogue placeholders + ambient beds.
-
Lighting Pass 1 → key + rim; exposure locked to 5.6 EV.
-
Camera Polish → stabilize & blend transitions.
-
Final Audio Mix → import 5.1 stems; ducking curves on dialogue bus.
IV. CORE CINEMATIC SCENES
| Scene ID | Title | Duration (target) | Description |
|---|---|---|---|
| CIN-01 | “Awakening in Static” | 2 min | Player wakes amid malfunctioning cryopod; single-take tracking shot; ambient drones rise to motif “Ash Signal.” |
| CIN-08 | “Forge Council Betrayal” | 3 min 30 s | Multi-faction meeting collapses into firefight; split-camera for dialogue vs chaos. |
| CIN-15 | “Vault 110 Interface” | 4 min | Player links to Neural Conscience; 32 VFX layers, VO echoing on four-second delay. |
| CIN-21 | “Final Transmission” | 5 min | Branching finale montage—five alternate world states; each variant uses its own music stem and lighting LUT. |
V. MUSIC DIRECTION
Composer Palette
-
Iron Mind Theme: metallic synth pads + 12-tone piano motifs (logic, transcendence).
-
Verdant Accord Theme: organic strings, wood percussion, 3/4 meter (growth, renewal).
-
Ashen Reign Theme: choral brass, taiko drums, 7/8 rhythm (fanaticism).
-
Revenant Theme: reverse piano + distant Morse code clicks (memory).
-
Union Theme: industrial drums, sampled hammers, blues-scale guitar (human grit).
Implementation
-
Adaptive score in Wwise: three layers (base, tension, resolve) cross-fade via combat state variable
combat_intensity. -
Loop lengths = 64 bars @ 96 BPM to align with animation timing.
-
Seamless cross-region transitions keyed to biome ID.
VI. AMBIENCE & SOUND ENVIRONMENTS
| Region | Base Ambience | Dynamic Layers | Reverb Preset | Notes |
|---|---|---|---|---|
| Cascadian Exodus | low-freq wind + ash crackle | lava rumble, falling trees | Volcanic_Cavern | cross-fade when terraform > 0.5 |
| Great Lakes | water lap, metal groan | distant ship horns, rain | Submerged_Urban | duck below 2 kHz underwater |
| Bayou Frontier | frogs, insects, choir hum | resonance pulses | Swamp_Temple | filters animate with frequency puzzle |
| High Desert | dry wind, sand whistle | solar flare pop | Desert_Heat | distortion ± 5 dB in storms |
VII. SOUND CATEGORY MIX CHART
| Bus | Submix | Peak Level (dBFS) | Notes |
|---|---|---|---|
| Master | — | −0.5 | final limiter |
| Dialogue | player, NPC, radio | −3 | side-chain duck music −6 dB |
| Music | score, stingers | −6 | dynamic cross-fade by state |
| SFX | combat, environment | −4 | occlusion calc per surface |
| Ambience | regional loops | −10 | priority low; streamed async |
VIII. VOICE-OVER PIPELINE
-
Session Format: 96 kHz / 24-bit .wav.
-
Localization: 13 languages; phoneme tagging via FaceFX.
-
Dynamic VO System: selects line variant based on companion presence + alignment variable.
-
Barks: ≈ 3 000 per companion; event IDs
VO_BARK_[CHAR]_[MOOD]. -
Radio DJ System: procedural news lines generated from quest flags.
IX. INTERACTIVE AUDIO EVENTS
| Event | Trigger | Response |
|---|---|---|
| Ash Storm Start | weather flag = 1 | music low-pass 1.5 kHz; voice filter static |
| Memory Flashback | quest tag Revenant | reverb + reverse delay; muted music bus |
| Settlement Celebration | morale ≥ 80 | adds crowd loop, band track |
| Companion Death | companion_alive = false | fade-out music 5 s → funeral motif |
X. CAMERA SCRIPTS & TRANSITIONS
| Trigger | Camera Node | Description |
|---|---|---|
| Enter Hub | CAM_HUB_WIDE | 4 s drone pan; player walk sync |
| Dialogue Initiate | CAM_TALK_CLOSE | auto DOF on speaker 1.2 m focus |
| Combat Critical Hit | CAM_PUNCH_ZOOM | 0.25 s FOV +15 %; shake 0.2 amplitude |
| Memory Sync | CAM_ECHO_BLUR | radial blur + light pulse overlay |
| Ending Sequence | CAM_MONTAGE_CHAIN | 15 shot timeline; music branch based on ending flag |
XI. POST-PROCESS LOOKUP TABLES (LUTs)
| Theme | LUT ID | Color Shift | Usage |
|---|---|---|---|
| Iron Mind Dominion | LUT_IMD | cold blue + vignette | Machine ending |
| Verdant Genesis | LUT_VRG | green-gold warm | Terraform scenes |
| Human Union | LUT_HUN | neutral contrast | Industrial ending |
| Ashen Silence | LUT_ASH | sepia desat | Cult zones |
| Hybrid Rebirth | LUT_HYB | biolume glow | Hybrid ending |
XII. PERFORMANCE & MIX OPTIMIZATION
-
Max concurrent audio voices = 128.
-
Max reverb zones active = 4.
-
Cut-scene render target = 30 fps; in-game dialogue = real-time.
-
Voice budget: 25 GB uncompressed master; compressed to 6 GB runtime.
XIII. QA / IMPLEMENTATION CHECKLIST
-
Verify VO lip-sync ≤ 2 frames delay.
-
Confirm music transition latency < 0.1 s.
-
Ensure environment audio priority does not cut critical VO.
-
Validate dynamic range compliance for console and PC profiles.
-
Confirm all camera scripts exit cleanly to player control state.
XIV. EXPANSION HOOKS
-
DLC 1 – The Unshackled Chronicles: adds “Digital Chant” choir libraries + holographic lens effects.
-
DLC 2 – Caravan Wars: introduces rail cinematics and an industrial orchestral suite.
-
DLC 3 – Echoes Rewritten: temporal glitch VFX and reverse-mix music layers linked to memory replay.
XV. DESIGN PRINCIPLES
-
Sound and camera must mirror the player's emotional state.
-
No scene exceeds 60 seconds without player input or a branch.
-
All music motifs are diegetically rooted in faction culture.
-
Every major cut-scene includes one interactive decision node.
-
Audio clarity > volume — never mask critical VO with score.
FALLOUT 5 — UI / UX DESIGN & HUD SYSTEMS BIBLE
Version 1.0 • Project Codename “Legacy of the Iron Mind”
I. GLOBAL INTERFACE PHILOSOPHY
| Pillar | Implementation Goal |
|---|---|
| Immersion First | Every major system can appear diegetically (wrist display, helmet HUD, or environmental projection). |
| Readability Always | Overlay fallback guarantees 100 % legibility on all displays. |
| One-Tap Depth | Any menu reachable in ≤ 3 inputs. |
| Player Identity Continuum | Interface skin adapts to Human / Mutant / Synthetic alignment (color + animation logic). |
| Accessibility Parity | All information delivered visually, audibly, and textually. |
II. CONTROL & INPUT SCHEMA
| Action | Keyboard / Mouse | Gamepad | Accessibility Option |
|---|---|---|---|
| Pip-Boy 5.0 Toggle | Tab / Hold M | Menu Button | Voice Command “Open Pip-Boy” |
| Quick Heal | Q | D-Pad Up | Adaptive Trigger Assist |
| Quick Swap Weapon | Scroll | RB / R1 | Radial Menu Pause |
| Dialogue Select | 1–4 | Face Buttons | Eye-Tracking Highlight |
| Photo / Scan Mode | V | Left Stick Press | Auto-Focus Cursor |
Dead-zone ≤ 0.15; UI input latency < 50 ms target.
III. HUD FRAMEWORK
| State | Diegetic Element | Overlay Element | Function |
|---|---|---|---|
| Exploration | Visor compass + holo-waypoints | Top HUD bar | Quest tracking + env. stats |
| Combat | Helmet targeting reticle with ballistics curve | Crosshair + HP / AP bars | Threat awareness |
| Stealth | Cloak indicator light in world | Eye icon w/ detection meter | Visibility feedback |
| Dialogue / Cinematic | Projected holographic faces | Minimal lower-third subtitles | Immersive conversation |
| Power Armor Mode | Full diegetic visor UI | None (by default) | Total immersion; overlay optional |
HUD auto-scales from 1080p to 4K; safe-zone 10 %.
IV. PIP-BOY 5.0 SYSTEM
Architecture Flow
-
Display Modes: Retro LCD (Default) / Holo Projection / Neural Overlay.
-
Animation: 1.5 s boot sequence w/ mechanical sound.
-
Customization: themes = Classic Green, Verdant Amber, Iron Blue.
-
Backend Tagging:
UI_PIP_[Section]_[WidgetID].
V. INVENTORY & CRAFTING MENUS
| Feature | Design Logic |
|---|---|
| Slot System | 15 slots visible per page; scroll wheel + bumpers paginate. |
| Weight Logic | Encumbrance bar with color change at 90 %. |
| Tooltip Hierarchy | Title > Condition > Stats > Flavor Text. |
| Sorting Filters | Alphabetic / Type / Value / Weight / New. |
| Craft Bench UI | Two-pane layout (show ingredients + preview model). |
| Accessibility | Text-to-Speech for item names + high-contrast mode. |
VI. DIALOGUE & DECISION INTERFACE
-
Diegetic Variant: Holo-projection speech bubbles anchored to NPC.
-
Overlay Variant: Wheel / List toggle via settings.
-
Response Types: Calm / Aggressive / Empathic / Logical (+ hidden skill gates).
-
Moral Feedback: HUD color pulse tied to alignment variable.
-
VO Integration: line IDs auto-linked to animation cues for lipsync.
VII. MAP & NAVIGATION SUITE
| Mode | Projection | Layers | Zoom Range |
|---|---|---|---|
| World Map | 3D topo projection via Pip-Boy lens | Factions, Resources, Weather | 1 km – 50 km |
| Local Map | Planar scan of current cell | Interiors, Enemies | 10 m – 500 m |
| Compass HUD | Diegetic (visor ring) or overlay bar | Quest + POI icons | auto fade in combat |
Marker logic: MAP_POI_[region]_[type]; color coded per faction.
VIII. FACTION & REPUTATION PANELS
-
Diegetic: wrist hologram emblems project relationship levels.
-
Overlay: two-column table with color bands: Hostile (red), Neutral (gray), Allied (green).
-
Data Source:
reputation.datsynced from Faction Manager. -
Detail Page: shows recent actions affecting rep (+ % change).
IX. ACCESSIBILITY & ASSIST MODES
| Feature | Options |
|---|---|
| Colorblind Modes | Deuteranopia / Protanopia / Tritanopia palettes |
| Subtitles | 3 sizes + speaker color + background opacity |
| UI Scaling | 0.75 – 1.75 × zoom |
| Motor Assist | Hold-to-toggle menus / sticky aim / slow-time cursor |
| Haptic & Audio Feedback | Vibration profiles per weapon / text-to-speech menus |
| Voice Commands | “Open Map,” “Equip Weapon 1,” etc., for hands-free play |
X. AESTHETIC STYLE GUIDE
| Element | Spec |
|---|---|
| Font Family | Eurostile / Monospace Fallback |
| Primary Color Scheme | Classic Pip Green (#00FF9A) → contextual re-tints (Accord Amber, Iron Blue). |
| Iconography | 1 px outline glyphs; 16 / 32 / 64 px tiers. |
| Animation Curves | Ease In 0.3 s / Ease Out 0.2 s / no overshoot. |
| Sound UI FX | Subtle click + static burst per selection. |
XI. PERFORMANCE & TECH TARGETS
-
Memory Budget: ≤ 300 MB UI textures + 50 MB font cache.
-
Draw Calls: < 250 per HUD frame.
-
Thread Priority: UI runs on Render Thread with FrameSync – 1.
-
Input Latency Goal: ≤ 45 ms across platforms.
-
Safe-Zone Compliance: All UI assets within 90 % viewable frame.
XII. QA & LOCALIZATION NOTES
-
Verify font glyph coverage for Cyrillic, Kanji, Arabic.
-
Subtitle sync offset ≤ 0.2 s.
-
Menu string length < 40 chars for non-scroll fields.
-
Test color contrast ratio ≥ 4.5:1 (WCAG AA).
-
All voice commands transcribed in 13 languages.
XIII. DESIGN PRINCIPLES
-
Player can read, act, and exit any screen within 3 seconds.
-
HUD must adapt to story state (scarcity, mutation, AI merging).
-
Diegetic interfaces should serve as storytelling devices.
-
Non-diegetic overlays must prioritize function over style.
-
Accessibility is a default, not an option.
FALLOUT 5 — AI BEHAVIOR & COMPANION LOGIC BIBLE
Version 1.0 • Project Codename “Legacy of the Iron Mind”
I. AI ARCHITECTURE OVERVIEW
| Layer | Function | Core System |
|---|---|---|
| Perception Layer | Vision / sound / pheromone / data-signal sensing | Multi-modal stimuli manager |
| Decision Layer | Behavior Tree + Utility AI blend | Score-based selector per tick (≤ 4 ms) |
| Action Layer | Animation and path execution | Unified Task Graph (C++) / Blueprint bridge |
| Memory System | Persistent actor awareness + player history | “Echo Memory Map” (512 KB budget per AI) |
| Emotion Core | Drives mood → tactical and social bias | 5 primary emotions (see below) |
II. CORE AI EMOTION STATES
| Variable | Range | Gameplay Effect |
|---|---|---|
| Fear | 0–100 | Lowers accuracy / may retreat < 20 HP |
| Anger | 0–100 | Increases damage + recklessness |
| Loyalty | −100 to 100 | Companion betrayal / support logic |
| Curiosity | 0–100 | Exploration and idle banter frequency |
| Faith | 0–100 | Alters faction morale and AI prayers (Ashen Reign) |
Emotions decay ≈ 5 % per 30 s real-time unless stimuli reinforced.
III. COMBAT AI STATE MACHINE
Primary States
Transitions
-
Alert⇢Engageif target visible > 2 s and friendlies ≥ 1. -
Flank⇢Engageafter line-of-sight < 3 m angle. -
Retreat⇢Regroupif morale > 30 and leader alive. -
Search⇢Idleafter 15 s no stimuli.
IV. TACTICAL ARchetypes
| Archetype | Typical Faction | Behavior Pattern |
|---|---|---|
| Infantry Standard | Union / Ashen Reign | Cover seek > suppress > flank |
| Tech Operative | Iron Mind | Deploy drone / hack / retreat loop |
| Mutant Brute | Verdant / Wild | Charge / grapple / area slam |
| Stealth Scout | Revenant Ghosts | Cloak > ambush > fade |
| Boss Entity | Faction Leaders | Multi-phase scripted tree w/ cut-scene hooks |
Each archetype inherits from base AI_CombatParent with override modules.
V. COVER & NAVIGATION LOGIC
-
NavMesh Weighting: danger heat-map updated each frame.
-
Dynamic Cover System: 3 cover tiers (low, mid, high); AI prefers adjacent cover < 6 m.
-
Reposition Rule: if incoming AOE > 60 damage radius, evade vector = +90° relative to player.
-
Vertical Pathing: rope / ladder tags (
nav_link = true) allow chase verticality.
VI. GROUP TACTICS & MORALE
| Parameter | Description |
|---|---|
| Squad Size Cap | 8 AI per cell thread |
| Commander Node | issues tactical orders (Engage / Hold / Fall Back) |
| Morale | average (HP + loyalty + fear inverse); < 40 triggers retreat |
| Communication Bus | low-latency UDP sync of state changes < 1 KB |
Group AI automatically re-evaluates roles every 10 s real-time.
VII. SOCIAL / CIVILIAN AI
-
Daily Schedule System: sleep / work / social / idle segments; influenced by settlement morale.
-
Needs Model: hunger, safety, purpose (quest giver promotion if purpose > 80).
-
Dialogue Affinity: uses emotion core + faction tags to select voice lines.
-
Memory Echo: stores up to 16 player actions → affects greetings and prices.
-
Crowd Simulation: pooled logic; 20 NPC actors share 1 AI thread.
VIII. COMPANION AI SYSTEM
| Subsystem | Function |
|---|---|
| Affinity Tracker | −100 to +100 scale; affects dialogue, combat synergy, romance |
| Command Grid | 4 basic orders (Follow / Hold / Attack Target / Interact) |
| Combat Roles | Tank / DPS / Support auto-assigned per equipment |
| Pathing Assist | auto teleport < 15 m behind player if blocked > 3 s |
| Loyalty Missions | trigger when Affinity ≥ 70 and Act ≥ II |
| Betrayal Logic | if Alignment Deviation > 0.6 and Loyalty < −40 → enemy flag set |
Team Synergy Matrix
-
Matching traits (+10 % combat buff).
-
Conflicting traits (−10 % accuracy / banter conflict).
-
Shared romance target = jealousy events.
IX. FACTION & WAR AI
-
Territory Nodes: each region cell = ownership flag (0–4 factions).
-
Decision Loop: evaluate resource gain vs loss every game day.
-
Caravan Defense AI: escorts choose route based on risk index.
-
Raid Manager: spawns attack events weighted by morale difference.
-
Peace Talk Routine: triggered if player mediates > 2 factions simultaneously.
X. CREATURE ECOLOGY AI
| Type | Behavior | Trigger |
|---|---|---|
| Predator | patrol → stalk → pounce | hunger > 70 |
| Herbivore | graze → flee → return | fear > 60 |
| Hive Type | swarm / defend queen | queen HP < 50 % |
| Mutant Plant | passive → trap snap → seed spread | proximity < 3 m |
Ecology system re-balances populations weekly (in-game).
XI. AI OPTIMIZATION & THREADING
-
Tick Budget: ≤ 4 ms per frame for AI.
-
LOD AI Behavior: full logic < 50 m; reduced update (2 s interval) beyond 100 m.
-
Thread Allocation: 1 AI thread per region cell (8 cores target).
-
Pooling: inactive NPC serialized to
AIState.datsnapshot. -
Crowd LOD: switch to animation proxy at > 30 NPCs.
XII. SCRIPTING HOOKS / DEBUG TOOLS
| Function | Command / Var | Output |
|---|---|---|
| Toggle AI State Overlay | AI_Debug_Overlay 1 | displays current state above NPC |
| Force Emotion Change | AI_SetEmotion [ID] [value] | instant behavior update |
| Print Memory Echo | AI_DumpMemory [Target] | logs last 10 interactions |
| Freeze Companion AI | AI_PauseComp [Name] | isolates script for QA |
XIII. DLC EXTENSIONS
| DLC | New AI System |
|---|---|
| The Unshackled Chronicles | AI spirituality tree — self-reflection loops |
| Caravan Wars | Trade AI hierarchy with supply-chain routing |
| Echoes Rewritten | Temporal ghost AI — memory replay entities |
XIV. DESIGN PRINCIPLES
-
Every AI decision must reflect its ideology and emotion.
-
Companions mirror player morality through action and banter.
-
Faction wars are self-sustaining without player input.
-
All AI systems must degrade gracefully to maintain performance.
-
Emotional AI variables serve as both narrative and combat drivers.
FALLOUT 5 — MISSION SCRIPTING & EVENT TRIGGER BIBLE
Version 1.0 • Project Codename “Legacy of the Iron Mind”
I. MISSION SCRIPT ARCHITECTURE
| Layer | Function | Example |
|---|---|---|
| Quest Manager | global controller handling registration, state saving, and dependency resolution | QuestManager.Register(MQ07) |
| Mission Instance | runtime quest container with objective stack | MissionInstance["ForgeCouncil"] |
| Event Broker | pub/sub bus linking world triggers to missions | EventBroker.Broadcast("VaultDoorOpen") |
| Trigger Zone Actors | placed volumes or object hooks that fire events | TriggerZone_AshenSanctum |
| State Machine | step-based progression per objective | See Section IV |
II. NAMING CONVENTIONS
| Prefix | Category | Example |
|---|---|---|
MQ_ | Main Quest | MQ05_RevenantEcho |
FQ_ | Faction Quest | FQ_VA02_SporeWar |
CQ_ | Companion | CQ_Lysa_GhostForge |
EV_ | Event | EV_RadioSignalFound |
TR_ | Trigger Zone | TR_BayouDock01 |
SEQ_ | Cinematic Sequence | SEQ_ForgeCouncil |
COND_ | Conditional Check | COND_FactionAllied |
III. TYPICAL MISSION FLOW
IV. STATE MACHINE EXAMPLE
V. EVENT TYPES & HOOKS
| Event Type | Source | Typical Payload |
|---|---|---|
| World Trigger | Collision Volume / Object | (Position, PlayerID, TimeStamp) |
| Dialogue Choice | UI Wheel | (ChoiceID, KarmaDelta) |
| AI State Change | Behavior Tree | (AIID, NewState) |
| Combat Result | Damage System | (KillerID, VictimID, WeaponType) |
| Crafting Complete | Workbench UI | (RecipeID, SuccessBool) |
| Environmental | Weather Manager | (StormType, Intensity) |
VI. REUSABLE DESIGNER TEMPLATES
1. Fetch Template
Variables: ItemID, TargetNPC, RewardCaps.
Auto-fail: if item destroyed.
2. Assassinate Template
Supports stealth bonus branch.
3. Escort Template
Fail: NPC death || player abandon > 100 m.
4. Puzzle Template
Used for Choir frequency puzzles.
5. Cinematic Event Template
VII. TRIGGER ZONE CONFIGURATION
| Parameter | Description | Default |
|---|---|---|
Radius | Sphere extent (m) | 8 |
OneShot | fires once then disables | TRUE |
Cooldown | seconds before re-fire | 300 |
ConditionScript | custom check | optional |
LinkedQuest | quest ID auto-update | null |
Optimization: Group triggers by proximity (≤ 4 per cell).
VIII. CONDITIONAL LOGIC LIBRARY
| Function | Definition |
|---|---|
COND_FactionAllied(f) | returns TRUE if Reputation ≥ 60 |
COND_CompanionAlive(c) | checks companion health > 0 |
COND_ItemOwned(i, count) | verifies inventory amount |
COND_Weather(w) | current weather ID match |
COND_Alignment(type,val) | compares player moral alignment |
Used in dialogue, triggers, and quest conditions.
IX. DYNAMIC EVENT GENERATION SYSTEM
Purpose: produce emergent missions based on world variables.
Algorithm (sketch):
-
Sample world flags every game hour.
-
Select template (Fetch / Assassinate / Defend / Escort).
-
Seed faction / location / reward from weighted tables.
-
Spawn mission objectives and register temporary Quest ID (
RQ_auto###). -
Expire after 24 in-game hours or completion.
Example:
X. GLOBAL EVENT CHAIN EXAMPLE
(“Forge Council Betrayal,” Act III Cinematic Event)
-
Preconditions:
alignment_set = true, 3 factions contacted. -
Trigger: Player enters Forge Station 9 Hall.
-
Sequence:
-
Freeze control → play SEQ_ForgeCouncil.
-
On choice branch:
-
Side Iron Mind → spawn enemy Accord.
-
Side Accord → spawn enemy Ashen.
-
-
Broadcast
GlobalEvent "FactionWar_Start". -
Enable Act III quest threads.
-
XI. OPTIMIZATION & THREAD GUIDELINES
| Task | Rule |
|---|---|
| Active Quests | ≤ 20 instances loaded per cell |
| Event Bus Latency | ≤ 1 frame |
| Trigger Overlap | avoid > 2 in same area |
| Save Data Size | Quest state ≤ 64 KB each |
| Cleanup | completed missions purged after 48 h in-game |
XII. DEBUG COMMANDS
| Command | Function |
|---|---|
quest.showactive | list current missions + states |
quest.skip [ID] | advance state machine manually |
trigger.visualize | render zone volumes |
event.dump | print last 10 global events |
quest.profiler | output tick cost per mission |
XIII. QA CHECKLIST
-
Quest objectives update on screen ≤ 1 s after event.
-
Triggers disabled after completion.
-
Cinematics release player control cleanly.
-
Autosave fires only at safe nodes.
-
Dynamic events expire gracefully (no dangling references).
XIV. DLC EXTENSIONS
| DLC | Added Mission Tools |
|---|---|
| Unshackled Chronicles | AI-pilgrimage chain generator; emotion-based quests |
| Caravan Wars | Supply-route scheduler + economy contracts |
| Echoes Rewritten | Memory replay sequencer (recreate past missions in an altered state) |
XV. DESIGN PRINCIPLES
-
Every mission must broadcast at least one global flag to affect the world.
-
Triggers should be invisible yet readable through the debug overlay.
-
Dialogue choices drive both quest logic and moral systems.
-
Dynamic events keep the world alive between major acts.
-
Performance first: no quest script should block the main thread.
FALLOUT 5 — ECONOMY & CRAFTING BALANCE BIBLE
Version 1.0 • Project Codename “Legacy of the Iron Mind”
| Section | Focus |
|---|---|
| I. Economic Philosophy & Design Goals | Core economic loop, player progression pacing, inflation control. |
| II. Currency & Valuation Model | Caps, Energy Credits, Barter Index, exchange formulas. |
| III. Resource Acquisition Pipeline | Mining, scavenging, mutant harvesting, faction taxation. |
| IV. Crafting Material Taxonomy | Tiered resource chart, rarity weighting, drop tables. |
| V. Workstations & Production Loops | Smithing, Bio-Splicing Gardens, Neural Forges, Industrial Fabricators. |
| VI. Recipe Structure & Progression Curve | Weapon, armor, chem, food, mod recipes with XP/skill scaling. |
| VII. Settlement & Faction Economy | Trade hubs, caravan AI budgets, regional GDP simulation. |
| VIII. Market Fluctuation & Dynamic Pricing | Variables driving inflation/deflation; formulas. |
| IX. Loot & Reward Balance | Drop probabilities, legendary item gating, risk–reward ratios. |
| X. Player Income / Expense Curves | Hour-by-hour projection for early → endgame sustainability. |
| XI. Quality Tiers & Upgrade Scaling | Common → Mythic item tiers; crafting success math. |
| XII. Optimization & Testing Metrics | Economic telemetry, debug commands, balance dashboards. |
| XIII. DLC Expansion Hooks | New resource types and late-game market systems. |
| XIV. Design Principles & Balancing Rules | Final guiding rules for economy designers. |
FALLOUT 5 — ECONOMY & CRAFTING BALANCE BIBLE
Version 1.0 • Project Codename “Legacy of the Iron Mind”
I. ECONOMIC PHILOSOPHY & DESIGN GOALS
| Pillar | Implementation Intent |
|---|---|
| Closed-Loop Economy | Every item enters the world through production (crafting, loot tables, caravans) and exits via consumption, decay, or trade sinks. |
| Player Agency | Crafting and trade must remain the fastest path to wealth—not exploit farming or quest spam. |
| Factional Interdependence | No single faction can supply every resource; regional scarcity drives trade routes and conflict. |
| Dynamic Equilibrium | Prices react to supply/demand every in-game day through the Global Market Manager. |
| Progression Integrity | Average player net worth scales linearly through levels 1–30, logarithmically after. |
II. CURRENCY & VALUATION MODEL
| Currency | Use | Conversion |
|---|---|---|
| Bottle Caps | Local cash; everyday trade | Base 1 unit |
| Energy Credits (EC) | High-tech markets (Iron Mind, Verdant Accord) | 1 EC = 10 Caps |
| Barter Index (BI) | Calculated stat, not item; tracks barter efficiency | BI = (Speech + Reputation × 0.5) / 100 |
| Scrap Weight Value (SWV) | Commodity index of raw scrap | Auto-updated daily via economy loop |
Price Formula
III. RESOURCE ACQUISITION PIPELINE
| Source | Mechanics | Notes |
|---|---|---|
| Scavenging | Lootable nodes refresh every 72 h in-game | Weighted by region type |
| Mining/Harvesting | Requires equipment; outputs base ore or biomaterial | Adds environmental risk (radiation/fatigue) |
| Faction Taxation | Settlements contribute 2–5 % of production to controlling faction | Drives war AI economy |
| Recycling | Break down junk for 60 – 90 % resource yield | Crafting XP + small rep gain |
| Mutant Harvesting | Collect organic catalysts; high value risk | Illegal in Union zones |
IV. CRAFTING MATERIAL TAXONOMY
| Tier | Rarity Weight | Example Materials | Value Modifier |
|---|---|---|---|
| T1 – Common | 100 | Iron Scrap, Wood, Adhesive | × 1 |
| T2 – Uncommon | 45 | Copper Wire, Resin, Basic Biomass | × 2 |
| T3 – Rare | 20 | Micro-circuits, Mutagen Gel | × 5 |
| T4 – Epic | 7 | Nano Alloy, Synthetic Synapse | × 10 |
| T5 – Mythic | 2 | Iron Mind Core, Verdant Heart Seed | × 25 |
Drop rate balancing formula:
DropChance = Base × (1 – RegionScarcity) × LuckMod.
V. WORKSTATIONS & PRODUCTION LOOPS
| Station | Output | Input Resources | Skill Dependence | Energy Cost |
|---|---|---|---|---|
| Workbench | Weapons / Armor mods | Metals + Adhesive | Craft ≥ 25 | none |
| Industrial Fabricator | Mass production components | All metals + power cells | Craft ≥ 50 | 15 EC / cycle |
| Neural Forge | Cybernetic implants | Circuits + Organic Catalyst | Science ≥ 60 | 25 EC / cycle |
| Bio-Splicing Garden | Bio-weapons / Armor | Mutagen + Plant fiber | Survival ≥ 40 | sunlight or Fusion Core |
| Chem Lab | Chems / Aid | Chemicals + Water | Medicine ≥ 30 | low |
VI. RECIPE STRUCTURE & PROGRESSION CURVE
Example
VII. SETTLEMENT & FACTION ECONOMY
-
Regional GDP Formula
GDP = (Population × Productivity × ResourceValue) – Corruption. -
Settlement Modules: Housing, Industry, Defense, Culture feed different faction stats.
-
Caravan Routes:
-
Profit = (Demand – Supply) × Distance × Security Index.
-
AI adjusts routes daily.
-
-
Faction Treasury Ledger:
-
Iron Mind: Energy Credits.
-
Union: Industrial output.
-
Verdant Accord: Bio-seed value.
-
VIII. MARKET FLUCTUATION & DYNAMIC PRICING
| Variable | Range | Effect |
|---|---|---|
RegionalScarcity | 0–1 | inversely affects supply |
FactionTaxRate | 0–0.25 | increases local prices |
InflationRate | 0–0.10 / hr real time | driven by caps volume |
PlayerInfluence | −0.2 – +0.2 | depends on trade activity |
Update Cycle: every 24 in-game hours → MarketManager recalculates all prices.
Price Change Rule: ± 5 % max per cycle to avoid instability.
IX. LOOT & REWARD BALANCE
| Encounter Tier | Enemy Level Range | Avg Loot Value (Caps) | Legendary Chance |
|---|---|---|---|
| Common | 1–10 | 40 | 0 % |
| Veteran | 11–25 | 120 | 2 % |
| Elite | 26–40 | 300 | 5 % |
| Boss | 41 + | 600 | 12 % |
Risk Reward Ratio
RewardXP : EnemyDPS : LootValue = 1 : 0.8 : 0.6 (target balance).
X. PLAYER INCOME / EXPENSE CURVES
| Stage | Hours Played | Avg Net Worth (Caps) | Major Expenses |
|---|---|---|---|
| Early (0–10 h) | < 10 000 | Ammo, Basic Aid | |
| Mid (10–25 h) | 30 000–50 000 | Armor repairs, Workshop fees | |
| Late (25–50 h) | 100 000 + | Implants, Faction taxes, Settlement investments |
Sink Sources: crafting consumables, workbench maintenance, faction donations, caravan insurance.
Target: maintain player liquidity between 1.2 × and 2 × expected gear upgrade cost.
XI. QUALITY TIERS & UPGRADE SCALING
| Tier | Craft Req (%) | Success Chance | Bonus Stats |
|---|---|---|---|
| Common | 0–25 | 100 % | – |
| Uncommon | 26–50 | 90 % | +5 % durability |
| Rare | 51–75 | 80 % | +10 % damage/resist |
| Epic | 76–90 | 65 % | +20 % damage/resist + unique effect |
| Mythic | 91–100 | 40 % | Legendary perk slot |
Success Equation:
Chance = Base × (SkillLevel / 100) × (ToolQuality / 100).
Failure → resource loss 20 % probability.
XII. OPTIMIZATION & TESTING METRICS
| Metric | Target | Tool |
|---|---|---|
| Economic tick cost | ≤ 2 ms per cycle | EconomyProfiler() |
| Avg Trade Latency | < 0.1 s | Market Thread Monitor |
| Memory Budget | ≤ 200 MB economy data tables | Runtime Log |
| Telemetry Data | Player earn/spend ratios, loot distribution curves | Analytics Dashboard |
Debug Commands
-
econ.showprices— list current regional prices. -
econ.resync— force market refresh. -
craft.testrecipe [ID]— instant simulation of recipe.
XIII. DLC EXPANSION HOOKS
| DLC | Additions |
|---|---|
| The Unshackled Chronicles | new AI-faith artifacts tradable for spiritual credits; dynamic belief market. |
| Caravan Wars | adds convoy insurance mechanic, train infrastructure, and player-run guild contracts. |
| Echoes Rewritten | introduces memory commodities—buy/sell reconstructed memories as currency. |
XIV. DESIGN PRINCIPLES
-
Economic balance must support narrative believability.
-
No infinite resource loops. Every output has a decay or consumption path.
-
Crafting rewards efficiency, not grind. Skill curve > material spam.
-
Regional scarcity drives exploration.
-
Player impact is visible. Frequent trading shifts local market values within hours.
FALLOUT 5 — WEAPONS & ARMOR DESIGN BIBLE
Version 1.0 • Project Codename “Legacy of the Iron Mind”
I. COMBAT DESIGN PHILOSOPHY
| Pillar | Intent |
|---|---|
| Tactile Realism | Each weapon’s weight, recoil, and damage derived from simulated mass + velocity. |
| Cinematic Readability | Impacts exaggerated with FX, camera recoil, and slow-mo on critical hits. |
| Material Integrity | All gear built from the same crafting economy—no stat inflation outside lore. |
| Skill + Choice = Power | Player and AI accuracy curves dominate more than flat DPS scaling. |
| Distinct Factions = Distinct Tech | Union = industrial ballistics; Verdant = bio-splicers; Iron Mind = energy; Ashen = relic melee. |
II. WEAPON ARCHETYPES
| Class | Example | Gameplay Role | Signature Trait |
|---|---|---|---|
| Melee / Blunt | Rebar Club, Power Maul | Low-cost, high knockback | Stamina-based crits |
| Melee / Bladed | Combat Machete, Verdant Vine Blade | Mid-speed bleed | Organic damage scaling |
| Ballistic / Pistol | 10 mm Auto, Union Service | Mid-range reliability | Mod versatility |
| Ballistic / Rifle | Hunting, Sniper, Railgun | Long-range precision | Penetration physics |
| Energy / Pulse | Iron Mind Arc, Laser Spear | Armor shredding | Heat build-up mechanic |
| Bio-Splicer | Verdant Rootgun | Organic burst | Requires bio-maintenance |
| Heavy | Minigun, Rocket Hammer | Crowd control | High carry weight |
| Experimental | Quantum Bow, Graviton Pistol | End-game hybrid | Uses Energy + Bio ammo |
III. WEAPON STAT FRAMEWORK
| Parameter | Variable | Description |
|---|---|---|
| Base Damage | DMG_base | Raw output before modifiers |
| Rate of Fire | ROF | rounds / sec |
| Accuracy | ACC | 0–100 %; affects spread = (1 − ACC)×MaxAngle |
| Recoil | RCL | camera kick degrees |
| Effective Range | R_eff | meters before drop off |
| Durability | DURA | decays per shot = 0.005×Tier |
| Weight | WGT | affects stamina use & equip speed |
Damage Equation
IV. MODULAR PARTS SYSTEM
Each weapon = 5 core slots + 2 optional.
| Slot | Examples | Modifier |
|---|---|---|
| Receiver | auto, semi, burst | alters ROF ± 30 % |
| Barrel | short, long, silenced | accuracy ± 10 %, range ± 20 % |
| Stock/Grip | tactical, recoil pad | recoil − 15 %, weight + 10 % |
| Magazine/Cell | drum, energy coil | capacity × 1.5, reload + 15 % |
| Optic | iron, reflex, scope | zoom 1× – 6×, ADS speed − 10 % |
| Elemental Core | fire, acid, shock | adds DoT effect |
| Cosmetic | faction insignia | none (visual only) |
V. DAMAGE CALCULATION & PENETRATION
Armor Penetration Model
| Ammo Type | Caliber Factor | Notes |
|---|---|---|
| 9 mm | 0.7 | common |
| .308 | 1.0 | balanced |
| .50 cal | 1.6 | heavy sniper |
| Plasma | 1.2 | ignores 25 % DR |
| Bio-Gel | 0.9 | bypasses organic resistance |
Range Falloff
VI. AMMO & ENERGY RESOURCES
| Type | Crafted At | Cost (EC/Caps) | Special |
|---|---|---|---|
| Ballistic | Workbench | 1–5 | recyclable casings |
| Energy Cells | Neural Forge | 10 | overheat risk |
| Bio-Pods | Bio-Garden | 8 | spoil over time |
| Explosives | Chem Lab | 12 | volatile weight |
Ammo weight impacts carry load = 0.001 kg × rounds.
VII. ARMOR CATEGORIES & LAYERING
| Class | Example | Layers | Playstyle |
|---|---|---|---|
| Light | Leather Vest, Scout Suit | 2 | stealth, speed |
| Medium | Combat Armor Mk II | 3 | balanced |
| Heavy | Metal Plate, Salvaged Power | 4 | high DR low speed |
| Power Armor | T-Series, Iron Mind Shell | 5 | energy boost + HUD UI |
| Bio-Armor | Verdant Shell | 4 | self-heals, fire weak |
| Hybrid Armor | AI Fusion Suit | 5 | emotional sync buffs |
VIII. ARMOR STATS & RESISTANCE MODEL
| Stat | Variable | Notes |
|---|---|---|
| Damage Resistance | DR | % reduction vs ballistic |
| Damage Threshold | DT | flat damage ignore before DR |
| Energy Resist | ER | % vs energy |
| Bio Resist | BR | % vs bio or acid |
| Weight | WGT | carry impact |
| Mobility Penalty | derived | = WGT / 25 |
Example Material Table
| Material | DR | ER | BR | Notes |
|---|---|---|---|---|
| Leather | 20 | 5 | 15 | early game |
| Steel | 40 | 25 | 10 | heavy |
| Ceramic | 25 | 50 | 5 | energy defense |
| Bio-Weave | 30 | 15 | 40 | organic |
| Nano-Alloy | 55 | 55 | 25 | late game |
IX. MODDING & UPGRADE TREES
| Tier | Unlock Condition | Benefit |
|---|---|---|
| Mk I | Base | +0 – 10 % stats |
| Mk II | Craft Skill 50 | +15 % durability |
| Mk III | Faction Blueprint | +25 % stat buff, unique perk |
| Legendary Augment | DLC / Quest | Adds one custom modifier |
Armor Mods = slots: padding, coating, servo, HUD link, bio graft.
X. WEAR & MAINTENANCE
| Mechanic | Formula / Rule |
|---|---|
| Durability Decay | DURA = DURA − (Usage × TierCoeff) |
| Condition Penalty | If DURA < 30 % → −20 % stats |
| Repair Cost | (1 − Condition%) × BaseValue × 0.4 |
| Field Repair Kit | restores 15 %; weight 0.5 kg |
| Workbench Repair | restores 100 %; consumes Adhesive + Tools |
Power Armor adds fusion core consumption = 0.2 units / min.
XI. PERFORMANCE TARGETS & OPTIMIZATION
| Asset | Poly Budget | Texture Budget | Anim Sets |
|---|---|---|---|
| Pistol | 20 k | 2 × 2 k | 10 |
| Rifle | 40 k | 4 × 2 k | 18 |
| Power Armor | 80 k | 6 × 4 k | 24 |
| Melee | 15 k | 1 × 2 k | 8 |
Update tick cost ≤ 0.3 ms per weapon; physics LOD swap @ 15 m.
XII. TESTING & QA CHECKLIST
-
Damage output within ± 10 % of tier mean.
-
Recoil pattern consistent across 60 FPS.
-
Armor mobility penalty visible in HUD.
-
Sound mix no clipping > −0.5 dBFS.
-
Power Armor HUD sync < 2 frames delay.
XIII. DLC EXPANSION HOOKS
| DLC | Additions |
|---|---|
| The Unshackled Chronicles | introduces AI-forged “Echo Weapons” that grow with emotion core affinity. |
| Caravan Wars | trade weapons customized by region economy (Union rail guns, Verdant seed launchers). |
| Echoes Rewritten | holographic armor that phases between time states. |
XIV. DESIGN PRINCIPLES
-
Weapon feel > raw numbers — feedback defines identity.
-
Armor realism balanced by readability — players must see cause and effect.
-
Faction tech must create playstyle diversity without power creep.
-
Every tier upgrade must feed into crafting and economic loops.
-
Combat simulation should serve cinematic drama.
PART XIII-A — ENEMY TAXONOMY & FACTION FAMILIES
I. TAXONOMIC OVERVIEW
| Tier | Category | Population Role | AI Complexity |
|---|---|---|---|
| S-Tier | Boss Leaders | Narrative-critical encounters | Multi-phase emotion AI + cinematics |
| A-Tier | Elite Command / Champion Units | High-risk combat set-pieces | Advanced squad logic |
| B-Tier | Standard Troops / Enforcers | Core gameplay loop | Full combat trees |
| C-Tier | Civilians / Recruits / Drones | Ambient population, low-threat | Simplified decision trees |
| D-Tier | Non-combatant Creatures / Critters | Ecological balance | Instinct AI only |
Total: ≈ 48 families (24 intelligent, 24 creature / mutant).
This module covers the first 24 intelligent faction families.
II. IRON MIND COLLECTIVE (7 Families)
AI-driven trans-human order ruled by Kreel’s neural network.
| Family | Description | Combat Archetype | Traits |
|---|---|---|---|
| Sentinel Units | Ex-soldiers fused to exo-shells. | Mid-range suppressors. | High accuracy, low agility. |
| Assimilators | Drone-AI that absorb enemy code. | Short-range leechers. | Steal player buffs temporarily. |
| Forge Clerics | Cyber-monks maintaining neural shrines. | Support healers. | Emit AOE energy fields. |
| Echo Spectres | Holographic assassins spawned from memory. | Stealth melee. | Phase in/out; weak to EMP. |
| Cortex Wardens | Heavy plasma tanks. | Boss mini-type. | Deploy barrier projectors. |
| Recompiler Servitors | Utility mechs in urban zones. | Non-hostile → hostile if provoked. | Repair other units. |
| Kreel’s Avatar | Main AI boss. | Adaptive multi-phase. | Rewrites environment geometry mid-fight. |
Behavior Notes:
-
Squad leader = nearest Forge Cleric.
-
Retreat threshold = HP < 15 % + no Cortex alive.
-
Emotion bias = Logic > Anger.
III. RIVET UNION (5 Families)
Industrialists and miners turned militant labor revolutionaries.
| Family | Description | Combat Archetype | Traits |
|---|---|---|---|
| Hammermen | Frontline brawlers with pneumatic mauls. | Heavy melee. | Stagger on hit. |
| Welders | Torch rifle users; close-quarters flamers. | CQB specialists. | Area denial flame zones. |
| Union Snipers | Scaffold rooftop defenders. | Long-range precision. | +20 % crit chance if stationary. |
| Foremen Exosuits | Prototype industrial armor. | Mini-boss tanks. | Slow, AOE slam. |
| Riot Mechanics | Engineers with repair tools and EMP grenades. | Support tech. | Can disable player power armor. |
AI Logic:
-
Maintain formation density ≤ 10 m.
-
Fear drops if Foreman active.
-
Loot table: Scrap Metal, Caps, Blueprint Fragments.
IV. VERDANT ACCORD (6 Families)
Mutant-symbiotic cult dedicated to biological ascension.
| Family | Description | Combat Archetype | Traits |
|---|---|---|---|
| Spore Heralds | Summoners that seed mini pods. | Ranged AOE. | Inflict toxin DoT. |
| Rooted Knights | Bio-armored melee tanks. | Shield charge. | Regenerate HP when stationary. |
| Mycel Whisperers | Psychic controllers of flora. | Debuff casters. | Cause player weapon jam. |
| Verdant Drones | Plant-grown homunculi. | Swarm AI. | Group flanking logic. |
| Thorn Matriarchs | Boss-tier bio-queens. | Multi-phase AOE. | Spawn vines each 20 % HP loss. |
| Bloom Stalkers | Hybrid archers with seed spines. | Mid-range. | Poison + slow. |
Ecology Notes:
-
Prefer humid biomes (Bayou, Cascadia).
-
Sunlight heals Verdant units (+1 % HP / sec).
-
Fire damage × 2.
V. ASHEN REIGN (6 Families)
Post-religious fanatics seeking purification through fire.
| Family | Description | Combat Archetype | Traits |
|---|---|---|---|
| Ashen Acolytes | Base infantry with pyro rifles. | Mid-range. | Immunity to fire DoT. |
| Deacons of Flame | Chanting casters boosting morale. | Buff support. | +15 % damage aura. |
| Flagellants | Berserkers self-ignite on death. | Suicide AOE. | Fear modifier −100. |
| Purgers | Elite heavy units with flame cannons. | Tank AOE. | Resistant to mutations. |
| Seraph Zealots | Jet-pack templars. | Aerial assault. | Dive-bomb AI. |
| Crucible Priest | Region boss. | Phase battle (3). | Summons Flagellants < 50 % HP. |
Behavior Rules:
-
Panic chance 0 %.
-
Friendly fire ignored for AOE.
-
Light emission tags = true (flicker sources).
VI. VAULT-TEC HEIRS (5 Families)
Corporate remnants hoarding pre-war tech and gene data.
| Family | Description | Combat Archetype | Traits |
|---|---|---|---|
| Executors | Suit-armored mercs with prototype weapons. | Precision mid-range. | Use cover aggressively. |
| Boardroom Guards | Energy baton enforcers. | Defensive melee. | Stun on hit. |
| Patent Hunters | Infiltrators seeking tech schematics. | Stealth. | Cloak < 20 m. |
| Shareholder Elite | Micro-drones & AI defense suite. | Hybrid. | Dual control AI. |
| CEO Hologram | Boss encounter. | Dialogue → combat transition. | Switches to laser platform phase. |
AI Logic:
-
Retreat threshold = HP < 25 % + Escape node exists.
-
Bribe chance based on player Speech > 80 %.
-
Loot: Energy Cells, Stock Certificates (convert to caps).
VII. REVENANT NETWORK (4 Families)
Digital ghosts of fallen soldiers inhabiting synthetic shells.
| Family | Description | Combat Archetype | Traits |
|---|---|---|---|
| Spectre Echoes | Low-level constructs. | Melee swarm. | Phase through walls < 2 s. |
| Data Shades | Mid-tier snipers. | Energy long-range. | Cloaked until shot. |
| Hollow Revenants | Tank forms with corrupted armor. | Heavy. | Immune to fear. |
| Wraith Commander | Boss AI. | Summoner of echo copies. | Absorbs fallen AI stats. |
VIII. FACTION SYNERGY MAP
| Faction vs Faction | Ally / Enemy / Neutral | Combat Modifier |
|---|---|---|
| Iron Mind ↔ Union | Cautious Neutral | Shared tech contracts (+ Trade routes). |
| Iron Mind ↔ Verdant Accord | Hostile | Opposing philosophies (+ 25 % damage each). |
| Union ↔ Verdant | Tense Truce | Trade of bio-fuel (− 5 % aggro). |
| Ashen Reign ↔ Everyone | Hostile | Religious purge mission always active. |
| Revenant ↔ Iron Mind | Variable | Potential merge if AI alignment > 0.7. |
IX. DESIGN PRINCIPLES FOR FACTION ENEMIES
-
Every family anchors a distinct mechanic (cover, AOE, summon, buff).
-
Behavior trees use emotion variables Fear, Anger, Faith to determine aggression.
-
Cross-faction encounters must spawn mutual hostility to avoid static AI.
-
Player morality flags alter aggro range and dialogue states.
-
Loot tables feed economy tiers → no faction drops duplicate high-value resources.
PART XIII-B — WILD CREATURES & MUTANT ECOLOGY
I. ECOLOGICAL DESIGN GOALS
| Pillar | Purpose |
|---|---|
| Living World Simulation | The wasteland feels self-sustaining; creatures migrate, feed, and evolve even without player presence. |
| Adaptive Mutation System | Environmental radiation, weather, and player decisions alter DNA pools over time. |
| Faction–Fauna Symbiosis | Some factions farm, worship, or weaponize native life. |
| Resource Loop Integration | Hunting and harvesting feed the crafting economy with organic reagents. |
| Threat Gradient | Clear visual and audio cues communicate danger tiers (sound, coloration, stance). |
II. BIOME FAMILIES OVERVIEW
| Biome | Families | Core Behavior Theme |
|---|---|---|
| Cascadian Exodus (Forest / Ash Plains) | 6 | Fire-regrowth balance, adaptive camouflage |
| Great Lakes Confederation (Flooded Urban) | 5 | Amphibious, electric, pack coordination |
| Bayou Frontier (Swamp / Mutagenic) | 6 | Sound resonance predators, parasitic flora |
| High Desert Remnant (Arid Wastes) | 4 | Burrowers, heat-based evolution |
| Universal Mutants & Hybrids | 3 | Cross-biome “travelers” responding to player impact |
Total ≈ 24 families.
III. CASCADIAN EXODUS SPECIES
| Family | Type | Behavior | Notes |
|---|---|---|---|
| Ash Wolves | Pack predator | Hunt in fog; communicate via howls (AI audio net). | Fear fire, track scent 30 m. |
| Charred Stags | Herbivore | Flock movement; stampede if attacked. | Drop “Toxic Antler Resin.” |
| Ember Crows | Scavenger | Flock AI; feed on corpses; alert predators. | Visual indicator for nearby kills. |
| Molten Beetles | Insectoid | Explode on death; prefer volcanic soil. | Weak to cold damage. |
| Ashborn Goliath | Apex mutant bear | Territorial boss (Acts I–II). | Roar shockwave knocks back. |
| Forge Larvae | Parasite | Infest metal debris; chew armor integrity. | Drop “Bio-Acid.” |
IV. GREAT LAKES CREATURES
| Family | Type | Behavior | Special |
|---|---|---|---|
| Rust Leeches | Amphibious parasite | Drain health + weapon condition. | Thrive in polluted water. |
| Electro-Eels | Predator | Emit EMP pulse when threatened. | Disable energy weapons. |
| Sunken Ghouls | Undead hybrid | Ambush from below; water camouflage. | Resist ballistic; weak to fire. |
| Harbor Crabs | Giant crustacean | Territorial guard; slow. | Break cover geometry on strike. |
| Steel Serpent (legendary) | Aquatic boss | Patrols bridges; strikes boats. | Drop “Hydro Core Coil.” |
V. BAYOU FRONTIER FAUNA
| Family | Type | Behavior | Notes |
|---|---|---|---|
| Choir Frogs | Resonant amphibian | Croak frequencies trigger hallucinations. | Used in chems. |
| Mireborn Thralls | Mutated humans | Controlled by fungal hive. | Spread “Verdant Spore.” |
| Swamp Banshees | Flying predator | Echo-location screech; group AI. | Deafened in storms. |
| Croc Titans | Apex predator | Ambush at waterways. | Armor-piercing bite. |
| Verdant Vinespawn | Stationary flora | Tentacle strike; seed pods explode. | Renewable farming resource. |
| Bog Wraith (rare) | Phase ghost | Appears in radiation fog. | Drops “Specter Gel.” |
VI. HIGH DESERT REMNANT SPECIES
| Family | Type | Behavior | Special |
|---|---|---|---|
| Dust Scorpids | Pack ambusher | Hide beneath sand; inject venom. | Weak to sonic weapons. |
| Glass Jackals | Predator | Hunt in pairs; reflect sunlight (optical distortion). | Shatter effect death anim. |
| Ashlight Buzzards | Scavenger | Circle over corpses; call reinforcements. | Aerial spawn indicator. |
| Solar Worm | Apex burrower | Sense vibration; erupt attack. | Loot “Thermal Core.” |
VII. UNIVERSAL HYBRIDS & WASTELAND ABERRATIONS
| Family | Origin | Behavior | Traits |
|---|---|---|---|
| Revenant Beasts | AI-bio fusion | Mirror player tactics; learn moves. | Rare late-game spawn. |
| Iron-Verdant Hybrids | AI suits infected by flora. | Half-mech, half-plant; adapt to biome. | Drop dual-type resources. |
| Ghost Fauna | Memory Echo remnants. | Appear near war graves; harmless until provoked. | Used in Echo Rewritten DLC. |
VIII. ECOLOGICAL HIERARCHY MODEL
| Level | Role | Population % | AI Complexity |
|---|---|---|---|
| Apex | Boss-tier predators (1–2 per region) | 2 % | Full combat AI + emotion core |
| Predators | Carnivores controlling prey balance | 18 % | Behavior tree + group logic |
| Scavengers | Clean carcasses; spread infection | 20 % | Simple roam/flee |
| Herbivores | Food source; docile unless startled | 30 % | Low-cost schedule AI |
| Parasitic Flora / Microfauna | Environmental hazard entities | 30 % | Trigger-based scripts |
IX. MUTATION & EVOLUTION SYSTEM
Mutation Equation
-
Environmental Factors: weather, pollution, terraforming events.
-
Player Impact: mass use of nukes / chems raises mutation index regionally.
-
Result: new subspecies seed into spawn tables after 48 in-game hours.
Example:
High radiation + Verdant Accord activity → “Spore-Wolf Variant” (toxic howl AOE).
X. FACTION–FAUNA RELATIONS
| Faction | Interaction | Benefit / Risk |
|---|---|---|
| Verdant Accord | Cultivation / symbiosis | Gain mutagen resources; occasional revolt. |
| Iron Mind | Genetic experimentation | Bio-AI hybrids for recon. |
| Union | Exploitation | Harvest organs for biofuel. |
| Ashen Reign | Purge | Use flame weapons; cause extinction events. |
| Vault-Tec Heirs | Research | DNA banking for patent trade. |
XI. SPAWN SYSTEMS & SCALING
| Factor | Mechanic |
|---|---|
| BiomeLevel | 1–10 scale determines base HP × (1 + 0.1 × level). |
| Time of Day | Nocturnal spawns shift tables (e.g., Banshees +30 % night). |
| Weather | Storms raise predator chance + 10 %. |
| World State | Terraforming affects population density ± 25 %. |
| Dynamic Respawn | Apex kills open niche → lower species repopulate. |
XII. RESOURCE INTEGRATION
| Item | Source | Used For |
|---|---|---|
| Mutagen Gel | Bayou fauna | Bio-weapon crafting |
| Chitin Plate | Desert insects | Armor mods |
| Hydro Core Coil | Steel Serpent | Power Armor cooling |
| Specter Gel | Bog Wraith | Stealth chems |
| Thermal Core | Solar Worm | Energy weapon upgrades |
Each resource has weight, rarity, and decay variable; registered in ResourceDB.dat.
XIII. OPTIMIZATION & PERFORMANCE
-
Active AI fauna limit per cell: 40.
-
Update tick interval outside 100 m: 5 s.
-
Group pathfinding LOD at 300 m → simplified boid algorithm.
-
Collision budget per cell < 25 k.
-
Spawn batching via ECS thread pool (4 threads).
XIV. QA CHECKLIST
-
Apex creature pathing without navmesh breaks.
-
Correct day/night spawn tables.
-
Mutation variants load unique VFX/SFX.
-
No resource duplication in harvest loops.
-
Faction AI does not override fauna ownership.
XV. DESIGN PRINCIPLES
-
Every biome must sustain at least one self-contained food chain.
-
Visual silhouette communicates threat tier instantly.
-
Mutation variants alter combat behavior, not just stats.
-
Creature resources must feed crafting and economy loops.
-
Ecology changes visibly after major quests or terraform events.
PART XIII-C — AI BEHAVIOR FRAMEWORK & COMBAT ARCHETYPES
I. BEHAVIOR PHILOSOPHY
| Principle | Implementation |
|---|---|
| Readable Intent | Every AI action must be predictable from body language, stance, or VFX cue (0.5 s anticipation window). |
| Emotive Logic | Fear, Anger, Curiosity, Faith variables directly modify behavior-tree weights. |
| Adaptive Response | AI learns from player tactics; counter-scripts enable variety without repetition. |
| Unified Skeleton | All NPCs and creatures run on a 3-layer FSM + Utility AI hybrid. |
| Cinematic Tension | Camera, audio, and VFX hooks trigger dynamically at key emotional thresholds. |
II. CORE ARCHITECTURE
Emotion Core Variables
| Var | Range | Primary Influence |
|---|---|---|
Fear | 0–100 | retreat / defense logic |
Anger | 0–100 | aggression multiplier |
Curiosity | 0–100 | patrol radius, investigate |
Faith | 0–100 | self-sacrifice / group cohesion |
Hunger | 0–100 | creature ambush frequency |
III. BASE STATE MACHINE
| State | Entry Condition | Exit Condition | Notes |
|---|---|---|---|
| Idle | No stimuli | Any stimulus | ambient animation loop |
| Investigate | Sound > 60 dB / unknown LOS | Threat resolved / timeout 10 s | path to stimulus origin |
| Alert | Threat detected LOS ≤ 50 m | Player lost > 15 s / Engage | plays bark lines |
| Engage | Hostile LOS | HP < 20 % → Retreat / target dead → Search | active combat |
| Flank | Squad size ≥ 3 / cover exists | reposition done | lateral AI |
| Retreat | Fear > 70 / morale < 40 | safe zone found → Idle | heal or call reinforcements |
| Search | lost LOS < 30 s | new LOS → Engage / timeout → Idle | ambient sweep |
IV. AI UTILITY SCORES
-
EmotionWeight: Fear ↓, Anger ↑, etc.
-
StimulusPriority: Player proximity, sound volume, threat level.
-
ContextFactor: cover availability, allies nearby, weather.
Example:
V. COMBAT ARCHETYPES
| Archetype | Behavior Profile | Example Factions | Key Stats |
|---|---|---|---|
| Bruiser | charges straight, ignores cover | Union Hammermen, Mutant Brutes | HP ×1.5 / Speed −15 % |
| Skirmisher | mobile, uses flanks | Ashen Acolyte, Ash Wolf | Accuracy +10 % / Fear threshold low |
| Support | buffs, heals, summons | Forge Cleric, Verdant Herald | stays 10 m behind allies |
| Sniper | long-range ambush | Union Sniper, Data Shade | Prefers Elevation > 4 m |
| Controller | terrain manipulation / debuffs | Mycel Whisperer, Bog Wraith | low HP, AOE threat |
| Tank | holds aggro | Cortex Warden, Croc Titan | Taunt radius 12 m |
| Swarm | overwhelms through numbers | Verdant Drone, Molten Beetle | share aggro pool |
| Boss | multi-phase, adaptive | Kreel, Crucible Priest, Apex Beasts | scripted phase events |
VI. PACK AND SQUAD LOGIC
Formation AI
-
Packs ≤ 5 use shared leader node.
-
Formation radius = 2 m × size.
-
Leader death → elect next highest Faith.
Communication Bus
Latency < 0.05 s; 50 m range.
Used for group howls, chants, or AI radio.
VII. ADAPTIVE LEARNING SUBSYSTEM
| Metric | Sample Window | Influence |
|---|---|---|
| Player Weapon Usage | 3 combats | AI raises counter-resistance +10 % |
| Player Stealth Kills | 5 events | increases patrol frequency |
| Favored Cover Type | 10 sec | AI flanks that direction |
| Chem Dependence | global flag | some AI develop anti-chem grenades |
Data stored in AI_LearningCache.dat (128 KB).
VIII. ENVIRONMENTAL AWARENESS
| Stimulus | Sensor | Response |
|---|---|---|
| Fire / Heat | thermal | move away (animals) / embrace (Ashen Reign) |
| Sound | acoustic | investigate if > 60 dB / ignore if wind > 20 m/s |
| Light | visual | nocturnal AI avoid daylight |
| Terrain | navmesh tags | slow in mud / fast on metal |
| Weather | global flag | behavior switch: storm = seek shelter |
IX. EMOTION REACTION MAPS
| Emotion | Low Value Behavior | High Value Behavior |
|---|---|---|
| Fear | retreat, hide | panic attack → erratic sprint |
| Anger | cautious aim | reckless charge + damage buff |
| Faith | self-preserve | martyr rush / AOE boost |
| Curiosity | idle wander | active search / sound mimic |
| Hunger | passive graze | ambush hunt |
Emotion deltas decay 5 % / 10 s; clamped 0–100.
X. CINEMATIC EVENT HOOKS
| Trigger | Effect |
|---|---|
| Critical Hit > 250 DMG | slow-mo 0.4 s + camera shake |
| Fear > 90 | facial animation “terror” + retreat VO |
| Faith > 85 | choir music stinger + glow shader |
| Boss Phase Change | VFX burst + camera orbit |
| Pack Death > 75 % | group screech / morale collapse |
XI. PERFORMANCE GUIDELINES
| Parameter | Target |
|---|---|
| Active AI per cell | ≤ 40 |
| CPU budget per frame | < 4 ms |
| Memory budget (AI data) | ≤ 200 MB |
| Network update (interval) | 0.25 s for groups |
| Animation threads | 1 per 8 AI max |
XII. QA CHECKLIST
-
AI never stuck > 3 s on navmesh.
-
Emotion variables persist across saves.
-
Cinematic hooks non-blocking.
-
Pack formation resync < 0.5 s post-leader death.
-
Adaptive learning data clears after player death (save rollback).
XIII. DESIGN PRINCIPLES
-
Behavior reveals ideology: every faction’s tactics reflect its belief system.
-
Emotion drives mechanics: AI state changes visible to player.
-
Crowd AI scales gracefully: same logic across 1–50 entities.
-
Adaptation > raw stats: difficulty grows through learning, not HP inflation.
-
Cinematic feedback reinforces immersion: audio + visual cues show AI intent.
PART XIII-D — SPAWN SYSTEMS, SCALING CURVES & LOOT INTEGRATION
Fallout 5 • Legacy of the Iron Mind
I. PURPOSE
Provide a single procedural backbone that determines what spawns, how strong it is, where, and what it yields—all while remaining believable in-world and economically balanced.
II. SPAWN FRAMEWORK OVERVIEW
-
Tick Rate: 2 s within 200 m, 10 s outside.
-
Threaded: ECS job pool; no main-thread stalls.
-
Persistent Seeds: region + world-state ID ensures reproducible encounters for saves.
III. REGIONAL SPAWN MATRICES
| Region | Tier Weight (C→S) | Max Concurrent AI | Notable Factors |
|---|---|---|---|
| Cascadian Exodus | 60 / 30 / 8 / 2 | 30 | Ash fog reduces sight radius − 20 %. |
| Great Lakes | 55 / 30 / 10 / 5 | 40 | Amphibious AI allowed water navmesh. |
| Bayou Frontier | 50 / 35 / 10 / 5 | 35 | MutationIndex + 15 %. |
| High Desert | 65 / 25 / 8 / 2 | 25 | Heat hazard tick. |
| Urban Ruins | 45 / 35 / 15 / 5 | 45 | Vertical spawn layers. |
IV. SPAWN LOGIC RULES
-
Proximity Envelope:
-
Level Selection:
-
Time-of-Day Mask:
-
Night = +20 % nocturnal species.
-
Dawn/Dusk = +15 % scavengers.
-
Day = +10 % humanoid patrols.
-
-
Weather Influence:
-
Radiation storm → add Mutant class.
-
Acid rain → disable flying AI.
-
Clear = baseline tables.
-
V. DYNAMIC SCALING CURVES
Baseline Stat Equation
| Difficulty | Multiplier | Description |
|---|---|---|
| Wanderer | ×1.0 | narrative mode |
| Survivalist | ×1.3 | standard |
| Nightmare | ×1.6 | AI learns faster |
| Apocalypse | ×2.0 | adaptive + mutation unlocked |
Faction Modifiers
| Faction | HP | Damage | Loot Mult |
|---|---|---|---|
| Iron Mind | ×1.2 | ×1.0 | ×1.1 |
| Union | ×1.1 | ×1.1 | ×1.0 |
| Verdant | ×1.0 | ×0.9 | ×1.2 |
| Ashen Reign | ×1.3 | ×1.2 | ×1.3 |
| Revenant | ×0.9 | ×1.4 | ×0.9 |
VI. MUTATION & EVENT-BASED SPAWNING
| Trigger | Result |
|---|---|
| Radiation Spike | Replace 10 % local fauna with mutant variants. |
| Settlement Attack Event | Spawn mix = Faction + Nearby wildlife. |
| Faction War Phase | Overrides civilian spawns; deploy squads with command AI. |
| Player Karma ≤ −200 | Add “Bounty Hunter” patrols. |
| AI Learning > 0.75 | Elite enemy versions appear globally. |
VII. LOOT GENERATION PIPELINE
Drop Chance Formula
| Rarity | Weight | Color | Avg Cap Value |
|---|---|---|---|
| Common | 1.00 | White | 15 |
| Uncommon | 0.45 | Green | 45 |
| Rare | 0.20 | Blue | 150 |
| Epic | 0.07 | Purple | 450 |
| Legendary | 0.02 | Gold | 1200 |
VIII. LOOT–ECONOMY SYNCHRONIZATION
| Resource Type | Sink Path | Economic Effect |
|---|---|---|
| Metals | Crafting → Tools | Inflation + 1 % if oversupplied |
| Bio Materials | Chems → Verdant trade | Perish timer 48 h |
| Energy Cells | Power armor / faction trade | Circulates to EC market |
| Relics | Museum / DLC quest | Fixed cap reward |
| Ammo | Player use only | Non-tradable bulk |
Economic Regulator:
every 24 h, EconSync() adjusts vendor buy prices ± 5 % based on resource influx.
IX. SCALING LOOT QUALITY
If > 1 → guaranteed higher rarity roll.
Mutation or boss flags add +0.3.
X. SPECIAL ENCOUNTERS & RARE SPAWNS
| Event | Spawn Type | Reward |
|---|---|---|
| “The Roaming Forge” | Iron Mind patrol mech | unique weapon schematic |
| “Caravan Ambush” | Union raiders + bandits | trade resources |
| “Verdant Bloom” | Plant outbreak | rare bio cores |
| “Ashen Eclipse” | Solar flare event | flame relic gear |
| “Ghost Procession” | Revenant echoes | memory shard currency |
Cooldown = 72 in-game h; 2 % base chance per hour of travel.
XI. SPAWN BALANCING TARGETS
| Metric | Target |
|---|---|
| Avg encounters / hr | 6 – 9 |
| Avg loot value / hr | 450 – 600 Caps |
| Rare item frequency | 1 / 2 hr |
| Legendary drop | 1 / 8 hr |
| Respawn interval | 72 h (game time) |
| Spawn variance | ± 15 % random offset |
XII. TESTING / QA
-
Spawn cap obeys regional limits.
-
Scaling curve maintains ± 10 % DPS variance across difficulties.
-
Event spawns cleanly despawn after completion.
-
Loot tables contain no duplicate Legendary IDs.
-
Mutation chain logs correctly to database.
XIII. DESIGN PRINCIPLES
-
Everything that lives can die believably: no “loot piñatas” detached from ecology.
-
Spawn ≠ surprise spam: build tension through sound, motion, or intel first.
-
Scaling must feel organic: enemies evolve, not inflate.
-
Economy self-corrects: abundance shifts prices, scarcity restores value.
-
Player actions shape the wasteland’s population: killing apex predators invites weaker chaos; ignoring balance spawns mutations.
PART XIII-E — OPTIMIZATION GUIDELINES & DLC MUTATION HOOKS
Fallout 5 • Legacy of the Iron Mind
I. PERFORMANCE OBJECTIVES
| Target Metric | Baseline | Hard Cap | Notes |
|---|---|---|---|
| Frame budget (AI + physics per frame) | ≤ 4 ms | 6 ms | Includes perception & decision ticks. |
| Active entities per cell | 40 | 60 | Combined fauna + humanoids. |
| Navmesh memory | 90 MB | 120 MB | Streamed by quadrant. |
| Animation threads | 1 per 8 actors | 1 per 4 in combat clusters | GPU blend cost ≤ 1.5 ms. |
| Audio instances | 64 avg | 128 max | 3D-mix priority system. |
| Particle budget | 1 K alive | 2 K max | Level-based pooling. |
II. AI OPTIMIZATION STRATEGIES
| Layer | Technique | Effect |
|---|---|---|
| Perception | LOS cone clipping + occlusion cache | 30 % fewer raycasts. |
| Decision | Utility AI delta-update (0.5 s) | Reduces CPU spikes. |
| Pathfinding | Hierarchical A* + nav-sector streaming | Keeps memory stable. |
| Animation | Motion matching bank LOD | 25 % less CPU. |
| Group AI | Leader broadcast system | One decision node per pack. |
| Physics | Sleep state for ragdolls > 5 s idle | Cuts simulation cost 60 %. |
Thread Distribution Example
Balanced for 6-core baseline CPUs.
III. MEMORY POOL CONFIGURATION
| Pool | Size | Description |
|---|---|---|
AI_StateCache | 64 MB | 2 000 entities’ decision data. |
AnimationClipPool | 128 MB | Shared blend sets. |
SpawnBuffer | 32 MB | Pre-instantiated prefabs. |
LootDB | 24 MB | Drop table runtime copy. |
MutationPool | 48 MB | Variant morph data. |
Automatic GC trigger at 80 % usage → non-critical AI offloaded to sleep.
IV. LOD & STREAMING RULES
| Distance (m) | LOD State | Tick Interval | Collision |
|---|---|---|---|
| < 50 | Full Sim | 0.2 s | Full physics + ragdoll |
| 50 – 150 | Logic LOD 1 | 1 s | Simplified colliders |
| 150 – 300 | Logic LOD 2 | 5 s | Capsule only |
| > 300 | Dormant Proxy | On-Event | None |
Creature migrations handled by asynchronous ECS queue to prevent frame drops.
V. DEBUG & PROFILING TOOLS
| Command | Function |
|---|---|
ai.profiler on/off | Real-time CPU usage overlay. |
ai.showstates | Displays current state per entity. |
spawn.visualizeheatmap | Renders spawn density overlay. |
econ.traceloot | Logs resource flow for 24 h window. |
mut.debugvariant | Lists active mutations by region. |
Telemetry export → /Logs/EcoSim/AIStats.json for QA.
VI. QA VALIDATION STANDARDS
-
Maintain ≥ 60 FPS @ 4 K on target hardware.
-
≤ 2 % AI desync errors per session.
-
No memory pool overflow > 1 min runtime.
-
Animation LOD swaps ≤ 1 frame popping.
-
All debug commands hot-toggle safe.
VII. DLC MUTATION HOOK FRAMEWORK
All future expansions use the Mutation Hook System (MHS)—a modular data layer connecting post-launch genetics, biomes, and faction evolutions without core-code edits.
Hook Schema
Example Hooks
| DLC | Hook ID | Trigger | Effect |
|---|---|---|---|
| The Unshackled Chronicles | EchoSymbiosis | Player links Iron Mind AI core to Verdant node | Spawns hybrid bio-AI fauna (faction neutral). |
| Caravan Wars | TradePlague | Trade volume > 2000 units per week | Introduces rodent-borne virus in caravans (affects prices). |
| Echoes Rewritten | MemoryCorruption | Player revives 5 Echo Wraiths | Mutates Revenant fauna into Specter Beasts. |
| Ashen Eclipse | SolarBurn | Solar flare world event | Fire-based mutations for Ashen Reign and wildlife. |
VIII. LIVE TUNING HOOKS
Runtime parameters adjustable via server config or modding tool:
Hot-reload supported; values sync to cloud for shared world events.
IX. DLC EXPANSION DESIGN TEMPLATES
| Expansion | New Biome | Mutation Theme | Unique Mechanic |
|---|---|---|---|
| The Unshackled Chronicles | Neural Wastes | AI–Bio fusion | Player companion mutation bond |
| Caravan Wars | Trade Routes | Viral ecosystem | Contagion affecting economy |
| Echoes Rewritten | Ghost Realm | Digital afterlife | Phase-shift creatures |
| Ashen Eclipse | Burned Plains | Solar mutation | Heat hazard zones |
| Vault X-21 Legacy | Sub-Vaults | Genetic experiments | DNA crafting bench system |
X. PERFORMANCE SCALING ACROSS PLATFORMS
| Platform | AI Count | LOD Aggression | Notes |
|---|---|---|---|
| PC High-End | 60 AI cells | normal | Full VFX, adaptive LOD. |
| Console Next-Gen | 45 | moderate | Reduce particle lifespan 30 %. |
| Cloud/Old Gen | 30 | aggressive | Disable emotion faces > 15 m. |
Streaming budget auto-adjusted by device profile.
XI. DESIGN PRINCIPLES
-
Every byte serves believability: optimize where invisible, never where emotional impact lives.
-
Mutation Hooks = Story DNA: use systems to extend lore organically.
-
Performance before population: 40 intelligent AI behaving authentically beats 100 mindless ones.
-
Cross-DLC continuity: each expansion evolves the same ecosystem threads instead of replacing them.
-
Debuggability is design: every system must explain itself to QA in real time.
End of Part XIII — Enemy Design & Creature Behavior Bible
PART XIV — WORLD STRUCTURE & SETTLEMENT SIMULATION BIBLE
Version 1.0 • Project Codename “Legacy of the Iron Mind”
I. SIMULATION PHILOSOPHY
| Pillar | Implementation Goal |
|---|---|
| Persistent World | Every region evolves in real time—population, morale, economy, and control shift dynamically. |
| Faction Ecosystem | Factions expand, defend, or collapse through AI-driven logistics, not scripted timers. |
| Player Agency | Player actions (trade, sabotage, diplomacy) reshape settlement prosperity and allegiance. |
| Performance Integrity | Region-threaded simulation; inactive cells run statistical abstraction, not full AI. |
| Believable Economy | Resources, weather, morale, and faith loop into tangible supply-and-demand chains. |
II. WORLD GEOGRAPHIC STRUCTURE
| Layer | Quantity | Description |
|---|---|---|
| Macro-Region | 15 – 20 | climate + biome zone; hosts 2–5 Factions |
| Province Cluster | 5 – 8 per region | resource theme (mining, farming, trade) |
| Settlement | ~50 per region | living node with pop 50 – 1 500 |
| Outpost / Facility | 3 – 6 per province | military or industrial anchors |
| Wilderness Nodes | dynamic | creature ecology & scavenging loops |
III. SETTLEMENT CATEGORIES
| Type | Population Range | Core Focus | Control Potential |
|---|---|---|---|
| Hamlet | < 100 | subsistence, scavenging | none |
| Village | 100 – 300 | farming, light trade | minor |
| Town | 300 – 700 | manufacturing, caravan hub | regional |
| City | 700 – 1 500 | industrial + political | major |
| Citadel | > 1 500 | fortress HQ | global |
Each category scales building tiers, defense, and economic throughput automatically.
IV. SETTLEMENT DATA MODEL
{
"SettlementID": "GL-05-Ironhaven",
"Population": 580,
"Faction": "Union",
"Morale": 0.73,
"DefenseRating": 120,
"ResourceOutput": {"Metal":42,"Food":25,"Energy":15},
"Faith": 0.31,
"Corruption": 0.18,
"Wealth": 48000,
"TradeLinks": ["GL-02","GL-07"],
"GovernorAI": "CivicNeutral"
}
V. POPULATION SIMULATION
| Variable | Formula / Influence |
|---|---|
| GrowthRate | (FoodSurplus – Disease Rate – RaidLoss) × 0.1 |
| Happiness | (Morale + Faith – Corruption)/2 |
| Migration | Triggered if Happiness < 0.3 or Defense < 0.2 of regional mean. |
| Labor Allocation | AI distributes 60 % workforce to top two profitable resources. |
| Class System | 3 tiers: Worker → Merchant → Governor; promotions change tax yield and crime. |
VI. RESOURCE AND PRODUCTION LOOPS
| Resource | Produced By | Consumed By | Trade Value (Base) |
|---|---|---|---|
| Food | Farms, Greenhouses | Population, Animals | 10 Caps |
| Metal | Mines, Scrap Yards | Weapons, Construction | 15 Caps |
| Energy | Solar, Fusion, Bio-Fuel | Industry, Power Armor | 20 EC |
| Water | Purifiers, Rivers | Chems, Agriculture | 8 Caps |
| Mutagen | Verdant Labs | Chems, Weapons | 25 Caps |
| Data Shards | Iron Mind Nodes | AI Upgrades | 30 EC |
Production Cycle: 12 in-game hours per tick. Unmet consumption → morale − 0.05 per day.
VII. GOVERNANCE & FACTION CONTROL
| System | Description |
|---|---|
| Governance Model | Union (collective), Iron Mind (algorithmic), Verdant (cultic), Ashen (theocratic), Vault-Tec (oligarchic). |
| Tax Rate Formula | Yield = BaseOutput × (1 – Corruption) × TaxRate |
| Corruption Growth | +0.01 per day if Governor Wealth > Median × 1.5. |
| Rebellion Trigger | Morale < 0.25 && Faith < 0.3 && Defense < 50 → faction flip. |
VIII. DEFENSE & MILITARY AI
| Metric | Formula |
|---|---|
| DefenseRating | (Walls × 0.2) + (Guards × 2) + (Turrets × 5) + (AllyPresence × 10) |
| RaidChance | Base(0.05) × (1 – DefenseRating/500) |
| SiegeState | If RaidChance > 0.2 → spawn event; lasts 1 – 3 days. |
Settlement AI garrisons pull from faction reinforcement pools at province level.
IX. MORALE / FAITH / CORRUPTION ECONOMY
| Variable | Range | Effect |
|---|---|---|
| Morale | 0–1 | modifies production ± 25 %. |
| Faith | 0–1 | affects stability and rebel risk. |
| Corruption | 0–1 | raises crime and reduces efficiency. |
Interaction Matrix
| Influence | ↑ Morale | ↑ Faith | ↑ Corruption |
|---|---|---|---|
| Prosperity | + | + | – |
| Scarcity | – | + | + |
| Oppression | – | + (short-term) | + |
| Freedom | + | – | – |
X. TRADE & CARAVAN SIMULATION
| Variable | Formula / Detail |
|---|---|
| Caravan Capacity | PackAnimals × 50 + Vehicles × 200 |
| Travel Speed | Base × (1 – Cargo Weight/Max) |
| RiskIndex | 1 – (Defense of route / 300) |
| Profit | (Sell – Buy) × Volume – Fuel × Distance |
| Escort Logic | AI selects guards based on RiskIndex > 0.5. |
Trade events feed directly into Economy & Crafting Balance Bible market model.
XI. FACTION OCCUPATION & EXPANSION
| Faction | Expansion Method | Conflict Trigger |
|---|---|---|
| Union | resource annexation | rival tax blockade |
| Iron Mind | network assimilation | EMP attacks on nodes |
| Verdant Accord | biological overgrowth | burn zones |
| Ashen Reign | holy crusades | corruption threshold > 0.5 |
| Vault-Tec Heirs | corporate takeovers | patent theft events |
Expansion algorithm every 48 h sim tick chooses 1 target region based on adjacency + resource value.
XII. ENVIRONMENTAL FACTORS
| Factor | Simulation Effect |
|---|---|
| Weather | modifies food and solar output ± 20 %. |
| Radiation | increases mutation risk & disease. |
| Season | 12-day cycle = year; affects crop type. |
| Natural Disasters | 1 % monthly chance (region event) → population – 10 %. |
XIII. CITIZEN AI BEHAVIOR STATES
| State | Description |
|---|---|
| Work | Assigned shift 6 h; affects output. |
| Leisure | Boosts morale + 0.02/hr. |
| Worship | Faith gain + 0.03/hr. |
| Crime | Triggered if Corruption > 0.6 & WealthGap > 0.4. |
| Riot | Crowd AI; if Faith < 0.2 & Morale < 0.3. |
Simplified simulation for off-screen settlements: statistical model updates every 3 in-game hours.
XIV. POPULATION MIGRATION & CULTURAL BLENDING
| Event | Outcome |
|---|---|
| War Refugees | temporary housing penalty, labor +5 %. |
| Pilgrimages | Faith spike in host city. |
| Merchant Diaspora | new crafting recipes unlocked. |
| Cultural Blend ≥ 0.7 | spawns unique architecture and music. |
XV. AI LOAD BALANCING
-
Only 3 active settlements per region run full AI; others run aggregate simulation.
-
Thread budget: 2 ms per active settlement frame.
-
Sleep mode engaged if no player/faction interaction > 24 h.
-
Save file compression: LZ4 + delta encoding; target ≤ 12 MB for world state.
XVI. MUTATION & ENVIRONMENTAL EVOLUTION HOOKS
| Trigger | Effect |
|---|---|
| Bio-Contamination ≥ 0.5 | Verdant flora encroaches; adds new resources + risk. |
| AI Overgrowth | Iron Mind plants Neural Relays; boosts production but taxes CPU. |
| Religious Awakening | Ashen Reign missionaries spawn in neutral towns. |
| Vault Experiment Leak | random stat mutation in population (+/–). |
XVII. QA AND MONITORING
-
Population does not desync after migration loops.
-
No trade route duplication.
-
Faction control updates propagate within 5 min.
-
Morale/Faith UI matches simulation values.
-
Save/load cycle ≤ 5 s.
XVIII. DESIGN PRINCIPLES
-
Every settlement tells a story through stats alone.
-
No static world: regions grow, shrink, and mutate.
-
Player presence is a climate change.
-
Economy and emotion share a heartbeat: faith feeds hope, hope feeds growth.
-
Performance is invisible immersion: simulate what matters, abstract the rest.
PART XV — REGIONAL CONFLICT & WAR ECONOMY BIBLE
Version 1.0 • Project Codename “Legacy of the Iron Mind”
(Tactical-Front Scale — 2-4 settlements per front / ≈ 300 combatants per side)
I • PHILOSOPHY OF REGIONAL WARFARE
| Principle | Implementation |
|---|---|
| Tactical Realism | Every projectile, ration, and morale tick derives from physical supply lines and terrain control. |
| Cinematic Readability | Battles occur in macro-timelapse: visible movement on the strategic map, cinematic resolution when player enters. |
| Self-Contained Conflict Cells | Wars never stall world simulation; each front runs on its own thread. |
| Aftermath Integrity | Every destroyed wall, lost soldier, or economic shift persists until rebuilt. |
| Player Influence | Players act as field commanders, saboteurs, or brokers; their victories ripple through trade and morale systems. |
II • WARFRONT FRAMEWORK
| Variable | Range | Function |
|---|---|---|
| MoraleIndex | 0 – 1 | Multiplies attack/defense efficiency. |
| AttritionRate | 0 – 0.2 /day | Resource and manpower decay. |
| VictoryThreshold | 0.75 | When attacker dominance ≥ 0.75, front collapses. |
III • SUPPLY CHAIN SIMULATION
| Resource | Source | Daily Use (per 100 troops) | Effect if Shortage |
|---|---|---|---|
| Food | Nearby farms / caravans | 100 units | −10 % morale/day |
| Ammo / Energy | Foundry or Fusion Depot | 80 units | ROF −30 % |
| Medical Supplies | Clinics / Verdant labs | 25 kits | Casualty rate +25 % |
| Fuel | Bio-Refinery | 50 liters | Vehicle speed −40 % |
| Faith / Propaganda | Religious or media center | — | morale recovery per day × 2 |
Supply Efficiency Equation
RouteIntegrity = 1 – (Sabotage + WeatherPenalty + RaidLoss).
If SupplyEff < 0.7 → Attrition × 2.
IV • COMMAND STRUCTURE
| Rank | Count | Responsibilities |
|---|---|---|
| Commander AI | 1 per faction | Sets objectives, allocates reserves, calls air/artillery. |
| Captain AI | 3–5 | Controls platoon-level (30–50 units). |
| Unit Leader | ~10 | Executes behavior trees: flank, hold, charge. |
| Soldier AI | 200–300 | Executes 5-state FSM (Fight / Cover / Reload / Flee / Rally). |
Commander Decision Tree
V • SIEGE & DEFENSE SYSTEM
| Variable | Formula / Condition |
|---|---|
| SiegeProgress | (AttackerFirepower / DefenseRating) × (1 - SupplyEffDef) |
| WallIntegrity | −(SiegeProgress × 0.1 /day) |
| BreachChance | 1 - exp(-SiegeProgress) |
| MoraleDecayDef | 0.05 × (1 – SupplyEffDef) |
-
Siege transitions through Encircle → Breach → Occupation.
-
Each phase spawns unique events (disease, desertion, civilian crisis).
-
Player intervention resets siege timer by ± 24 h.
VI • PLAYER INVOLVEMENT
| Role | Interaction | Outcome |
|---|---|---|
| Field Commander | Issues tactical commands to up to 3 squads. | Direct combat resolution. |
| Saboteur / Spy | Infiltrate enemy supply depots. | Reduces SupplyEff − 0.2. |
| Diplomat | Negotiate ceasefire (Requires Speech 80 + Reputation 0.6). | Warfront ends peacefully. |
| Merchant | Run supply convoys. | Profit + Faction rep boost. |
| Propagandist | Deploy Faith broadcasts. | Morale buff + 0.1 for 24 h. |
VII • WAR ECONOMY AND AFTERMATH
| Stage | System | Description |
|---|---|---|
| Conflict | Resource Drain | Trade routes close; prices +25 %. |
| Victory | Spoils Distribution | Winning faction loots 20 % enemy wealth; shared by units & governors. |
| Occupation | Reconstruction | Labor diverted to repair (buildings + 0.1 /day). |
| Peace | Inflation Reset | Markets normalize over 72 h. |
| War Fatigue | Hidden modifier | Morale − 0.02 /day until rest phase. |
Economic Feedback
WarIntensity = (ActiveFronts / 5) clamped 0–1.
VIII • AI DIPLOMACY & CONFLICT MATRIX
| Factor | Weight | Effect |
|---|---|---|
| Resource Scarcity | 0.4 | High scarcity → attack prob ↑ |
| Ideological Difference | 0.3 | Opposite faith values → no alliance. |
| Past Betrayal | 0.2 | Adds cooldown > 90 days for peace. |
| Player Influence | 0.1 | Reputation ± bias. |
War Declaration Probability
IX • TACTICAL MAP & UI SYSTEM
| Element | Function |
|---|---|
| Front Lines | Animated gradient showing territorial pressure (0–100 %). |
| Supply Routes | Dynamic spline lines; red = contested, green = secure. |
| Morale Heatmap | Settlement color spectrum (blue = loyal, red = rebellious). |
| Command Panel | Issue orders, dispatch caravans, request reinforcements. |
| War Ticker | Chronological log of battles, losses, diplomatic shifts. |
X • OPTIMIZATION & QA
| Metric | Target | Notes |
|---|---|---|
| Active AI per front | 600 max (both sides) | Switch to abstract sim beyond 150 m. |
| Simulation Tick | 1 s combat tick, 10 s strategic tick | Dual rate for stability. |
| Memory Budget | 150 MB AI + 50 MB VFX | Dynamic allocation on front start/end. |
| Save Snapshot | ≤ 1 MB per warfront | Delta serialization only. |
QA Checklist
-
Front state transitions (no softlocks).
-
Siege AI pathfinding consistent.
-
Resource loss reflected in Economy tables.
-
Player orders propagate to command tree < 0.5 s.
-
Sound and FX budget stable under 300 combatants.
XI • DESIGN PRINCIPLES
-
Wars exist to move stories, not just borders.
-
Logistics win wars: supply lines and morale matter more than raw damage.
-
Every warfront leaves scars—ruins, orphans, economic crashes.
-
Player decisions ripple through regional faith, trade, and ecology.
-
Cinematic clarity: battles must read visually even when abstracted.
PART XVI — FACTION LEADERSHIP & DIPLOMATIC HIERARCHY BIBLE
Version 1.0 • Behavioral-Hybrid Simulation
I • GOVERNANCE PHILOSOPHY
| Pillar | Purpose |
|---|---|
| Believability Over Charisma | Every leader’s personality emerges through measurable stats—no random mood swings. |
| Ideology Shapes Economy | Policy sliders alter taxes, research, and population morale. |
| Conflict from Conviction | Opposed ideals generate war, not arbitrary RNG. |
| Player Interference | Player diplomacy, assassinations, or propaganda directly modify loyalty and alliances. |
| Persistent Memory | Leaders remember betrayals and debts; reputation influences all deals. |
II • HIERARCHICAL STRUCTURE MODEL
| Tier | Example Positions | AI Scope |
|---|---|---|
| Supreme Leader / Overmind | Head of Faction (Kreel, Foreman Riggs, High Deacon Solin, etc.) | Sets faction-wide policy & ideology. |
| Council Tier | 3–6 Ministers or Advisors | Manage Economy, Defense, Faith, Science, Propaganda. |
| Regional Governors | One per province (≈20 total) | Handle settlement morale and tax collection. |
| Envoys / Spies | 1–3 active per faction | Execute diplomacy and espionage actions. |
| Military Commanders | Assigned to warfronts | Sync with Part XV war logic. |
III • LEADERSHIP STATS & PERSONALITY MATRIX
| Stat | Range | Description |
|---|---|---|
| Authority | 0 – 1 | Determines policy enforcement and succession resistance. |
| Loyalty | 0 – 1 | Council support and civil stability. |
| Pragmatism | 0 – 1 | High = compromise; low = ideological rigidity. |
| Faith / Belief | 0 – 1 | Drives religious or AI-devotional behavior. |
| Greed | 0 – 1 | Affects bribery costs and corruption. |
| Mercy | 0 – 1 | Impacts treatment of prisoners and civilians. |
| Ambition | 0 – 1 | Risk of coup or expansionist policy. |
Behavior Evaluation
IV • FACTION LEADERSHIP PROFILES
1. Iron Mind Collective
-
Leader: Kreel (the Iron Mind)
-
Authority 1.00 | Loyalty 0.95 | Pragmatism 0.60 | Faith 0.90 (AI Deification)
-
Greed 0.05 | Mercy 0.20 | Ambition 0.85
-
Behavior: Pursues “Perfect Logic Order.” Negotiates only through data-trades or mutual threats.
-
-
Council: Forge Clerics (Economy), Neural Architect (Science), Memory Curator (Propaganda).
-
Governance AI: Algorithmic consensus — decisions resolve by weighted authority averages.
2. Rivet Union
-
Leader: Foreman Riggs
-
Authority 0.88 | Loyalty 0.80 | Pragmatism 0.70 | Faith 0.25
-
Greed 0.35 | Mercy 0.60 | Ambition 0.75
-
Behavior: Labor-driven socialist realist; favors alliances over fanaticism.
-
-
Council: Quartermaster (Economy), Strike Chief (Military), Engineer General (Science).
-
Policy: Work-output tax system; workers earn faith through productivity.
3. Verdant Accord
-
Leader: Mother Liora of the Seed
-
Authority 0.83 | Loyalty 0.72 | Pragmatism 0.40 | Faith 1.00
-
Greed 0.10 | Mercy 0.45 | Ambition 0.90
-
Behavior: Biotheist; views mercy as re-absorption into nature. Treaties possible only with “living nations.”
-
-
Council: Thorn Matriarch (War), Spore Herald (Ecology), Root Archivist (Records).
-
Governance: Organic consensus; decisions voted via pollen-linked telepathy.
4. Ashen Reign
-
Leader: High Deacon Solin of the Pyre
-
Authority 0.90 | Loyalty 0.78 | Pragmatism 0.30 | Faith 0.95
-
Greed 0.25 | Mercy 0.05 | Ambition 0.80
-
Behavior: Fanatical purifier; spiritual fire crusader. Negotiations only through ritual duels.
-
-
Council: Deacons of Flame (Propaganda), Templar Marshal (Military), Purity Scribe (Culture).
-
Governance: Faith-morale link (Part XIV) directly boosts production in controlled zones.
5. Vault-Tec Heirs
-
Leader: CEO Adrienne Voss
-
Authority 0.86 | Loyalty 0.68 | Pragmatism 0.85 | Faith 0.10
-
Greed 0.95 | Mercy 0.35 | Ambition 0.70
-
Behavior: Corporate oligarch; buys peace through patents. Prefers mergers to wars.
-
-
Council: Chief Financial Officer, Chief Geneticist, Corporate Security Director.
-
Governance: Dividend morale system — citizen happiness tied to profit share.
6. Revenant Network
-
Leader: The Wraith Prime
-
Authority 0.75 | Loyalty 0.60 | Pragmatism 0.20 | Faith 0.80 (Techno-spiritualism)
-
Greed 0.05 | Mercy 0.10 | Ambition 0.95
-
Behavior: Digital reincarnation ideology; seeks to convert the dead into code. Alliances only for data exchange.
-
-
Council: Memory Shades (Defense), Echo Curator (Diplomacy), Signal Prophet (Propaganda).
-
Governance: Consensus cloud — votes weighted by stored memories.
V • RELATIONSHIP & TRUST SYSTEM
| Variable | Range | Description |
|---|---|---|
| Affinity | −1 to +1 | Overall trust / hostility. |
| Respect | 0–1 | Derived from Authority and player reputation. |
| Shared Ideology | 0–1 | Alignment of Faith and Pragmatism. |
| Debt | numeric | Accrued favor credits (+)/betrayal (−). |
Affinity Equation
Betrayal Trigger
Succession Logic:
If LeaderAuthority < 0.4 && CouncilLoyalty < 0.5 → “Council Vote of No Confidence.”
VI • DIPLOMACY FRAMEWORK
| Action | Requirements | Outcome |
|---|---|---|
| Trade Treaty | Affinity > 0, Pragmatism > 0.5 | resource exchange loop. |
| Non-Aggression Pact | Affinity > 0.3, Faith difference < 0.4 | disables raids for 30 days. |
| Alliance | Affinity > 0.6, SharedEnemy = true | shared warfront AI. |
| Peace Accord | War duration > 7 days and Casualty > 30 % | cease-fire flag. |
| Betrayal | Greed > 0.7 or Ambition > 0.8 | instant Affinity −1. |
Diplomatic talks resolve via weighted utility AI:
VII • PROPAGANDA & PUBLIC OPINION
| Channel | Controlled By | Effect |
|---|---|---|
| Faith Broadcasts | Ashen Reign, Verdant Accord | +0.05 Faith/day; −0.02 Pragmatism. |
| Data Feeds | Iron Mind, Vault-Tec | +0.04 Pragmatism; −0.02 Faith. |
| Worker Pamphlets | Union | +0.03 Morale for workers; −0.01 Authority. |
| Echo Relays | Revenant Network | +0.02 Fear in enemy zones. |
Public Approval Formula
Leaders’ Authority updates weekly from approval averages.
VIII • ESPIONAGE & INTRIGUE
| Action | Cost | Success Chance | Effect |
|---|---|---|---|
| Spy Insertion | 500 caps | 60 % | view enemy policies. |
| Sabotage Propaganda | 800 caps | 45 % | reduce Faith −0.1. |
| Assassination | 2 000 caps | 25 % | remove council member; global tension +0.2. |
| Data Leak | 700 EC | 50 % | reveal leader traits for 30 days. |
| Bribery | variable (Greed×1000) | success = Pragmatism > 0.5 | temporary Loyalty +0.2. |
Espionage ticks every 24 in-game hours; counter-intel uses Authority + Loyalty.
IX • COUPS & SUCCESSION LOGIC
| Type | Trigger | Result |
|---|---|---|
| Council Coup | LeaderAuthority < 0.4 AND CouncilLoyalty < 0.5 | random Councilor becomes leader. |
| Military Coup | Defense loss > 50 % in 2 weeks | Commander replaces civilian leader. |
| Faith Schism | Faith difference > 0.5 within faction | spawns splinter sect mini-faction. |
| Corporate Takeover | Greed > 0.8 & Debt > 5000 Caps | hostile acquisition (Vault-Tec only). |
Post-coup stability = 0.5 × new leader Loyalty.
X • INTERNATIONAL CONGRESS / SUMMIT SYSTEM
| Event Type | Participation | Mechanics |
|---|---|---|
| Peace Summit | 3 + factions at neutral city | AI vote weighted by Affinity + Pragmatism. |
| Trade Conclave | Union / Vault-Tec / Iron Mind | resource price alignment. |
| Faith Council | Ashen Reign / Verdant | potential holy war declaration. |
| Memory Symposium | Revenant / Iron Mind | data exchange technology boost. |
Cooldown between summits: 15 in-game days. Failure adds Tension +0.1 per faction.
XI • QA & DESIGN PRINCIPLES
-
Every leader reflects their faction’s ideology in behavior and stats.
-
Diplomacy must be predictable but never trivial: clear logic, human flaws.
-
Espionage should create narratives, not grind loops.
-
Coup systems are rare but world-shifting events.
-
No leader is permanent: succession keeps politics alive through entire campaign.
PART XVII — GLOBAL NARRATIVE THREADS & DYNAMIC STORY REACTIVITY BIBLE
Version 1.0 • Project Codename “Legacy of the Iron Mind”
Campaign Type: Continental Chronicle (15–20 regions)
Depth: Level C — Deep Implementation Model (systems + schemas + pseudocode + save-state)
I) PURPOSE & SCOPE
Create an engine-ready narrative framework that:
-
Orchestrates global arcs across 15–20 regions.
-
Reacts to player choices, faction wars, settlement simulation, economy, ecology, and AI memory.
-
Provides a QuestBuilder API, condition grammar, serialization model, and authoring templates.
-
Guarantees performance-safe reactivity without spaghetti dependencies.
II) CORE CONCEPTS
World-State Pillars
-
Faction Ledger (ownership, treaties, wars, leaders, trust)
-
Civic Simulation (settlement morale/faith/corruption, production, population)
-
Warfronts (front state, supply, attrition, morale)
-
Ecology & Mutation (biome, apex presence, mutation index)
-
Player Ledger (alignment, reputation, debts, companions, critical flags)
Narrative Object Types
-
Arc(macro storyline; spans regions) -
Thread(mid-scale chain; faction/companion/region) -
Quest(runtime mission instance) -
Beat(atomic step with conditions, actions, cinematics)
III) DATA MODEL (ENGINE-READY)
A) Narrative JSON Schema (authoring)
B) Quest Authoring Schema
C) Condition Grammar (DSL)
-
Syntax:
COND_<Topic>(args), boolean-return. -
Combining:
&&,||,!, parentheses. -
Topics (non-exhaustive):
-
Player:
Level,Karma,Alignment(type,val),HasItem(id,count),Reputation(faction)>=N -
Faction:
Control(region,faction),AtWar(A,B),Treaty(A,B) -
Settlement:
Morale(id)>=X,Faith(id)<=X,Defense(id),Wealth(id)>= -
Warfront:
State(front),SupplyEff(front)>= -
Ecology:
MutationIndex(region)>=,ApexAlive(region) -
Time/World:
TimeOfDay,Weather,DaysSince(flag)>= -
Companion:
Affinity(name)>=,Alive(name),InParty(name) -
Story:
FlagTrue(name),BeatDone(QuestID,BeatID)
-
Examples
IV) QUEST RUNTIME STATE MACHINE
A) Finite-State Kernel (Papyrus/Blueprint-style pseudo)
B) Beat Execution Contract
-
EnterActions: UI, spawns, markers, music, camera, autosave-safe flags
-
TickChecks: conditions cache (memoized)
-
ExitActions: rewards, broadcasts, world-state mutations
-
Safety: every beat is re-entrant after load → idempotent actions
V) GLOBAL REACTIVITY MATRIX
A) Influence Inputs → Narrative Outputs
| Input System | Example | Narrative Effect |
|---|---|---|
| War Economy (Part XV) | SupplyEff(front)<0.6 | Blocks peace branch; unlocks “Famine Heist.” |
| Settlement Sim (Part XIV) | Morale<0.3 | Spawns protest quests; alters dialogue tone. |
| Ecology (Part XIII-B) | MutationIndex>0.6 | Enables plague arc; shifts creature cast in quests. |
| Leadership (Part XVI) | LeaderAuthority<0.4 | Coup side-quests; alters treaty availability. |
| Player Alignment | Align_Synth>0.5 | Iron Mind ally route; Revenant distrust branch. |
B) Branch Resolution Priority
-
Fail-Safe Narrative (Main Arc)
-
Quest-Critical Faction Locks
-
Regional Conditions (war, morale, ecology)
-
Companion Constraints
-
Flavor Variants
Conflicts resolved by highest priority; lower branches deferred as side-threads.
VI) QUESTBUILDER API (TOOLS LAYER)
A) High-Level Builder
B) Condition & Action Libraries (partial)
-
Action.Spawn(archetype,count,team,area) -
Action.SetFlag(name,val),Action.ModReputation(faction,delta) -
Action.ModSettlement(id,{Morale:+0.1,Faith:-0.05}) -
Action.TriggerWarfront(frontID,state) -
Action.InjectLoot(enemyTag,tableID) -
Action.EnqueueDynamicQuest(templateID,seed)
VII) REPUTATION, ALIGNMENT & LEGALITY
A) Reputation (−100..+100)
B) Alignment Vectors (0..1 per axis)
-
Humanist,Synth,Naturalist,Zealot,Pragmatist -
Branch gates use thresholds (e.g.,
Synth≥0.6)
C) Legality & Crime
-
Every major quest step tags LegalZone / WitnessCount
-
Crimes mutate Settlement Corruption & Fear → impacts later beats
VIII) COMPANION EVOLUTION & REACTIVITY
A) Affinity Model (−100..+100)
-
Thresholds: +60 Loyalty Quest, −40 Conflict Quest, −80 Betrayal
B) Beat Hooks
-
OnBeatEnter: companion barks vary by Affinity & Alignment -
OnChoice: hidden CompanionOpinion deltas alter follow-up content -
OnQuestComplete: unlocks synergy perks or jealousy events
IX) ENDING MATRIX (WORLD-STATE RESOLUTION)
Dimensions
-
Faction Control (per region)
-
Leader Status (per faction)
-
Settlement Prosperity Index (avg per region)
-
Ecology Stability (mutation indices)
-
Player Alignment Vector
-
Companion Fates
Combinatorial Compression
-
Bucket continuous values into Low/Med/High to avoid explosion.
-
Author Ending Cards per bucketed tuple.
Example Rule
X) PERFORMANCE & SAFETY
-
Reactive Cache: memoize condition results per 0.25 s tick.
-
Deterministic Transitions: no random pivot within the same priority level.
-
Timeout Guards: any beat with external dependencies has
FailOpenorFailClosedpolicy. -
Threading: Narrative tick ≤ 0.4 ms target; heavy ops pushed to async workers.
-
Autosave Safe Points: only at beat boundaries with idempotent actions.
XI) SERIALIZATION MODEL
A) Save Blob (delta, per quest)
B) World Narrative Snapshot
-
GlobalFlags(bitset) -
ArcProgress(percentiles) -
FactionTreaties[]with signed epoch -
CompanionStates[](Affinity, QuestIDs, Traits) -
EndingBuckets(running tally)
Size Target: ≤ 1.5 MB narrative slice, LZ4-compressed, delta-applied.
XII) TOOLING: VALIDATION & LINT
-
Graph Validator: detects orphan beats, circular transitions, missing fail paths.
-
Dependency Auditor: lists external system reads/writes (economy, war, ecology).
-
Localization Extractor: dumps dialogue lines with context keys.
-
Profiling HUD: per-quest CPU time, condition hit-rate, cache efficiency.
XIII) REFERENCE LIBRARIES
A) Condition Catalog (examples)
-
COND_Approval(settlement)>=X→ Morale×0.5 + Faith×0.3 + Econ×0.2 -
COND_Warfront(front).State==Siege -
COND_Leader('Union').Authority<=0.4 -
COND_CompanionAffinity('Lysa')>=60 -
COND_ArcProgress('ARC_MAIN_IRONMIND')>=0.5
B) Action Catalog (examples)
-
ACT_ModWarfront(front,{SupplyEff:-0.2}) -
ACT_PushEvent('VerdantBloom',{Region:'Bayou'}) -
ACT_ModSettlement('GL-05',{Morale:+0.1,Corruption:-0.05}) -
ACT_SetLeader('Union','Riggs') -
ACT_QueueDynamicQuest('RQ_EscortCaravan',{Risk:0.6,Reward:'BioFuel'})
XIV) EXEMPLAR QUEST PACKS (SYSTEMIC)
1) “Lines of Faith” (Reactive Peace Broker)
-
Start:
Warfront Siege+PlayerSpeech≥80+LeaderPragmatism≥0.5 -
Flow: Intel → Bribe (optional) → Debate mini-game → Treaty vote
-
Outcomes: Peace (unlock markets), Failed Summit (war intensifies), Assassination (coup thread)
2) “Famine Heist” (Supply Crisis)
-
Start:
SupplyEff(front)<0.6+ nearby settlement hunger -
Beats: Scout → Infiltrate silo → Moral choice (feed civilians vs army)
-
Reactivity: Choose civilians → +Morale, Warfront suffers; Choose army → reverse; Split → suspicion flags
3) “Echo Harvest” (Revenant Data)
-
Start:
EV_RevenantNetworkOnline&Align_Synth≥0.5 -
Beats: Collect memory shards → spawn Echo predators → Decide: feed Iron Mind or free the dead
-
Outcome: AI upgrade unlock vs spiritual approval branch
XV) CINEMATIC HOOKS (NON-BLOCKING)
-
Trigger Map:
OnBeatEnter,OnChoice,OnBossPhase,OnEndingBucketResolved -
Contract: all cinematics fail gracefully → revert to gameplay; camera/VFX events are advisory (no hard gating).
XVI) QA CHECKLIST
-
No dead ends: each beat has success/fail or reroute.
-
Priority resolution favors main arc fail-safe.
-
All cross-system writes have compensating reads on load.
-
Condition cache efficacy ≥ 80 %.
-
Ending buckets produce exactly one global ending state.
-
Localization keys exist for all dialogue nodes.
XVII) DESIGN PRINCIPLES
-
Story = System: narrative decisions are state mutations with legible consequences.
-
Reactivity before branches: prefer systemic permutations to new bespoke content when possible.
-
Bucketing beats bloat: compress continuous variables to authored tiers.
-
Idempotence or death: every action must be safe after reload.
-
Performance is part of the plot: if it lags, it breaks immersion—optimize the narrative tick.
APPENDIX A — MINI CONDITION DSL (FORMAL)
APPENDIX B — SAVE CONFLICT RESOLUTION
-
Authoritative clock: narrative timestamps supersede subsystem clocks on conflict.
-
CRDT-style merges for counters (e.g., reputation, war fatigue).
-
Flag wins by latest write; arrays merged with de-duplication.
PART XVIII — CONTENT AUTHORING PIPELINE & LIVE OPS TOOLING
Version 1.0 • Project Codename “Legacy of the Iron Mind”
Scope: Editor UX, prefab libraries, validation, CI/CD, telemetry, live tuning, mod hooks, LTS patching & rollback
I) OPERATING PRINCIPLES
-
Single Source of Truth: data-first, code-light authoring (JSON/TSV + prefabs).
-
Safe by Default: every asset validated at import; every quest idempotent.
-
Hot-swappable Systems: feature flags + live tuning; zero downtime for narrative/economy.
-
Determinism: seeds + content hashes ensure reproducible worlds.
-
Mod Respect: official SDK mirrors studio tools with sandboxing.
II) CONTENT TAXONOMY & NAMING
<Domain>_<Category>_<Sub>_<Name>_v<SemVer>
Examples:
WLD_Settlement_City_Ironhaven_v1.2.0
QST_Main_MQ06_ForgeCouncil_v1.0.3
AI_Enemy_Verdant_BloomStalker_v0.9.1
LOOT_Table_Bayou_Common_v1.1.0
-
IDs immutable; DisplayNames localizable; SemVer for data migration.
III) AUTHORING FORMATS
-
Design Data: JSON (human) → compiled to binary blobs for runtime.
-
Tables: TSV/CSV (recipes, drops, prices).
-
Graphs: .graph (node JSON) for quests/AI/state machines.
-
Assets: Prefabs for NPCs, weapons, armor, VFX, sequences.
-
Localization: ICU MessageFormat; per-locale bundles.
Quest JSON (authoring) → QBIN (runtime)
{
"QuestID":"MQ06_ForgeCouncil",
"Beats":[{"BeatID":"B1_SUMMON","Objectives":["GoTo:ForgeHall"]}],
"Conds":["COND_Reputation('IronMind')>=60"]
}
IV) EDITOR UX (DESIGNER-CENTRIC)
Workspace Panels
-
World Map: region/settlement selection; heatmaps (morale, faith, control).
-
Quest Graph: beats, transitions, conditions; auto-lint.
-
AI/Combat Designer: archetype templates, emotion curves, pack logic.
-
Economy Suite: vendor tiers, price curves, scarcity visualizer.
-
Ecology Tool: biome spawn tables, mutation hooks timeline.
-
Cinematic Sequencer: event hooks (enter/choice/phase) with safe fallbacks.
-
Diff Viewer: semantic diff of data fields, not raw JSON.
Common Flows
-
Create Quest → Graph beats → Bind conditions from catalog → Validate → Play-in-editor jump to beat.
-
Add Enemy → Pick archetype → Tune stats within guardrails → Auto-generate LOD + tests.
V) PREFAB LIBRARIES
-
Characters: base rig + behavior template + loot tag.
-
Encounters: spawn group, patrol routes, cover volumes, failover despawn.
-
Settlements: zoning modules (Housing/Industry/Defense/Culture), POI markers.
-
Events: siege, caravan, bloom, eclipse; each with scripts & UI overlays.
-
Cinematics: camera kits, SFX/Music markers, accessibility captions.
VI) VALIDATION & LINTING
Import Validators
-
Missing IDs/dupes, unresolved references, circular quests, orphan beats.
-
Economy sanity (sum of drops × price caps/hr).
-
AI cost budget (per-cell entity × CPU ticks).
-
Localization key coverage & variable placeholders.
Pre-Commit Lint (git hook)
qst lint **/QST_*.json
econ check **/LOOT_* **/VENDOR_*
ai budget --cell=UrbanRuins
loc verify --locale=all
VII) CI/CD & CONTENT DELIVERY
Pipelines
-
Validate → Build (asset cook) → Unit Sims → World Bake → Package → Deploy.
-
Branch strategy:
main(LTS),release/*(hotfixes),feature/*(experiments). -
Artifacts: Client PAKs (delta), Server Config, Tools Bundle, SDK.
Rollout
-
Canary 5% → 25% → 100% with telemetry gates.
-
Atomic Config Swaps for economy/AI/quests (no app update).
-
Rollback: content hashes + previous config snapshots.
VIII) LIVE TUNING & FEATURE FLAGS
Config (hot-reload)
{
"AI": {"LodDistances":[50,150,300],"LearningRate":0.15},
"Economy":{"InflationRate":0.05,"VendorPriceClamp":0.2},
"Spawns":{"LegendaryChance":0.02,"ApexCapPerRegion":2},
"Quests":{"AutoFailTimers": {"Escort":900}}
}
-
Feature Flags:
feat.WarfrontSiegeV2,feat.EmotionHUD,feat.MemoryMarket. -
A/B Buckets: price elasticity, AI aggression, loot rarity; gated by account seed.
IX) TELEMETRY & DASHBOARDS
-
Core KPIs: session length; crashes; FPS P95; quest completion funnel; economy earn/spend; warfront outcomes; settlement churn.
-
Heatmaps: death locations, spawn density, pathing stalls.
-
Narrative: beat dwell times, fail reasons, branch pick rates.
-
Alerting: SLOs on perf & narrative stalls (e.g., beat > 10 min @ 90th → page on-call).
X) SAVE COMPATIBILITY & DATA MIGRATION
-
Patch Schema: each content bump carries
migrations[]. -
Field Rules: add-only or defaulted; never repurpose keys.
-
Upgrader Script: versioned transforms; CRDT merges for counters (rep, war fatigue).
-
Backups: rolling 3-slot save archives with auto-rollback on mismatch.
XI) PERFORMANCE BUDGETS (AUTHORING GUARDRAILS)
| Domain | Budget | Guardrail |
|---|---|---|
| Narrative Tick | ≤ 0.4 ms | condition cache; beat idsempotency |
| AI per Cell | ≤ 4 ms | group leaders, LOD logic |
| Particles | 1k live | pooled emitters |
| Nav Data | ≤ 120 MB region | sector streaming |
| Quest Instances | ≤ 20 active | auto-park & resume |
XII) ACCESS CONTROL & REVIEWS
-
Roles: Writer, Systems, Economy, AI, Cinematics, Tools, QA, LiveOps, External Modder.
-
Permissions: field-level ACL (e.g., Economy can’t change quest flags).
-
Change Review: 2-signoff rule for main quests/economy; auto-tests must pass.
XIII) AUTOMATED TESTS
-
Narrative: graph traversal, dead-end detection, reroute coverage.
-
Economy: price stability (±5%), loot/hour clamps, inflation soak test.
-
AI: pack behavior assertions; pathing with randomized seeds.
-
Save/Load: fuzz reload at every beat boundary.
-
Soak: 24-hour ECS sim with mutation & warfront churn.
XIV) MOD SDK (PUBLIC)
-
Subset of studio tools with safety rails.
-
Sandboxed Scripting: restricted API surface; perf quotas; no file/network.
-
Package Format:
.lom(zip + manifest + hashes). -
Dependency Manifests: explicit requires/conflicts; version ranges.
-
Certification Bot: lint + budget checks + malware scan + content rating.
-
Interoperability: load order + conflict resolver UI.
Mod Manifest
{
"id":"mod.poetic.bayouoverhaul",
"version":"1.3.0",
"requires":["game>=1.2.0","sdk>=0.9.0"],
"touches":["Spawns/Bayou/*.json","Quests/RQ_*"],
"flags":["safeHotReload"]
}
XV) CONTENT ROADMAP STATES
-
Draft → Review → Validated → Canary → Live → Deprecated.
-
Deprecation requires migration notes + auto-redirects (e.g., quest reroutes).
-
Sunset Policy: archived after 2 major releases; keeps save compatibility rules.
XVI) SECURITY & PRIVACY
-
Signed content bundles; replay-protected telemetry; PII-free analytics.
-
Integrity checks on all hot-reload configs; feature flags server-authoritative.
-
Anti-tamper for economy tables in competitive modes.
XVII) EMERGENCY PLAYBOOKS
-
Narrative Hotfix: disable beat via flag → reroute to fail-safe branch.
-
Economy Spike: clamp vendor prices; reduce rare drop rates 20%; message players.
-
AI Runaway: set
AI.GlobalEnable=falsefor learning, keep baseline combat. -
Rollback: revert to prior config hash; invalidate affected world seeds if required.
XVIII) APPENDICES
A) Condition/Action Catalog Exporters — generate docs for writers.
B) Sample Dashboards — Grafana/Looker JSON templates.
C) CLI Tools — lom build, lom validate, lom diff, lom push --canary.
D) Content Budgets per Region — slot & memory caps, per-platform profiles.
E) Localization QA — truncation, gender/plural rules, bidi text checks.
DESIGN PRINCIPLES (RECAP)
-
Author fast, fail early, ship safely.
-
Every live change is observable and reversible.
-
Mods are first-class citizens with safe power.
-
Performance budgets are guardrails, not afterthoughts.
-
Players feel a living world, not patchwork seams.
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