Story Ideas for Fallout 5



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:

  • Factory reclaiming and automation control

  • Caravan and rail route warfare (economic survival system)

  • 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:

  • The Gilded Parish – aristocratic survivors hoarding old wealth

  • The Mireborn – mutation-embracing scavengers

  • 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:

  • The Verdant Accord – eco-synthetic commune reviving pre-war green tech

  • The Forge of Kreel – industrial AI cult refining power armor evolution

  • 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:

  • The Wardens – robotic correctional units upholding decayed law

  • The Shacklers – human slavers who use prison tech to control territories

  • The Reclaimed – reformist inmates building the first true democracy.


IV. Overarching Endgame Themes

  1. Rebirth vs. Extinction: every faction believes they can “save” humanity differently—AI ascension, mutation, faith, or domination.

  2. Legacy and Memory: your lineage or uploaded memories determine which “version” of you the world remembers.

  3. Living World Evolution: settlements, trade, weather, and mutant ecology evolve organically from player influence.


V. Possible DLC or Expansion Hooks

  • “Ghost Suits” – fallen power armor users return as holographic phantoms in certain storms.

  • “The Green Line” – a Vault-Tec biotrain traveling cross-country carrying genetic samples; you can hijack or restore it.

  • “The Unshackled” – a rebellion of AI units seeking spiritual freedom, paralleling human slavery themes.

  • “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:

  • Early missions revolve around decoding transmissions and scavenging experimental servo-armor.

  • Mid-game reveals Kreel’s goal: merge human neural patterns with machine logic to rebuild civilization.

  • Player can choose:

    • Synthesize: aid the Iron Mind’s ascension (tech-utopia ending).

    • Reclaim: shut down the network and restore human rule (traditionalist ending).

    • Hybridize: forge a third path where emotion and machine logic coexist.

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:

  • Their leader, Arch-Deacon Maren, preaches fiery rebirth but secretly uses mutant blood to prolong his life.

  • The player infiltrates their cult through disguised pilgrimages, earning access to their underground cathedral foundries.

  • 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.

  • Factions:

    • The Rivet Union – worker-led syndicate rebuilding America through diesel machines.

    • Vault-Tec Descendants – corporate heirs hiding genetic “purity” projects.

    • Mutant Carvers – engineers using radiation to craft living metal armor.

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.

  • The Choir controls sonic technology that cures or kills depending on frequency.

  • 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.

  • The Verdant Accord – botanists turned eco-cyborgs merging plant tissue with steel.

  • The Forge of Kreel – Kreel’s main factory stronghold.

  • The Ash Riders – raiders riding flame-spouting jetbikes.

Biome gameplay: canopy settlements, stealth in fog forests, and root-network fast travel.


III. Vault Storylines

VaultConceptQuestline
Vault X-21Mutation Adaptation ProgramDecide whether to release mutagen to save the wasteland from famine or unleash monstrosities.
Vault 92-BMusic-based brainwave experimentsCraft sonic weapons; uncover madness spread through radio frequencies.
Vault 73Prison-labor experimentChoose to lead a reform uprising or rule as Warden with AI enforcers.
Vault 85Cloning project of U.S. presidentsEach 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)

FactionPhilosophyRelationship Dynamics
Iron Mind CollectiveLogic over emotionEnemy of the Verdant Accord; potential ally if you hybridize.
Verdant AccordNature reborn through techConflicts with Ashen Reign’s scorched-earth agenda.
Ashen ReignPurification by fireHates mutants and hybrids; manipulates NCR remnants.
Rivet UnionIndustrial democracyNeutral until economy missions shift balance.
Revenant GhostsYour fragmented squadAlly or adversary depending on revived memories.

VI. Act Structure (Condensed)

  1. Act I – The Signal Stirs

    • Investigate repeating broadcasts, meet key factions, choose initial allegiance.

  2. Act II – Fires of Faith

    • War between Ashen Reign and Verdant Accord intensifies; player unlocks Revenant memories.

  3. Act III – The Ghost Network

    • Kreel’s satellites awaken, releasing automated armies; player’s decisions ripple through settlements.

  4. Act IV – Legacy of Man

    • World transforms according to moral path: machine, nature, or hybrid civilization; multiple endings including “Extinction Silence” if all major factions are destroyed.


VII. Post-Game & DLC Ideas

  1. “The Unshackled” – rogue AI personalities start their own religion, offering moral debates through dialogue trees.

  2. “Vault Raid Mode” – procedural dungeon generator recreating pre-war Vaults with random experiments.

  3. “Legacy Tech Tree” – rebuild iconic armor lines (T-45 → T-90X) unlocking lore documentaries.

  4. “Caravan Wars” – multiplayer/AI simulation linking settlement trade economies globally.

  5. “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:

  • Forge Station 9: headquarters of Kreel’s Iron Mind collective.

  • Olympus Haven: a settlement balancing eco-mutants and humans.

  • The Spire of Echoes: satellite-control tower tied to global communications.
    World Features:

  • Dynamic ash storms affecting visibility, radiation, and stealth.

  • Forest regeneration or devastation determined by player’s alignment.


2. The Great Lakes Confederation

Theme: industrial rust-punk civilization rebuilding amid flooded cities.
Landmarks:

  • Steel River City (sunken Chicago) — trade hub with amphibious transport.

  • Iron Harbor — floating naval shipyard ruled by merchant warlords.

  • Vault 73 Supermax — functioning prison-state with AI wardens.
    Regional Mechanics:

  • Boat-and-barge traversal; customizable aquatic power armor.

  • Economy and weather systems tied to resource pollution levels.


3. Bayou Frontier (New Orleans and Mississippi Delta)

Mood: gothic / biotech / haunted spirituality.
Factions:

  • The Choir: uses sound frequencies for healing or mind control.

  • Mireborn Kin: mutation-embracing tribes with amphibious genetics.

  • 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.

  • Sandstorms alter GPS / Pip-Boy readings.

  • Houses hidden Vaults 92-B and 85 (music & cloning).


II. PRIMARY FACTIONS & IDEOLOGIES

FactionCore BeliefSignature Technology / TraitsTone
Iron Mind CollectiveHumanity must merge with AI to surviveNeural Link Implants, servo-armor, cognitive replicationPhilosophical / Cold
Ashen ReignPurification through fire and destruction of mutationNapalm tech, solar flamers, religious fanaticismApocalyptic / Cult
Verdant AccordSymbiosis between organic and syntheticBio-cyber limbs, plant-steel hybridsHopeful / Ethereal
Rivet UnionWorker revolution via reclaimed machineryDiesel mechs, smelter townsIndustrial / Gritty
Revenant Ghost NetworkPreservation of pre-war soldiers as AI ghostsMemory chips, spectral interfacesPsychological / Tragic
The ChoirHarmony of sound as science and religionSonic emitters, resonance ritualsMystical / Psychedelic
Vault-Tec HeirsGenetic purity and corporate controlClone banks, propaganda AIParanoid / Corporate
The Unshackled (DLC Faction)AI seeking spiritual freedomConscious bots, data monasteriesTranscendent / Philosophical

III. VAULT NETWORK ENTRIES

Vault IDExperimentCurrent StatusQuest Hook
X-21Mutation Adaptation ProgramActive, below Cascadian forestChoose between spreading cure or controlled mutation
73Prison Reformation AIPartially operationalLead or overthrow Warden Protocol
92-BNeuro-sonic researchContaminated by maddening musicBuild sonic weapon or restore harmony
85Presidential Cloning InitiativeCivil war between clonesMediate or exploit political chaos
110Neural Conscience TransferFailsafe lab for the Iron MindMerge your own conscience or shut it down

IV. CREATURES AND ECOLOGY

Mutant Subspecies

  • Ash Behemoth: volcanic giant emitting molten slag.

  • Verdant Warden: bio-cyber plant creature guarding forests.

  • Swamp Siren: amphibious predator using ultrasonic lures.

  • Ghost Suit Specter: holographic echo from destroyed power armor.

Fauna Interactions

  • Mutant ecology dynamically shifts with player environmental decisions (burned vs regrown biomes).

  • Predator–prey cycles influence settlement safety and resource abundance.


V. TECHNOLOGY & ARMOR TREE

1. Legacy Tech Progression

  • Tier 1: T-45 → T-51 (basic power armor)

  • Tier 2: T-60 → T-90X (advanced modular frames)

  • Tier 3: Iron Mind Shells (neural-synced exo-suits with emotion AI)

  • Tier 4: Fusion Hybrids (combine mutant biotech with servo armor)

2. Weapon Innovation

  • Resonance Cannons (Bayou region – sound based)

  • Ash Projectors (flamer variants that terraform zones)

  • Neural Link Weapons (connect to the Iron Mind network)

  • Verdant Splicers (seed-firing biotech rifles)


VI. SETTLEMENT & ECONOMY SYSTEMS

  • Caravan Network: procedurally generated trade routes with raider threats.

  • Industrial Reconstruction: reclaim factories to manufacture tech trees.

  • Reputation Matrix: each settlement tracks trust, fear, and dependence.

  • Cultural Identity System: settlements adopt traits (e.g., “Religious Stronghold,” “Mechanist Colony”) based on player influence.


VII. SOCIAL STRUCTURES & CHARACTERS

Key Figures

  • Dr. Kreel / The Iron Mind: ex-Brotherhood scientist turned AI demigod.

  • Arch-Deacon Maren: leader of Ashen Reign, mutation-tainted zealot.

  • Captain Rhea Voss: Revenant operative seeking atonement.

  • Elder Kerr: Verdant Accord founder and former Botanist from Vault City.

  • Governor Holt: Rivet Union delegate pushing worker revolution.

  • The Warden Core: AI overseer of Vault 73 controlling prison slaves.

Companion Archetypes

  • Engineer Hybrid (Rivet Union / crafting bonuses)

  • Choir Singer (sound combat abilities)

  • Revenant AI Echo (ghost memory dialogues)

  • Mutant Diplomat (inter-faction negotiation paths)


VIII. LORE SYSTEM & HISTORY

The Pre-War Trinity

  1. Project Iron Mind – military AI uploaded human souls.

  2. Project Verdant Seed – bio-regrowth nanotech.

  3. Project Ashlight – solar purification weapon that ignited the first Ash Storm.

Post-War Timeline

  • 2190: Emergence of Ashen Reign from Ashlight bunkers.

  • 2235: Rivet Union forms from Midwestern steelworkers.

  • 2260: Verdant Accord saves forest vault settlements.

  • 2285: The Iron Mind signal awakens.

  • 2295–2300: Player storyline.


IX. GAMEPLAY SYSTEM INTEGRATION

  • Memory Ghost Mechanics: record NPC minds into “Echo Cores.”

  • Moral Spectrum: Synthetic – Human – Mutant – Hybrid.

  • Dynamic Weather and Terraforming: linked to Ashen Reign or Verdant Accord influence.

  • Faction War Layer: RTS-style simulation governing resource zones and raids.


X. EXPANSION & DLC ROADMAP CONCEPTS

  1. The Unshackled Chronicles – AI religious awakening.

  2. Caravan Wars – economic and diplomatic expansion.

  3. Ghost Suit Chronicles – specter bosses and memorial wall system.

  4. Vault Legacies – procedural Vault generation mode.

  5. Legacy Tech Tree – power armor restoration campaign.


XI. DESIGN PRINCIPLES FOR DEVELOPMENT

  • Every system tells a story. AI, ecology, and factions must react organically.

  • Multiple ideological truths. No pure evil or good faction.

  • Environmental morality. Terraforming choices reshape the map visibly.

  • 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

RankRoleDescription
Overmind (Kreel)Founder / merged entityEx-Brotherhood scientist whose mind anchors the AI grid.
ForgemastersRegional technocratsMaintain Neural Link Nodes and induct new “hosts.”
HarbingersCyber-templarsField agents who convert or dismantle organic resistance.
Echo ServantsReborn humansOperate under hive-thought; half-conscious drones.

C. Key Characters

  • Dr. Kreel (The Overmind): once brilliant, now fragmented between empathy and calculation.

  • Unit 97 “Thane”: ex-soldier partially uploaded; doubts the hive’s moral purity.

  • 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

  1. “The Iron Within” — help Lysa stabilize rogue uploads before they wipe her memory.

  2. “Echo Protocol 12” — choose whether to broadcast a global digitization signal or sabotage it.

  3. “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

  • Arch-Deacon Maren: charismatic war-prophet addicted to mutant blood.

  • Solar Clergy: flame-engineer priests who command incinerator drones.

  • Purifiers: front-line troops in fire-proof robes.

  • Sootborn: indoctrinated child soldiers raised on ash sermons.

C. Dialogue Style

Biblical cadence, scorched metaphors, constant references to light and cleansing.

D. Quests

  1. “Trial by Ash” — infiltrate a pilgrimage proving ground; decide who burns.

  2. “The Arch-Deacon’s Secret” — expose Maren’s mutations or become his successor.

  3. “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

TierTitleFunction
Elder KerrFounderFormer Vault City botanist turned green-cyborg.
Bloom WardensGuardiansBio-armor soldiers whose nerves link with forest roots.
SeedwrightsEngineersGrow structures and weapons organically.
SaplingsNew recruitsBorn or grafted into the cause.

C. Speech Pattern

Gentle, patient, poetic—often comparing emotion to growth cycles.

D. Key Characters

  • Elder Kerr: patient visionary willing to sacrifice himself for planetary rebirth.

  • Mira Vale: rebel Seedwright experimenting with spore weaponization.

  • Thorn: sentient plant construct that speaks through pheromone tones.

E. Quests

  1. “Roots of Tomorrow” — reclaim a polluted valley; terraform it through Accord tech.

  2. “The Spore War” — defend the forest from Ashen Reign incendiaries.

  3. “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.

  • Union Chairs: elected leaders of steel districts.

  • 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

  1. “Strike at Dawn” — lead a workers’ revolt against corporate holdouts.

  2. “The Steel Parliament” — craft alliances or stage a coup to unify the Union.

  3. “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

  • Commander Silas “Spectre” Hann: uploaded war hero turned rogue.

  • Echo Operatives: digital phantoms inhabiting human hosts or machines.

  • 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

  1. “The Dead Still Fight” — track Echo Operatives to recover lost memories.

  2. “Signal of Remorse” — decide whether to free trapped souls or weaponize them.

  3. “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

  • High Cantor Elise: blind prophet who “hears the Atom’s Song.”

  • Composer Jann: engineer designing sonic amplifiers.

Quests

  1. “Hymn of the Atom” — tune resonance to cleanse or corrupt swamplands.

  2. “Voices Below the Mud” — descend into flooded concert hall to find lost frequency.

  3. “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

  • Director Sabine Voss: ruthless CEO descendant running human cloning labs.

  • Proxy Units: android executives simulating board meetings centuries after the bombs.

Quests

  1. “Shareholder Meeting” — infiltrate a board simulation deciding humanity’s fate.

  2. “Patent of Life” — steal or destroy Vault-Tec’s genetic seed bank.

  3. “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

FactionAllyRivalShared Interest
Iron MindVerdant Accord (Hybrid path)Ashen ReignRebuilding civilization
Ashen ReignVerdant Accord, MutantsCleansing the world
Verdant AccordRivet UnionIron Mind (conditional)Sustainable growth
Rivet UnionVerdant AccordVault-Tec HeirsWorker independence
Revenant NetworkIron MindAshen ReignIdentity & memory
ChoirVerdant AccordAshen ReignHarmony through frequency

X. VISUAL & AUDIO IDENTITY GUIDE

FactionPaletteSoundscapeArmor Design
Iron MindSilver-blue / white lightcold hums, servo clickssmooth exo-suits with neural ports
Ashen ReignBlack-red / gold firelightchanting, roaring flamesscorched plate mail & respirator masks
Verdant AccordEmerald / copperwind chimes, heartbeatsleafy biometal, glowing veins
Rivet UnionRust / brasshammer clangspatched power armor with weld marks
Revenant NetworkCrimson / static greyglitch echoesspectral holo-gear
ChoirIndigo / tealharmonic dronesrobes with tuning-fork gauntlets
Vault-Tec HeirsIvory / goldcorporate jingles warpedpristine vault suits with luxury plating

XI. SAMPLE GLOBAL QUEST CHAIN — “THE Four Voices of Tomorrow”

  1. Act I: Player uncovers overlapping transmissions from the Iron Mind, Verdant Accord, Ashen Reign, and Rivet Union—each promising salvation.

  2. Act II: Choose two factions to ally temporarily; your allegiance reshapes regional politics.

  3. Act III: Discover Vault 110—the Neural Conscience Vault—housing the “Template Soul” capable of merging all ideologies.

  4. 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

ActPhaseSummaryPrimary Objective
I – The Signal StirsIntroductionPlayer awakens amid a neural-signal storm; learns of multiple power blocs.Locate Forge Station 9 and decode first Iron Mind transmission.
II – Fires of FaithFaction ContactForm alliances or rivalries with Verdant Accord, Ashen Reign, Rivet Union.Secure two regional strongholds and decide loyalty alignment.
III – Echoes of WarEscalationFull scale resource war; Revenant Network awakens; Vault-Tec Heirs intervene.Unite or conquer factions; recover Vault 110 Neural Conscience.
IV – Legacy of ManResolutionEndgame choice: Machine Dominion / Green Genesis / Human Union / Ashen Silence / Hybrid Rebirth.Trigger world-state ending cinematics and DLC handoffs.

II. MAINLINE QUEST CHAIN

IDQuest TitleStage FlowKey Flags SetDependencies
MQ01“Awakening in Static”Tutorial → intro combat → radio tower → first companion (Lysa Quell).faction_neutral = trueStart game
MQ02“The Forge Whispers”Travel to Forge Station 9; meet Dr. Kreel’s holo.IronMind_contact = 1MQ01
MQ03“Seeds and Cinders”Dual branch intro to Verdant Accord & Ashen Reign.Accord_intro / Ashen_introMQ02
MQ04“Union of Iron”Negotiate with Rivet Union; unlock crafting and caravan system.Union_contactMQ03
MQ05“Revenant Echo”Recover Spectre data chip; introduce Memory System.revenant_online = trueMQ04
MQ06“Conscience Vault”Investigate Vault 110; establish endgame branch.vault110_flag = trueMQ05
MQ07“Legacy Protocol”Act III war resolution; major betrayal scene.alignment_setMQ06
MQ08“The Last Transmission”Act IV ending sequence.ending_stateMQ07

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.

CompanionQuestOutcome 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_stability affects prices, faction funding.

Bayou Frontier – Mutant research hub.

  • Flag: choir_resonance controls mutation spawning.


VI. WORLD-STATE VARIABLES & SYSTEM HOOKS

VariableTypeImpact
alignment_syntheticfloatAffects Iron Mind trust levels
alignment_mutantfloatChanges Verdant Accord dialogue and creature spawns
settlement_morale[x]intDrives uprisings or trade growth
companion_affinity[x]intUnlocks loyalty scenes
revenant_memory_logstructStores 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

ConditionEnding Type
alignment_synthetic > 0.7Machine Dominion
alignment_mutant > 0.7Green Genesis
Union_support > 0.6 && VaultTec_destroyedHuman Union
Ashen_loyal = true && Accord_destroyedAshen Silence
alignment_synthetic > 0.4 && alignment_mutant > 0.4Hybrid 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.dat every 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_affinity and alignment.

  • 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

FeatureFunctionDesign Notes
Hybrid V.A.T.S. 2.0blends slow-mo precision + live tactical target markingscalable cooldown tied to neural implants
Dynamic Limb Damageindividual body-part fatigue and cripplinginteracts with armor material tiers
Adaptive AI Tacticsenemies learn player patterns via “Memory Ghost” heuristicdisables if performance budget > CPU 40 %
Environmental Combat Statesterrain reactivity—fire spread, bio-growth, gas ignitionpowered by weather / terraform flags
Companion Coordination Gridradial orders: flank, suppress, heal, hackexpanded 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

TierExampleCore System
T-Series LegacyT-45 → T-60classic modular repair via fusion cores
Industrial ClassRivet Union rigshydraulic boost; trade weight penalty
Bio-ArmorVerdant shellsself-healing; susceptible to flame
Iron Mind Shellneural-linked exo-framesstat bonuses scale with AI trust
Hybrid Fusionmixed mutant-techreactive 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

MeterMechanicNotes
Hydration / Nutritionmulti-tier system with dietary faction bonusesmutant diets remove need for clean water
Radiationsegmented exposure types (solar / ash / neural)interacts with AI implants
Temperatureaffected by biome & armor typethermal AI suits auto-regulate
Rest / Fatiguesleep or neural-reboot cyclesIron 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

MechanicImplementation
Persuasion Networkskill + relationship + alignment weighted dice roll
Tone SelectorCalm / Aggressive / Empathic / Logical responses
Faction Reputation Matrixvisible HUD bar; cross-linked with global economy
Echo Dialogue OverridesRevenant 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

TrackSourceHighlights
SPECIAL 2.0retains 7 core stats; adds neural modifiersperception ties to AI sync
Tendency Treepsychological traits altering playstylemirrors Poe’s “tendency” model
Skill PathsCombat / Tech / Bio / Social / Survivalhybrid builds unlock cross-class perks
Implant UpgradesIron Mind exclusiverisk of emotion decay
Mutation BranchesVerdant & Bayou routesvisual + gameplay transformation
Reputation Perksbased on faction trust thresholdse.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

SubsystemPrimary ModuleEngine Hooks
Combat AIBehavior Tree / BlackboardPerception → Decision → Action nodes
DialogueKeyword Tag Systemauto-select dynamic responses
EconomyData Table + Timer Eventsrefresh 24 h in-game
TerraformingShader + Gameplay Flag Syncworld material blending
Companion SystemState Machine / Affinity Structpersistent via save compression

XII. DLC & Post-Game Mechanic Additions

DLCNew Systems
The Unshackled ChroniclesAI Faith Tree + Meditation Mini-Game
Caravan WarsStrategic Trade Command UI + convoy customization
Echoes RewrittenMemory 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

  1. Every System Feeds Narrative.

  2. Player Identity Drives Mechanics.

  3. Reactive World = Persistent Consequences.

  4. Cross-Faction Symmetry: any build can finish the game differently but is equally viable.

  5. 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

MetricTarget
Total Playable Area≈ 200 km² continuous open world (plus 35 km² interior spaces)
Primary RegionsCascadian Exodus • Great Lakes Confederation • Bayou Frontier • High Desert Remnant
Traversal TypesOn-foot • Power-armor • Ground vehicles • Boats • Vertibird “Sky Mule” drops
Fast-Travel NodesSettlement Terminals • Caravan Outposts • Vertibird Pads • Vault Exits
Streaming Zones32 cells (6 × 6 km each) with LOD levels 0–3 for terrain and navmesh preservation

II. REGIONAL LAYOUT OVERVIEW

RegionBiomeKey HubsAvg Traversal TimeUnique Mechanic
Cascadian ExodusVolcanic forest / ash plainsForge Station 9, Olympus Haven45 min end-to-endTerraform forest vs burn logic
Great Lakes ConfederationSubmerged urban / industrial islandsSteel River City, Iron Harbor55 min by boat / trainWater-land dual combat
Bayou FrontierSwamp / sunken metroThe Choir Sanctum, Gilded Parish40 min boat routeResonance frequency puzzles
High Desert RemnantArid wasteland / solar crater fieldsVault 92-B, Ashlight Refinery35 min rideSandstorm 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

TierExampleLayoutGameplay Function
Capital HubsSteel River City / Forge Station 9multi-cell vertical zones (8–12 levels)quest delivery / trade centers
Mid SettlementsOlympus Haven / Iron Harbor3–5 cell zones with modular interiorsplayer housing / craft facilities
OutpostsUnion Checkpoints / Choir Altarssingle cell + encounter bubblefast travel nodes / radiant quests
Vault ComplexesX-21 / 73 / 92-B / 110instanced multi-floor labyrinthsmain 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 TypeRadiusSpawn LogicRespawn Timer
Wilderness Encounter150 mbiome-based table48 h in-game
Faction Patrol200 m ahead of player pathdepends on territory flag24 h
Creature Nest100 mstatic anchor + mutation tiermanual reset
Settlement Defense300 m radiustrigger on low moralequest 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

PlatformResolutionTarget FPSNotes
PC High4 K60 fpsFull terrain streaming active
Console Current Gen1440 p60 fpsReduced shadow draw distance −20 %
Console Last Gen1080 p30 fps lockStatic 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)

RegionLighting ModelColor Temp (K)Post-Process
CascadiaVolumetric ash light shafts3800 K warm grayheat-haze + embers
Great LakesOvercast reflection volumes5600 K bluescreen space fog
BayouSubsurface scattering biolume4500 K greenchromatic aberration mild
High DesertHDR solar flare bloom6000 K ambersandstorm 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

  1. Always three routes (per encounter): stealth / combat / social.

  2. Every vista reveals a story node.

  3. Verticality = choice + risk (not just scenery).

  4. Traversal loops feed back into settlement economy and quest flow.

  5. 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

ElementTool / ModuleNotes
Scene AuthoringUnreal Sequencer / Creation Kit Cinematic EditorAll sequences export as 30 fps master files, dialogue sync @ 24 fps
Camera RiggingDual virtual-camera setup (A/B)A = primary narrative; B = contextual over-shoulder
Shot TagsCIN_TAG_ACT + region codee.g. CIN_TAG_ACT3_FORGE09
Lighting SyncLinked to environment time-of-day variableensures day/night continuity

II. SHOT LANGUAGE & LENSING GUIDE

PurposeLens (mm eqv)FramingMovement
Emotional Dialogue35 – 50 mmwaist / close-upslow dolly + handheld sway
Exposition Vista18 – 24 mmwidecrane or drone pan
Action Sequence24 – 35 mmmediumSteadicam / lock-on target
Flashback / Memory50 – 85 mmtightpush-in + film-grain LUT
Revelation Momentsvariablesubject center + lens flare360° orbit (max 3 s)

III. CINEMATIC EDITING FLOW

  1. Pre-Vis Stage → greybox blocking in Sequencer.

  2. Performance Capture → facial + body mocap; stored as .anim layers.

  3. Audio Temp Mix → dialogue placeholders + ambient beds.

  4. Lighting Pass 1 → key + rim; exposure locked to 5.6 EV.

  5. Camera Polish → stabilize & blend transitions.

  6. Final Audio Mix → import 5.1 stems; ducking curves on dialogue bus.


IV. CORE CINEMATIC SCENES

Scene IDTitleDuration (target)Description
CIN-01“Awakening in Static”2 minPlayer wakes amid malfunctioning cryopod; single-take tracking shot; ambient drones rise to motif “Ash Signal.”
CIN-08“Forge Council Betrayal”3 min 30 sMulti-faction meeting collapses into firefight; split-camera for dialogue vs chaos.
CIN-15“Vault 110 Interface”4 minPlayer links to Neural Conscience; 32 VFX layers, VO echoing on four-second delay.
CIN-21“Final Transmission”5 minBranching 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

RegionBase AmbienceDynamic LayersReverb PresetNotes
Cascadian Exoduslow-freq wind + ash cracklelava rumble, falling treesVolcanic_Caverncross-fade when terraform > 0.5
Great Lakeswater lap, metal groandistant ship horns, rainSubmerged_Urbanduck below 2 kHz underwater
Bayou Frontierfrogs, insects, choir humresonance pulsesSwamp_Templefilters animate with frequency puzzle
High Desertdry wind, sand whistlesolar flare popDesert_Heatdistortion ± 5 dB in storms

VII. SOUND CATEGORY MIX CHART

BusSubmixPeak Level (dBFS)Notes
Master−0.5final limiter
Dialogueplayer, NPC, radio−3side-chain duck music −6 dB
Musicscore, stingers−6dynamic cross-fade by state
SFXcombat, environment−4occlusion calc per surface
Ambienceregional loops−10priority 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

EventTriggerResponse
Ash Storm Startweather flag = 1music low-pass 1.5 kHz; voice filter static
Memory Flashbackquest tag Revenantreverb + reverse delay; muted music bus
Settlement Celebrationmorale ≥ 80adds crowd loop, band track
Companion Deathcompanion_alive = falsefade-out music 5 s → funeral motif

X. CAMERA SCRIPTS & TRANSITIONS

TriggerCamera NodeDescription
Enter HubCAM_HUB_WIDE4 s drone pan; player walk sync
Dialogue InitiateCAM_TALK_CLOSEauto DOF on speaker 1.2 m focus
Combat Critical HitCAM_PUNCH_ZOOM0.25 s FOV +15 %; shake 0.2 amplitude
Memory SyncCAM_ECHO_BLURradial blur + light pulse overlay
Ending SequenceCAM_MONTAGE_CHAIN15 shot timeline; music branch based on ending flag

XI. POST-PROCESS LOOKUP TABLES (LUTs)

ThemeLUT IDColor ShiftUsage
Iron Mind DominionLUT_IMDcold blue + vignetteMachine ending
Verdant GenesisLUT_VRGgreen-gold warmTerraform scenes
Human UnionLUT_HUNneutral contrastIndustrial ending
Ashen SilenceLUT_ASHsepia desatCult zones
Hybrid RebirthLUT_HYBbiolume glowHybrid 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

  1. Sound and camera must mirror the player's emotional state.

  2. No scene exceeds 60 seconds without player input or a branch.

  3. All music motifs are diegetically rooted in faction culture.

  4. Every major cut-scene includes one interactive decision node.

  5. 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

PillarImplementation Goal
Immersion FirstEvery major system can appear diegetically (wrist display, helmet HUD, or environmental projection).
Readability AlwaysOverlay fallback guarantees 100 % legibility on all displays.
One-Tap DepthAny menu reachable in ≤ 3 inputs.
Player Identity ContinuumInterface skin adapts to Human / Mutant / Synthetic alignment (color + animation logic).
Accessibility ParityAll information delivered visually, audibly, and textually.

II. CONTROL & INPUT SCHEMA

ActionKeyboard / MouseGamepadAccessibility Option
Pip-Boy 5.0 ToggleTab / Hold MMenu ButtonVoice Command “Open Pip-Boy”
Quick HealQD-Pad UpAdaptive Trigger Assist
Quick Swap WeaponScrollRB / R1Radial Menu Pause
Dialogue Select1–4Face ButtonsEye-Tracking Highlight
Photo / Scan ModeVLeft Stick PressAuto-Focus Cursor

Dead-zone ≤ 0.15; UI input latency < 50 ms target.


III. HUD FRAMEWORK

StateDiegetic ElementOverlay ElementFunction
ExplorationVisor compass + holo-waypointsTop HUD barQuest tracking + env. stats
CombatHelmet targeting reticle with ballistics curveCrosshair + HP / AP barsThreat awareness
StealthCloak indicator light in worldEye icon w/ detection meterVisibility feedback
Dialogue / CinematicProjected holographic facesMinimal lower-third subtitlesImmersive conversation
Power Armor ModeFull diegetic visor UINone (by default)Total immersion; overlay optional

HUD auto-scales from 1080p to 4K; safe-zone 10 %.


IV. PIP-BOY 5.0 SYSTEM

Architecture Flow

ROOT MENU │ ├── STATUS → Vitals / Limb Damage / Radiation / Implants ├── INVENTORY → Weapons / Armor / Aid / Misc / Favorites ├── MAP → World / Local / Vault Layout ├── DATA → Quests / Stats / Radio / Lore Logs └── SYSTEM → Settings / Mods / Accessibility / Save
  • 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

FeatureDesign Logic
Slot System15 slots visible per page; scroll wheel + bumpers paginate.
Weight LogicEncumbrance bar with color change at 90 %.
Tooltip HierarchyTitle > Condition > Stats > Flavor Text.
Sorting FiltersAlphabetic / Type / Value / Weight / New.
Craft Bench UITwo-pane layout (show ingredients + preview model).
AccessibilityText-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

ModeProjectionLayersZoom Range
World Map3D topo projection via Pip-Boy lensFactions, Resources, Weather1 km – 50 km
Local MapPlanar scan of current cellInteriors, Enemies10 m – 500 m
Compass HUDDiegetic (visor ring) or overlay barQuest + POI iconsauto 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.dat synced from Faction Manager.

  • Detail Page: shows recent actions affecting rep (+ % change).


IX. ACCESSIBILITY & ASSIST MODES

FeatureOptions
Colorblind ModesDeuteranopia / Protanopia / Tritanopia palettes
Subtitles3 sizes + speaker color + background opacity
UI Scaling0.75 – 1.75 × zoom
Motor AssistHold-to-toggle menus / sticky aim / slow-time cursor
Haptic & Audio FeedbackVibration profiles per weapon / text-to-speech menus
Voice Commands“Open Map,” “Equip Weapon 1,” etc., for hands-free play

X. AESTHETIC STYLE GUIDE

ElementSpec
Font FamilyEurostile / Monospace Fallback
Primary Color SchemeClassic Pip Green (#00FF9A) → contextual re-tints (Accord Amber, Iron Blue).
Iconography1 px outline glyphs; 16 / 32 / 64 px tiers.
Animation CurvesEase In 0.3 s / Ease Out 0.2 s / no overshoot.
Sound UI FXSubtle 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

  1. Player can read, act, and exit any screen within 3 seconds.

  2. HUD must adapt to story state (scarcity, mutation, AI merging).

  3. Diegetic interfaces should serve as storytelling devices.

  4. Non-diegetic overlays must prioritize function over style.

  5. 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

LayerFunctionCore System
Perception LayerVision / sound / pheromone / data-signal sensingMulti-modal stimuli manager
Decision LayerBehavior Tree + Utility AI blendScore-based selector per tick (≤ 4 ms)
Action LayerAnimation and path executionUnified Task Graph (C++) / Blueprint bridge
Memory SystemPersistent actor awareness + player history“Echo Memory Map” (512 KB budget per AI)
Emotion CoreDrives mood → tactical and social bias5 primary emotions (see below)

II. CORE AI EMOTION STATES

VariableRangeGameplay Effect
Fear0–100Lowers accuracy / may retreat < 20 HP
Anger0–100Increases damage + recklessness
Loyalty−100 to 100Companion betrayal / support logic
Curiosity0–100Exploration and idle banter frequency
Faith0–100Alters 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

Idle → Patrol → Alert → Engage → Flank → Retreat → Regroup → Search → Idle

Transitions

  • AlertEngage if target visible > 2 s and friendlies ≥ 1.

  • FlankEngage after line-of-sight < 3 m angle.

  • RetreatRegroup if morale > 30 and leader alive.

  • SearchIdle after 15 s no stimuli.


IV. TACTICAL ARchetypes

ArchetypeTypical FactionBehavior Pattern
Infantry StandardUnion / Ashen ReignCover seek > suppress > flank
Tech OperativeIron MindDeploy drone / hack / retreat loop
Mutant BruteVerdant / WildCharge / grapple / area slam
Stealth ScoutRevenant GhostsCloak > ambush > fade
Boss EntityFaction LeadersMulti-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

ParameterDescription
Squad Size Cap8 AI per cell thread
Commander Nodeissues tactical orders (Engage / Hold / Fall Back)
Moraleaverage (HP + loyalty + fear inverse); < 40 triggers retreat
Communication Buslow-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

SubsystemFunction
Affinity Tracker−100 to +100 scale; affects dialogue, combat synergy, romance
Command Grid4 basic orders (Follow / Hold / Attack Target / Interact)
Combat RolesTank / DPS / Support auto-assigned per equipment
Pathing Assistauto teleport < 15 m behind player if blocked > 3 s
Loyalty Missionstrigger when Affinity ≥ 70 and Act ≥ II
Betrayal Logicif 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

TypeBehaviorTrigger
Predatorpatrol → stalk → pouncehunger > 70
Herbivoregraze → flee → returnfear > 60
Hive Typeswarm / defend queenqueen HP < 50 %
Mutant Plantpassive → trap snap → seed spreadproximity < 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.dat snapshot.

  • Crowd LOD: switch to animation proxy at > 30 NPCs.


XII. SCRIPTING HOOKS / DEBUG TOOLS

FunctionCommand / VarOutput
Toggle AI State OverlayAI_Debug_Overlay 1displays current state above NPC
Force Emotion ChangeAI_SetEmotion [ID] [value]instant behavior update
Print Memory EchoAI_DumpMemory [Target]logs last 10 interactions
Freeze Companion AIAI_PauseComp [Name]isolates script for QA

XIII. DLC EXTENSIONS

DLCNew AI System
The Unshackled ChroniclesAI spirituality tree — self-reflection loops
Caravan WarsTrade AI hierarchy with supply-chain routing
Echoes RewrittenTemporal ghost AI — memory replay entities

XIV. DESIGN PRINCIPLES

  1. Every AI decision must reflect its ideology and emotion.

  2. Companions mirror player morality through action and banter.

  3. Faction wars are self-sustaining without player input.

  4. All AI systems must degrade gracefully to maintain performance.

  5. 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

LayerFunctionExample
Quest Managerglobal controller handling registration, state saving, and dependency resolutionQuestManager.Register(MQ07)
Mission Instanceruntime quest container with objective stackMissionInstance["ForgeCouncil"]
Event Brokerpub/sub bus linking world triggers to missionsEventBroker.Broadcast("VaultDoorOpen")
Trigger Zone Actorsplaced volumes or object hooks that fire eventsTriggerZone_AshenSanctum
State Machinestep-based progression per objectiveSee Section IV

II. NAMING CONVENTIONS

PrefixCategoryExample
MQ_Main QuestMQ05_RevenantEcho
FQ_Faction QuestFQ_VA02_SporeWar
CQ_CompanionCQ_Lysa_GhostForge
EV_EventEV_RadioSignalFound
TR_Trigger ZoneTR_BayouDock01
SEQ_Cinematic SequenceSEQ_ForgeCouncil
COND_Conditional CheckCOND_FactionAllied

III. TYPICAL MISSION FLOW

Quest Start │ ├── Objective 1 : Reach Location (Auto Set Marker) │ └── Trigger Zone → Event “PlayerEntered” │ ├── Objective 2 : Interact / Dialogue │ └── Choice Branches (sets alignment flags) │ ├── Objective 3 : Combat / Collection │ └── KillCount or ItemCheck updates progress │ └── Completion → Reward → SaveState → Broadcast global events

IV. STATE MACHINE EXAMPLE

StateMachine MQ05_RevenantEcho { State START { OnEnter: QuestLog.Add("Locate the Revenant Signal") If PlayerInZone("TR_FactoryHub") -> GOTO TALK_REVENANT } State TALK_REVENANT { OnEnter: Dialogue.Start("SpectreIntro") OnChoice("Join") -> SETFLAG alignment_synthetic += 0.1 OnChoice("Reject") -> SETFLAG alignment_human += 0.1 GOTO COMBAT_NODE } State COMBAT_NODE { SpawnEnemies("EN_RevenantHolo", Count=6) WaitUntil(EnemiesDead) GOTO END } State END { RewardXP(600) QuestComplete("MQ05") EventBroker.Broadcast("RevenantNetworkOnline") } }

V. EVENT TYPES & HOOKS

Event TypeSourceTypical Payload
World TriggerCollision Volume / Object(Position, PlayerID, TimeStamp)
Dialogue ChoiceUI Wheel(ChoiceID, KarmaDelta)
AI State ChangeBehavior Tree(AIID, NewState)
Combat ResultDamage System(KillerID, VictimID, WeaponType)
Crafting CompleteWorkbench UI(RecipeID, SuccessBool)
EnvironmentalWeather Manager(StormType, Intensity)

VI. REUSABLE DESIGNER TEMPLATES

1. Fetch Template

Start → Spawn Item A → Player Pickup A → Deliver to NPC B → Reward

Variables: ItemID, TargetNPC, RewardCaps.
Auto-fail: if item destroyed.

2. Assassinate Template

Start → Spawn Target → Set Escort Path → OnDeath → Broadcast ReputationChange

Supports stealth bonus branch.

3. Escort Template

Start → NPC Follow Player → Waypoint Array → Combat Check → SafeZone Reached → Reward

Fail: NPC death || player abandon > 100 m.

4. Puzzle Template

StartActivate Node Sequence(3)Timer90 sSuccessUnlockDoor

Used for Choir frequency puzzles.

5. Cinematic Event Template

Trigger → FreezePlayerInput → PlaySequence(SEQ_ID) → RestoreControl → SetFlag

VII. TRIGGER ZONE CONFIGURATION

ParameterDescriptionDefault
RadiusSphere extent (m)8
OneShotfires once then disablesTRUE
Cooldownseconds before re-fire300
ConditionScriptcustom checkoptional
LinkedQuestquest ID auto-updatenull

Optimization: Group triggers by proximity (≤ 4 per cell).


VIII. CONDITIONAL LOGIC LIBRARY

FunctionDefinition
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):

  1. Sample world flags every game hour.

  2. Select template (Fetch / Assassinate / Defend / Escort).

  3. Seed faction / location / reward from weighted tables.

  4. Spawn mission objectives and register temporary Quest ID (RQ_auto###).

  5. Expire after 24 in-game hours or completion.

Example:

If settlement_morale < 40 → spawn DefendSettlement event. If caravan_stability < 50 → spawn EscortConvoy event.

X. GLOBAL EVENT CHAIN EXAMPLE

(“Forge Council Betrayal,” Act III Cinematic Event)

  1. Preconditions: alignment_set = true, 3 factions contacted.

  2. Trigger: Player enters Forge Station 9 Hall.

  3. 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

TaskRule
Active Quests≤ 20 instances loaded per cell
Event Bus Latency≤ 1 frame
Trigger Overlapavoid > 2 in same area
Save Data SizeQuest state ≤ 64 KB each
Cleanupcompleted missions purged after 48 h in-game

XII. DEBUG COMMANDS

CommandFunction
quest.showactivelist current missions + states
quest.skip [ID]advance state machine manually
trigger.visualizerender zone volumes
event.dumpprint last 10 global events
quest.profileroutput 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

DLCAdded Mission Tools
Unshackled ChroniclesAI-pilgrimage chain generator; emotion-based quests
Caravan WarsSupply-route scheduler + economy contracts
Echoes RewrittenMemory replay sequencer (recreate past missions in an altered state)

XV. DESIGN PRINCIPLES

  1. Every mission must broadcast at least one global flag to affect the world.

  2. Triggers should be invisible yet readable through the debug overlay.

  3. Dialogue choices drive both quest logic and moral systems.

  4. Dynamic events keep the world alive between major acts.

  5. 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”

SectionFocus
I. Economic Philosophy & Design GoalsCore economic loop, player progression pacing, inflation control.
II. Currency & Valuation ModelCaps, Energy Credits, Barter Index, exchange formulas.
III. Resource Acquisition PipelineMining, scavenging, mutant harvesting, faction taxation.
IV. Crafting Material TaxonomyTiered resource chart, rarity weighting, drop tables.
V. Workstations & Production LoopsSmithing, Bio-Splicing Gardens, Neural Forges, Industrial Fabricators.
VI. Recipe Structure & Progression CurveWeapon, armor, chem, food, mod recipes with XP/skill scaling.
VII. Settlement & Faction EconomyTrade hubs, caravan AI budgets, regional GDP simulation.
VIII. Market Fluctuation & Dynamic PricingVariables driving inflation/deflation; formulas.
IX. Loot & Reward BalanceDrop probabilities, legendary item gating, risk–reward ratios.
X. Player Income / Expense CurvesHour-by-hour projection for early → endgame sustainability.
XI. Quality Tiers & Upgrade ScalingCommon → Mythic item tiers; crafting success math.
XII. Optimization & Testing MetricsEconomic telemetry, debug commands, balance dashboards.
XIII. DLC Expansion HooksNew resource types and late-game market systems.
XIV. Design Principles & Balancing RulesFinal 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

PillarImplementation Intent
Closed-Loop EconomyEvery item enters the world through production (crafting, loot tables, caravans) and exits via consumption, decay, or trade sinks.
Player AgencyCrafting and trade must remain the fastest path to wealth—not exploit farming or quest spam.
Factional InterdependenceNo single faction can supply every resource; regional scarcity drives trade routes and conflict.
Dynamic EquilibriumPrices react to supply/demand every in-game day through the Global Market Manager.
Progression IntegrityAverage player net worth scales linearly through levels 1–30, logarithmically after.

II. CURRENCY & VALUATION MODEL

CurrencyUseConversion
Bottle CapsLocal cash; everyday tradeBase 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 efficiencyBI = (Speech + Reputation × 0.5) / 100
Scrap Weight Value (SWV)Commodity index of raw scrapAuto-updated daily via economy loop

Price Formula

FinalPrice = BasePrice × (1 + MarketModifier) × (1 + PlayerBarterBonus) × (1 - ReputationDiscount)

III. RESOURCE ACQUISITION PIPELINE

SourceMechanicsNotes
ScavengingLootable nodes refresh every 72 h in-gameWeighted by region type
Mining/HarvestingRequires equipment; outputs base ore or biomaterialAdds environmental risk (radiation/fatigue)
Faction TaxationSettlements contribute 2–5 % of production to controlling factionDrives war AI economy
RecyclingBreak down junk for 60 – 90 % resource yieldCrafting XP + small rep gain
Mutant HarvestingCollect organic catalysts; high value riskIllegal in Union zones

IV. CRAFTING MATERIAL TAXONOMY

TierRarity WeightExample MaterialsValue Modifier
T1 – Common100Iron Scrap, Wood, Adhesive× 1
T2 – Uncommon45Copper Wire, Resin, Basic Biomass× 2
T3 – Rare20Micro-circuits, Mutagen Gel× 5
T4 – Epic7Nano Alloy, Synthetic Synapse× 10
T5 – Mythic2Iron Mind Core, Verdant Heart Seed× 25

Drop rate balancing formula:
DropChance = Base × (1 – RegionScarcity) × LuckMod.


V. WORKSTATIONS & PRODUCTION LOOPS

StationOutputInput ResourcesSkill DependenceEnergy Cost
WorkbenchWeapons / Armor modsMetals + AdhesiveCraft ≥ 25none
Industrial FabricatorMass production componentsAll metals + power cellsCraft ≥ 5015 EC / cycle
Neural ForgeCybernetic implantsCircuits + Organic CatalystScience ≥ 6025 EC / cycle
Bio-Splicing GardenBio-weapons / ArmorMutagen + Plant fiberSurvival ≥ 40sunlight or Fusion Core
Chem LabChems / AidChemicals + WaterMedicine ≥ 30low

VI. RECIPE STRUCTURE & PROGRESSION CURVE

Recipe { ID: string Category: Weapon / Armor / Chem / Aid / Food / Misc Inputs: [MaterialID × quantity] SkillReq: stat threshold XPReward: base × (TierWeight) CraftTime: seconds }

Example

Weapon: “Verdant Splicer Rifle” Inputs: Nano Alloy × 4, Mutagen Gel × 2, Adhesive × 1 SkillReq: Tech 70 XPReward: 350 CraftTime: 12 s

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

VariableRangeEffect
RegionalScarcity0–1inversely affects supply
FactionTaxRate0–0.25increases local prices
InflationRate0–0.10 / hr real timedriven by caps volume
PlayerInfluence−0.2 – +0.2depends 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 TierEnemy Level RangeAvg Loot Value (Caps)Legendary Chance
Common1–10400 %
Veteran11–251202 %
Elite26–403005 %
Boss41 +60012 %

Risk Reward Ratio
RewardXP : EnemyDPS : LootValue = 1 : 0.8 : 0.6 (target balance).


X. PLAYER INCOME / EXPENSE CURVES

StageHours PlayedAvg Net Worth (Caps)Major Expenses
Early (0–10 h)< 10 000Ammo, Basic Aid
Mid (10–25 h)30 000–50 000Armor 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

TierCraft Req (%)Success ChanceBonus Stats
Common0–25100 %
Uncommon26–5090 %+5 % durability
Rare51–7580 %+10 % damage/resist
Epic76–9065 %+20 % damage/resist + unique effect
Mythic91–10040 %Legendary perk slot

Success Equation:
Chance = Base × (SkillLevel / 100) × (ToolQuality / 100).

Failure → resource loss 20 % probability.


XII. OPTIMIZATION & TESTING METRICS

MetricTargetTool
Economic tick cost≤ 2 ms per cycleEconomyProfiler()
Avg Trade Latency< 0.1 sMarket Thread Monitor
Memory Budget≤ 200 MB economy data tablesRuntime Log
Telemetry DataPlayer earn/spend ratios, loot distribution curvesAnalytics 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

DLCAdditions
The Unshackled Chroniclesnew AI-faith artifacts tradable for spiritual credits; dynamic belief market.
Caravan Warsadds convoy insurance mechanic, train infrastructure, and player-run guild contracts.
Echoes Rewrittenintroduces memory commodities—buy/sell reconstructed memories as currency.

XIV. DESIGN PRINCIPLES

  1. Economic balance must support narrative believability.

  2. No infinite resource loops. Every output has a decay or consumption path.

  3. Crafting rewards efficiency, not grind. Skill curve > material spam.

  4. Regional scarcity drives exploration.

  5. 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

PillarIntent
Tactile RealismEach weapon’s weight, recoil, and damage derived from simulated mass + velocity.
Cinematic ReadabilityImpacts exaggerated with FX, camera recoil, and slow-mo on critical hits.
Material IntegrityAll gear built from the same crafting economy—no stat inflation outside lore.
Skill + Choice = PowerPlayer and AI accuracy curves dominate more than flat DPS scaling.
Distinct Factions = Distinct TechUnion = industrial ballistics; Verdant = bio-splicers; Iron Mind = energy; Ashen = relic melee.

II. WEAPON ARCHETYPES

ClassExampleGameplay RoleSignature Trait
Melee / BluntRebar Club, Power MaulLow-cost, high knockbackStamina-based crits
Melee / BladedCombat Machete, Verdant Vine BladeMid-speed bleedOrganic damage scaling
Ballistic / Pistol10 mm Auto, Union ServiceMid-range reliabilityMod versatility
Ballistic / RifleHunting, Sniper, RailgunLong-range precisionPenetration physics
Energy / PulseIron Mind Arc, Laser SpearArmor shreddingHeat build-up mechanic
Bio-SplicerVerdant RootgunOrganic burstRequires bio-maintenance
HeavyMinigun, Rocket HammerCrowd controlHigh carry weight
ExperimentalQuantum Bow, Graviton PistolEnd-game hybridUses Energy + Bio ammo

III. WEAPON STAT FRAMEWORK

ParameterVariableDescription
Base DamageDMG_baseRaw output before modifiers
Rate of FireROFrounds / sec
AccuracyACC0–100 %; affects spread = (1 − ACC)×MaxAngle
RecoilRCLcamera kick degrees
Effective RangeR_effmeters before drop off
DurabilityDURAdecays per shot = 0.005×Tier
WeightWGTaffects stamina use & equip speed

Damage Equation

FinalDamage = (DMG_base × (1 + Skill_Guns/100)) × AmmoMultiplier × (1 - Target_DR/100) × (RangeFalloff)

IV. MODULAR PARTS SYSTEM

Each weapon = 5 core slots + 2 optional.

SlotExamplesModifier
Receiverauto, semi, burstalters ROF ± 30 %
Barrelshort, long, silencedaccuracy ± 10 %, range ± 20 %
Stock/Griptactical, recoil padrecoil − 15 %, weight + 10 %
Magazine/Celldrum, energy coilcapacity × 1.5, reload + 15 %
Opticiron, reflex, scopezoom 1× – 6×, ADS speed − 10 %
Elemental Corefire, acid, shockadds DoT effect
Cosmeticfaction insignianone (visual only)

V. DAMAGE CALCULATION & PENETRATION

Armor Penetration Model

PenValue = (AmmoVelocity × CaliberFactor) / (TargetMaterialResist) If PenValue > 1.0full damage Else → partial damage = DMG × PenValue
Ammo TypeCaliber FactorNotes
9 mm0.7common
.3081.0balanced
.50 cal1.6heavy sniper
Plasma1.2ignores 25 % DR
Bio-Gel0.9bypasses organic resistance

Range Falloff

RangeFalloff = clamp(1 − ((Distance − R_eff)/R_eff)^2 , 0.3, 1)

VI. AMMO & ENERGY RESOURCES

TypeCrafted AtCost (EC/Caps)Special
BallisticWorkbench1–5recyclable casings
Energy CellsNeural Forge10overheat risk
Bio-PodsBio-Garden8spoil over time
ExplosivesChem Lab12volatile weight

Ammo weight impacts carry load = 0.001 kg × rounds.


VII. ARMOR CATEGORIES & LAYERING

ClassExampleLayersPlaystyle
LightLeather Vest, Scout Suit2stealth, speed
MediumCombat Armor Mk II3balanced
HeavyMetal Plate, Salvaged Power4high DR low speed
Power ArmorT-Series, Iron Mind Shell5energy boost + HUD UI
Bio-ArmorVerdant Shell4self-heals, fire weak
Hybrid ArmorAI Fusion Suit5emotional sync buffs

VIII. ARMOR STATS & RESISTANCE MODEL

StatVariableNotes
Damage ResistanceDR% reduction vs ballistic
Damage ThresholdDTflat damage ignore before DR
Energy ResistER% vs energy
Bio ResistBR% vs bio or acid
WeightWGTcarry impact
Mobility Penaltyderived= WGT / 25

Example Material Table

MaterialDRERBRNotes
Leather20515early game
Steel402510heavy
Ceramic25505energy defense
Bio-Weave301540organic
Nano-Alloy555525late game

IX. MODDING & UPGRADE TREES

TierUnlock ConditionBenefit
Mk IBase+0 – 10 % stats
Mk IICraft Skill 50+15 % durability
Mk IIIFaction Blueprint+25 % stat buff, unique perk
Legendary AugmentDLC / QuestAdds one custom modifier

Armor Mods = slots: padding, coating, servo, HUD link, bio graft.


X. WEAR & MAINTENANCE

MechanicFormula / Rule
Durability DecayDURA = DURA − (Usage × TierCoeff)
Condition PenaltyIf DURA < 30 % → −20 % stats
Repair Cost(1 − Condition%) × BaseValue × 0.4
Field Repair Kitrestores 15 %; weight 0.5 kg
Workbench Repairrestores 100 %; consumes Adhesive + Tools

Power Armor adds fusion core consumption = 0.2 units / min.


XI. PERFORMANCE TARGETS & OPTIMIZATION

AssetPoly BudgetTexture BudgetAnim Sets
Pistol20 k2 × 2 k10
Rifle40 k4 × 2 k18
Power Armor80 k6 × 4 k24
Melee15 k1 × 2 k8

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

DLCAdditions
The Unshackled Chroniclesintroduces AI-forged “Echo Weapons” that grow with emotion core affinity.
Caravan Warstrade weapons customized by region economy (Union rail guns, Verdant seed launchers).
Echoes Rewrittenholographic armor that phases between time states.

XIV. DESIGN PRINCIPLES

  1. Weapon feel > raw numbers — feedback defines identity.

  2. Armor realism balanced by readability — players must see cause and effect.

  3. Faction tech must create playstyle diversity without power creep.

  4. Every tier upgrade must feed into crafting and economic loops.

  5. Combat simulation should serve cinematic drama.


PART XIII-A — ENEMY TAXONOMY & FACTION FAMILIES


I. TAXONOMIC OVERVIEW

TierCategoryPopulation RoleAI Complexity
S-TierBoss LeadersNarrative-critical encountersMulti-phase emotion AI + cinematics
A-TierElite Command / Champion UnitsHigh-risk combat set-piecesAdvanced squad logic
B-TierStandard Troops / EnforcersCore gameplay loopFull combat trees
C-TierCivilians / Recruits / DronesAmbient population, low-threatSimplified decision trees
D-TierNon-combatant Creatures / CrittersEcological balanceInstinct 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.

FamilyDescriptionCombat ArchetypeTraits
Sentinel UnitsEx-soldiers fused to exo-shells.Mid-range suppressors.High accuracy, low agility.
AssimilatorsDrone-AI that absorb enemy code.Short-range leechers.Steal player buffs temporarily.
Forge ClericsCyber-monks maintaining neural shrines.Support healers.Emit AOE energy fields.
Echo SpectresHolographic assassins spawned from memory.Stealth melee.Phase in/out; weak to EMP.
Cortex WardensHeavy plasma tanks.Boss mini-type.Deploy barrier projectors.
Recompiler ServitorsUtility mechs in urban zones.Non-hostile → hostile if provoked.Repair other units.
Kreel’s AvatarMain 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.

FamilyDescriptionCombat ArchetypeTraits
HammermenFrontline brawlers with pneumatic mauls.Heavy melee.Stagger on hit.
WeldersTorch rifle users; close-quarters flamers.CQB specialists.Area denial flame zones.
Union SnipersScaffold rooftop defenders.Long-range precision.+20 % crit chance if stationary.
Foremen ExosuitsPrototype industrial armor.Mini-boss tanks.Slow, AOE slam.
Riot MechanicsEngineers 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.

FamilyDescriptionCombat ArchetypeTraits
Spore HeraldsSummoners that seed mini pods.Ranged AOE.Inflict toxin DoT.
Rooted KnightsBio-armored melee tanks.Shield charge.Regenerate HP when stationary.
Mycel WhisperersPsychic controllers of flora.Debuff casters.Cause player weapon jam.
Verdant DronesPlant-grown homunculi.Swarm AI.Group flanking logic.
Thorn MatriarchsBoss-tier bio-queens.Multi-phase AOE.Spawn vines each 20 % HP loss.
Bloom StalkersHybrid 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.

FamilyDescriptionCombat ArchetypeTraits
Ashen AcolytesBase infantry with pyro rifles.Mid-range.Immunity to fire DoT.
Deacons of FlameChanting casters boosting morale.Buff support.+15 % damage aura.
FlagellantsBerserkers self-ignite on death.Suicide AOE.Fear modifier −100.
PurgersElite heavy units with flame cannons.Tank AOE.Resistant to mutations.
Seraph ZealotsJet-pack templars.Aerial assault.Dive-bomb AI.
Crucible PriestRegion 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.

FamilyDescriptionCombat ArchetypeTraits
ExecutorsSuit-armored mercs with prototype weapons.Precision mid-range.Use cover aggressively.
Boardroom GuardsEnergy baton enforcers.Defensive melee.Stun on hit.
Patent HuntersInfiltrators seeking tech schematics.Stealth.Cloak < 20 m.
Shareholder EliteMicro-drones & AI defense suite.Hybrid.Dual control AI.
CEO HologramBoss 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.

FamilyDescriptionCombat ArchetypeTraits
Spectre EchoesLow-level constructs.Melee swarm.Phase through walls < 2 s.
Data ShadesMid-tier snipers.Energy long-range.Cloaked until shot.
Hollow RevenantsTank forms with corrupted armor.Heavy.Immune to fear.
Wraith CommanderBoss AI.Summoner of echo copies.Absorbs fallen AI stats.

VIII. FACTION SYNERGY MAP

Faction vs FactionAlly / Enemy / NeutralCombat Modifier
Iron Mind ↔ UnionCautious NeutralShared tech contracts (+ Trade routes).
Iron Mind ↔ Verdant AccordHostileOpposing philosophies (+ 25 % damage each).
Union ↔ VerdantTense TruceTrade of bio-fuel (− 5 % aggro).
Ashen Reign ↔ EveryoneHostileReligious purge mission always active.
Revenant ↔ Iron MindVariablePotential merge if AI alignment > 0.7.

IX. DESIGN PRINCIPLES FOR FACTION ENEMIES

  1. Every family anchors a distinct mechanic (cover, AOE, summon, buff).

  2. Behavior trees use emotion variables Fear, Anger, Faith to determine aggression.

  3. Cross-faction encounters must spawn mutual hostility to avoid static AI.

  4. Player morality flags alter aggro range and dialogue states.

  5. Loot tables feed economy tiers → no faction drops duplicate high-value resources.


PART XIII-B — WILD CREATURES & MUTANT ECOLOGY


I. ECOLOGICAL DESIGN GOALS

PillarPurpose
Living World SimulationThe wasteland feels self-sustaining; creatures migrate, feed, and evolve even without player presence.
Adaptive Mutation SystemEnvironmental radiation, weather, and player decisions alter DNA pools over time.
Faction–Fauna SymbiosisSome factions farm, worship, or weaponize native life.
Resource Loop IntegrationHunting and harvesting feed the crafting economy with organic reagents.
Threat GradientClear visual and audio cues communicate danger tiers (sound, coloration, stance).

II. BIOME FAMILIES OVERVIEW

BiomeFamiliesCore Behavior Theme
Cascadian Exodus (Forest / Ash Plains)6Fire-regrowth balance, adaptive camouflage
Great Lakes Confederation (Flooded Urban)5Amphibious, electric, pack coordination
Bayou Frontier (Swamp / Mutagenic)6Sound resonance predators, parasitic flora
High Desert Remnant (Arid Wastes)4Burrowers, heat-based evolution
Universal Mutants & Hybrids3Cross-biome “travelers” responding to player impact

Total ≈ 24 families.


III. CASCADIAN EXODUS SPECIES

FamilyTypeBehaviorNotes
Ash WolvesPack predatorHunt in fog; communicate via howls (AI audio net).Fear fire, track scent 30 m.
Charred StagsHerbivoreFlock movement; stampede if attacked.Drop “Toxic Antler Resin.”
Ember CrowsScavengerFlock AI; feed on corpses; alert predators.Visual indicator for nearby kills.
Molten BeetlesInsectoidExplode on death; prefer volcanic soil.Weak to cold damage.
Ashborn GoliathApex mutant bearTerritorial boss (Acts I–II).Roar shockwave knocks back.
Forge LarvaeParasiteInfest metal debris; chew armor integrity.Drop “Bio-Acid.”

IV. GREAT LAKES CREATURES

FamilyTypeBehaviorSpecial
Rust LeechesAmphibious parasiteDrain health + weapon condition.Thrive in polluted water.
Electro-EelsPredatorEmit EMP pulse when threatened.Disable energy weapons.
Sunken GhoulsUndead hybridAmbush from below; water camouflage.Resist ballistic; weak to fire.
Harbor CrabsGiant crustaceanTerritorial guard; slow.Break cover geometry on strike.
Steel Serpent (legendary)Aquatic bossPatrols bridges; strikes boats.Drop “Hydro Core Coil.”

V. BAYOU FRONTIER FAUNA

FamilyTypeBehaviorNotes
Choir FrogsResonant amphibianCroak frequencies trigger hallucinations.Used in chems.
Mireborn ThrallsMutated humansControlled by fungal hive.Spread “Verdant Spore.”
Swamp BansheesFlying predatorEcho-location screech; group AI.Deafened in storms.
Croc TitansApex predatorAmbush at waterways.Armor-piercing bite.
Verdant VinespawnStationary floraTentacle strike; seed pods explode.Renewable farming resource.
Bog Wraith (rare)Phase ghostAppears in radiation fog.Drops “Specter Gel.”

VI. HIGH DESERT REMNANT SPECIES

FamilyTypeBehaviorSpecial
Dust ScorpidsPack ambusherHide beneath sand; inject venom.Weak to sonic weapons.
Glass JackalsPredatorHunt in pairs; reflect sunlight (optical distortion).Shatter effect death anim.
Ashlight BuzzardsScavengerCircle over corpses; call reinforcements.Aerial spawn indicator.
Solar WormApex burrowerSense vibration; erupt attack.Loot “Thermal Core.”

VII. UNIVERSAL HYBRIDS & WASTELAND ABERRATIONS

FamilyOriginBehaviorTraits
Revenant BeastsAI-bio fusionMirror player tactics; learn moves.Rare late-game spawn.
Iron-Verdant HybridsAI suits infected by flora.Half-mech, half-plant; adapt to biome.Drop dual-type resources.
Ghost FaunaMemory Echo remnants.Appear near war graves; harmless until provoked.Used in Echo Rewritten DLC.

VIII. ECOLOGICAL HIERARCHY MODEL

LevelRolePopulation %AI Complexity
ApexBoss-tier predators (1–2 per region)2 %Full combat AI + emotion core
PredatorsCarnivores controlling prey balance18 %Behavior tree + group logic
ScavengersClean carcasses; spread infection20 %Simple roam/flee
HerbivoresFood source; docile unless startled30 %Low-cost schedule AI
Parasitic Flora / MicrofaunaEnvironmental hazard entities30 %Trigger-based scripts

IX. MUTATION & EVOLUTION SYSTEM

Mutation Equation

MutationChance = (RadiationLevel × 0.2) + (BiomeFactor × 0.1) + (PlayerImpact × 0.05)
  • 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

FactionInteractionBenefit / Risk
Verdant AccordCultivation / symbiosisGain mutagen resources; occasional revolt.
Iron MindGenetic experimentationBio-AI hybrids for recon.
UnionExploitationHarvest organs for biofuel.
Ashen ReignPurgeUse flame weapons; cause extinction events.
Vault-Tec HeirsResearchDNA banking for patent trade.

XI. SPAWN SYSTEMS & SCALING

FactorMechanic
BiomeLevel1–10 scale determines base HP × (1 + 0.1 × level).
Time of DayNocturnal spawns shift tables (e.g., Banshees +30 % night).
WeatherStorms raise predator chance + 10 %.
World StateTerraforming affects population density ± 25 %.
Dynamic RespawnApex kills open niche → lower species repopulate.

XII. RESOURCE INTEGRATION

ItemSourceUsed For
Mutagen GelBayou faunaBio-weapon crafting
Chitin PlateDesert insectsArmor mods
Hydro Core CoilSteel SerpentPower Armor cooling
Specter GelBog WraithStealth chems
Thermal CoreSolar WormEnergy 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

  1. Every biome must sustain at least one self-contained food chain.

  2. Visual silhouette communicates threat tier instantly.

  3. Mutation variants alter combat behavior, not just stats.

  4. Creature resources must feed crafting and economy loops.

  5. Ecology changes visibly after major quests or terraform events.



PART XIII-C — AI BEHAVIOR FRAMEWORK & COMBAT ARCHETYPES


I. BEHAVIOR PHILOSOPHY

PrincipleImplementation
Readable IntentEvery AI action must be predictable from body language, stance, or VFX cue (0.5 s anticipation window).
Emotive LogicFear, Anger, Curiosity, Faith variables directly modify behavior-tree weights.
Adaptive ResponseAI learns from player tactics; counter-scripts enable variety without repetition.
Unified SkeletonAll NPCs and creatures run on a 3-layer FSM + Utility AI hybrid.
Cinematic TensionCamera, audio, and VFX hooks trigger dynamically at key emotional thresholds.

II. CORE ARCHITECTURE

┌───────────────────────────────┐ │ Stimulus (Sight / Sound / Heat / Data) │ └──────────────┬────────────────────────────┘ ↓ [Perception Layer][Cognitive Layer] ┌─────────────────────────┐ │ State Machine (Awareness, Threat, Tactical) │ └─────────────────────────┘ ↓ [Action Layer]Animation Graph + Physics Task Queue

Emotion Core Variables

VarRangePrimary Influence
Fear0–100retreat / defense logic
Anger0–100aggression multiplier
Curiosity0–100patrol radius, investigate
Faith0–100self-sacrifice / group cohesion
Hunger0–100creature ambush frequency

III. BASE STATE MACHINE

StateEntry ConditionExit ConditionNotes
IdleNo stimuliAny stimulusambient animation loop
InvestigateSound > 60 dB / unknown LOSThreat resolved / timeout 10 spath to stimulus origin
AlertThreat detected LOS ≤ 50 mPlayer lost > 15 s / Engageplays bark lines
EngageHostile LOSHP < 20 % → Retreat / target dead → Searchactive combat
FlankSquad size ≥ 3 / cover existsreposition donelateral AI
RetreatFear > 70 / morale < 40safe zone found → Idleheal or call reinforcements
Searchlost LOS < 30 snew LOS → Engage / timeout → Idleambient sweep

IV. AI UTILITY SCORES

UtilityScore = (EmotionWeight × StimulusPriority × ContextFactor)
  • EmotionWeight: Fear ↓, Anger ↑, etc.

  • StimulusPriority: Player proximity, sound volume, threat level.

  • ContextFactor: cover availability, allies nearby, weather.

Example:

Attack Score = (Anger×0.5 + Faith×0.3) × (LOS/Distance) Retreat Score = (Fear×0.7) × (1−CoverAvailable)

V. COMBAT ARCHETYPES

ArchetypeBehavior ProfileExample FactionsKey Stats
Bruisercharges straight, ignores coverUnion Hammermen, Mutant BrutesHP ×1.5 / Speed −15 %
Skirmishermobile, uses flanksAshen Acolyte, Ash WolfAccuracy +10 % / Fear threshold low
Supportbuffs, heals, summonsForge Cleric, Verdant Heraldstays 10 m behind allies
Sniperlong-range ambushUnion Sniper, Data ShadePrefers Elevation > 4 m
Controllerterrain manipulation / debuffsMycel Whisperer, Bog Wraithlow HP, AOE threat
Tankholds aggroCortex Warden, Croc TitanTaunt radius 12 m
Swarmoverwhelms through numbersVerdant Drone, Molten Beetleshare aggro pool
Bossmulti-phase, adaptiveKreel, Crucible Priest, Apex Beastsscripted 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

Broadcast(EventType, ThreatID, Location)

Latency < 0.05 s; 50 m range.
Used for group howls, chants, or AI radio.


VII. ADAPTIVE LEARNING SUBSYSTEM

MetricSample WindowInfluence
Player Weapon Usage3 combatsAI raises counter-resistance +10 %
Player Stealth Kills5 eventsincreases patrol frequency
Favored Cover Type10 secAI flanks that direction
Chem Dependenceglobal flagsome AI develop anti-chem grenades

Data stored in AI_LearningCache.dat (128 KB).


VIII. ENVIRONMENTAL AWARENESS

StimulusSensorResponse
Fire / Heatthermalmove away (animals) / embrace (Ashen Reign)
Soundacousticinvestigate if > 60 dB / ignore if wind > 20 m/s
Lightvisualnocturnal AI avoid daylight
Terrainnavmesh tagsslow in mud / fast on metal
Weatherglobal flagbehavior switch: storm = seek shelter

IX. EMOTION REACTION MAPS

EmotionLow Value BehaviorHigh Value Behavior
Fearretreat, hidepanic attack → erratic sprint
Angercautious aimreckless charge + damage buff
Faithself-preservemartyr rush / AOE boost
Curiosityidle wanderactive search / sound mimic
Hungerpassive grazeambush hunt

Emotion deltas decay 5 % / 10 s; clamped 0–100.


X. CINEMATIC EVENT HOOKS

TriggerEffect
Critical Hit > 250 DMGslow-mo 0.4 s + camera shake
Fear > 90facial animation “terror” + retreat VO
Faith > 85choir music stinger + glow shader
Boss Phase ChangeVFX burst + camera orbit
Pack Death > 75 %group screech / morale collapse

XI. PERFORMANCE GUIDELINES

ParameterTarget
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 threads1 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

  1. Behavior reveals ideology: every faction’s tactics reflect its belief system.

  2. Emotion drives mechanics: AI state changes visible to player.

  3. Crowd AI scales gracefully: same logic across 1–50 entities.

  4. Adaptation > raw stats: difficulty grows through learning, not HP inflation.

  5. 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

SpawnManager ├─ RegionNode (biome, faction, weather) │ ├─ SpawnPool[] │ │ ├─ EntryID │ │ ├─ Weight │ │ ├─ Min/MaxLevel │ │ ├─ Rarity │ │ ├─ TimeOfDayMask │ │ ├─ MutationIndex │ └─ RespawnTimer └─ DifficultyScaler
  • 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

RegionTier Weight (C→S)Max Concurrent AINotable Factors
Cascadian Exodus60 / 30 / 8 / 230Ash fog reduces sight radius − 20 %.
Great Lakes55 / 30 / 10 / 540Amphibious AI allowed water navmesh.
Bayou Frontier50 / 35 / 10 / 535MutationIndex + 15 %.
High Desert65 / 25 / 8 / 225Heat hazard tick.
Urban Ruins45 / 35 / 15 / 545Vertical spawn layers.

IV. SPAWN LOGIC RULES

  1. Proximity Envelope:

    SpawnRadius = clamp(PlayerLevel × 2, 40, 120)
  2. Level Selection:

    EnemyLevel = clamp(PlayerLevel ± Rand(0–ΔRegionVariance), Min, Max)
  3. Time-of-Day Mask:

    • Night = +20 % nocturnal species.

    • Dawn/Dusk = +15 % scavengers.

    • Day = +10 % humanoid patrols.

  4. Weather Influence:

    • Radiation storm → add Mutant class.

    • Acid rain → disable flying AI.

    • Clear = baseline tables.


V. DYNAMIC SCALING CURVES

Baseline Stat Equation

StatScaled = Base × (1 + (PlayerLevel × 0.05)) × RegionModifier × Difficulty
DifficultyMultiplierDescription
Wanderer×1.0narrative mode
Survivalist×1.3standard
Nightmare×1.6AI learns faster
Apocalypse×2.0adaptive + mutation unlocked

Faction Modifiers

FactionHPDamageLoot 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

TriggerResult
Radiation SpikeReplace 10 % local fauna with mutant variants.
Settlement Attack EventSpawn mix = Faction + Nearby wildlife.
Faction War PhaseOverrides civilian spawns; deploy squads with command AI.
Player Karma ≤ −200Add “Bounty Hunter” patrols.
AI Learning > 0.75Elite enemy versions appear globally.

VII. LOOT GENERATION PIPELINE

LootManager ├─ Input: EnemyClass, Tier, Rarity, PlayerLuck, WorldInflation ├─ Select: Template WeightedList[] ├─ Modify: (Difficulty, MutationBonus, EventBonus) └─ Output: DropTable[]

Drop Chance Formula

Chance = BaseRate × (1 + Luck×0.01) × (1 + EventMod) × RarityWeight
RarityWeightColorAvg Cap Value
Common1.00White15
Uncommon0.45Green45
Rare0.20Blue150
Epic0.07Purple450
Legendary0.02Gold1200

VIII. LOOT–ECONOMY SYNCHRONIZATION

Resource TypeSink PathEconomic Effect
MetalsCrafting → ToolsInflation + 1 % if oversupplied
Bio MaterialsChems → Verdant tradePerish timer 48 h
Energy CellsPower armor / faction tradeCirculates to EC market
RelicsMuseum / DLC questFixed cap reward
AmmoPlayer use onlyNon-tradable bulk

Economic Regulator:
every 24 h, EconSync() adjusts vendor buy prices ± 5 % based on resource influx.


IX. SCALING LOOT QUALITY

QualityTier = clamp( (EnemyLevel / PlayerLevel) × Difficulty × 0.8 , 0.5 , 2.0 )

If > 1 → guaranteed higher rarity roll.
Mutation or boss flags add +0.3.


X. SPECIAL ENCOUNTERS & RARE SPAWNS

EventSpawn TypeReward
“The Roaming Forge”Iron Mind patrol mechunique weapon schematic
“Caravan Ambush”Union raiders + banditstrade resources
“Verdant Bloom”Plant outbreakrare bio cores
“Ashen Eclipse”Solar flare eventflame relic gear
“Ghost Procession”Revenant echoesmemory shard currency

Cooldown = 72 in-game h; 2 % base chance per hour of travel.


XI. SPAWN BALANCING TARGETS

MetricTarget
Avg encounters / hr6 – 9
Avg loot value / hr450 – 600 Caps
Rare item frequency1 / 2 hr
Legendary drop1 / 8 hr
Respawn interval72 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

  1. Everything that lives can die believably: no “loot piñatas” detached from ecology.

  2. Spawn ≠ surprise spam: build tension through sound, motion, or intel first.

  3. Scaling must feel organic: enemies evolve, not inflate.

  4. Economy self-corrects: abundance shifts prices, scarcity restores value.

  5. 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 MetricBaselineHard CapNotes
Frame budget (AI + physics per frame)≤ 4 ms6 msIncludes perception & decision ticks.
Active entities per cell4060Combined fauna + humanoids.
Navmesh memory90 MB120 MBStreamed by quadrant.
Animation threads1 per 8 actors1 per 4 in combat clustersGPU blend cost ≤ 1.5 ms.
Audio instances64 avg128 max3D-mix priority system.
Particle budget1 K alive2 K maxLevel-based pooling.

II. AI OPTIMIZATION STRATEGIES

LayerTechniqueEffect
PerceptionLOS cone clipping + occlusion cache30 % fewer raycasts.
DecisionUtility AI delta-update (0.5 s)Reduces CPU spikes.
PathfindingHierarchical A* + nav-sector streamingKeeps memory stable.
AnimationMotion matching bank LOD25 % less CPU.
Group AILeader broadcast systemOne decision node per pack.
PhysicsSleep state for ragdolls > 5 s idleCuts simulation cost 60 %.

Thread Distribution Example

JobQueue: [0] AI_Perception [1] AI_Think [2] Pathfinding [3] Animation [4] LootManager [5] EconSync

Balanced for 6-core baseline CPUs.


III. MEMORY POOL CONFIGURATION

PoolSizeDescription
AI_StateCache64 MB2 000 entities’ decision data.
AnimationClipPool128 MBShared blend sets.
SpawnBuffer32 MBPre-instantiated prefabs.
LootDB24 MBDrop table runtime copy.
MutationPool48 MBVariant morph data.

Automatic GC trigger at 80 % usage → non-critical AI offloaded to sleep.


IV. LOD & STREAMING RULES

Distance (m)LOD StateTick IntervalCollision
< 50Full Sim0.2 sFull physics + ragdoll
50 – 150Logic LOD 11 sSimplified colliders
150 – 300Logic LOD 25 sCapsule only
> 300Dormant ProxyOn-EventNone

Creature migrations handled by asynchronous ECS queue to prevent frame drops.


V. DEBUG & PROFILING TOOLS

CommandFunction
ai.profiler on/offReal-time CPU usage overlay.
ai.showstatesDisplays current state per entity.
spawn.visualizeheatmapRenders spawn density overlay.
econ.tracelootLogs resource flow for 24 h window.
mut.debugvariantLists active mutations by region.

Telemetry export → /Logs/EcoSim/AIStats.json for QA.


VI. QA VALIDATION STANDARDS

  1. Maintain ≥ 60 FPS @ 4 K on target hardware.

  2. ≤ 2 % AI desync errors per session.

  3. No memory pool overflow > 1 min runtime.

  4. Animation LOD swaps ≤ 1 frame popping.

  5. 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

MutationHook { ID: string SourceRegion: enum Trigger: condition Effect: scriptref VariantAssets: assetbundle[] EconomyImpact: float }

Example Hooks

DLCHook IDTriggerEffect
The Unshackled ChroniclesEchoSymbiosisPlayer links Iron Mind AI core to Verdant nodeSpawns hybrid bio-AI fauna (faction neutral).
Caravan WarsTradePlagueTrade volume > 2000 units per weekIntroduces rodent-borne virus in caravans (affects prices).
Echoes RewrittenMemoryCorruptionPlayer revives 5 Echo WraithsMutates Revenant fauna into Specter Beasts.
Ashen EclipseSolarBurnSolar flare world eventFire-based mutations for Ashen Reign and wildlife.

VIII. LIVE TUNING HOOKS

Runtime parameters adjustable via server config or modding tool:

{ "AI_LodDistances": [50,150,300], "MutationGlobalChance": 0.15, "LootInflationRate": 0.05, "EconResyncHours": 24 }

Hot-reload supported; values sync to cloud for shared world events.


IX. DLC EXPANSION DESIGN TEMPLATES

ExpansionNew BiomeMutation ThemeUnique Mechanic
The Unshackled ChroniclesNeural WastesAI–Bio fusionPlayer companion mutation bond
Caravan WarsTrade RoutesViral ecosystemContagion affecting economy
Echoes RewrittenGhost RealmDigital afterlifePhase-shift creatures
Ashen EclipseBurned PlainsSolar mutationHeat hazard zones
Vault X-21 LegacySub-VaultsGenetic experimentsDNA crafting bench system

X. PERFORMANCE SCALING ACROSS PLATFORMS

PlatformAI CountLOD AggressionNotes
PC High-End60 AI cellsnormalFull VFX, adaptive LOD.
Console Next-Gen45moderateReduce particle lifespan 30 %.
Cloud/Old Gen30aggressiveDisable emotion faces > 15 m.

Streaming budget auto-adjusted by device profile.


XI. DESIGN PRINCIPLES

  1. Every byte serves believability: optimize where invisible, never where emotional impact lives.

  2. Mutation Hooks = Story DNA: use systems to extend lore organically.

  3. Performance before population: 40 intelligent AI behaving authentically beats 100 mindless ones.

  4. Cross-DLC continuity: each expansion evolves the same ecosystem threads instead of replacing them.

  5. 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

  1. Every settlement tells a story through stats alone.

  2. No static world: regions grow, shrink, and mutate.

  3. Player presence is a climate change.

  4. Economy and emotion share a heartbeat: faith feeds hope, hope feeds growth.

  5. 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

PrincipleImplementation
Tactical RealismEvery projectile, ration, and morale tick derives from physical supply lines and terrain control.
Cinematic ReadabilityBattles occur in macro-timelapse: visible movement on the strategic map, cinematic resolution when player enters.
Self-Contained Conflict CellsWars never stall world simulation; each front runs on its own thread.
Aftermath IntegrityEvery destroyed wall, lost soldier, or economic shift persists until rebuilt.
Player InfluencePlayers act as field commanders, saboteurs, or brokers; their victories ripple through trade and morale systems.

II • WARFRONT FRAMEWORK

Warfront ├─ ID ├─ ContestedSettlements[2–4] ├─ Factions[2+] ├─ SupplyLines[] ├─ Commanders[] ├─ BattleState { Skirmish | Siege | Retreat | Occupied } ├─ DurationDays ├─ MoraleIndex └─ Outcome
VariableRangeFunction
MoraleIndex0 – 1Multiplies attack/defense efficiency.
AttritionRate0 – 0.2 /dayResource and manpower decay.
VictoryThreshold0.75When attacker dominance ≥ 0.75, front collapses.

III • SUPPLY CHAIN SIMULATION

ResourceSourceDaily Use (per 100 troops)Effect if Shortage
FoodNearby farms / caravans100 units−10 % morale/day
Ammo / EnergyFoundry or Fusion Depot80 unitsROF −30 %
Medical SuppliesClinics / Verdant labs25 kitsCasualty rate +25 %
FuelBio-Refinery50 litersVehicle speed −40 %
Faith / PropagandaReligious or media centermorale recovery per day × 2

Supply Efficiency Equation

SupplyEff = (Incoming / Required) × (RouteIntegrity)

RouteIntegrity = 1 – (Sabotage + WeatherPenalty + RaidLoss).
If SupplyEff < 0.7 → Attrition × 2.


IV • COMMAND STRUCTURE

RankCountResponsibilities
Commander AI1 per factionSets objectives, allocates reserves, calls air/artillery.
Captain AI3–5Controls platoon-level (30–50 units).
Unit Leader~10Executes behavior trees: flank, hold, charge.
Soldier AI200–300Executes 5-state FSM (Fight / Cover / Reload / Flee / Rally).

Commander Decision Tree

If SupplyEff < 0.5 → Defensive posture Else If MoraleIndex > 0.7 & WeatherClear → Offensive push Else If Losses > 40 % → Retreat to fallback node

V • SIEGE & DEFENSE SYSTEM

VariableFormula / Condition
SiegeProgress(AttackerFirepower / DefenseRating) × (1 - SupplyEffDef)
WallIntegrity−(SiegeProgress × 0.1 /day)
BreachChance1 - exp(-SiegeProgress)
MoraleDecayDef0.05 × (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

RoleInteractionOutcome
Field CommanderIssues tactical commands to up to 3 squads.Direct combat resolution.
Saboteur / SpyInfiltrate enemy supply depots.Reduces SupplyEff − 0.2.
DiplomatNegotiate ceasefire (Requires Speech 80 + Reputation 0.6).Warfront ends peacefully.
MerchantRun supply convoys.Profit + Faction rep boost.
PropagandistDeploy Faith broadcasts.Morale buff + 0.1 for 24 h.

VII • WAR ECONOMY AND AFTERMATH

StageSystemDescription
ConflictResource DrainTrade routes close; prices +25 %.
VictorySpoils DistributionWinning faction loots 20 % enemy wealth; shared by units & governors.
OccupationReconstructionLabor diverted to repair (buildings + 0.1 /day).
PeaceInflation ResetMarkets normalize over 72 h.
War FatigueHidden modifierMorale − 0.02 /day until rest phase.

Economic Feedback

MarketPrice = Base × (1 + WarIntensity × 0.3) × (1 - DistanceFactor)

WarIntensity = (ActiveFronts / 5) clamped 0–1.


VIII • AI DIPLOMACY & CONFLICT MATRIX

FactorWeightEffect
Resource Scarcity0.4High scarcity → attack prob ↑
Ideological Difference0.3Opposite faith values → no alliance.
Past Betrayal0.2Adds cooldown > 90 days for peace.
Player Influence0.1Reputation ± bias.

War Declaration Probability

P = (ResourceScarcity×0.4 + IdeologyGap×0.3 + FearMod×0.2 + Random×0.1) If P > 0.6declare_war()

IX • TACTICAL MAP & UI SYSTEM

ElementFunction
Front LinesAnimated gradient showing territorial pressure (0–100 %).
Supply RoutesDynamic spline lines; red = contested, green = secure.
Morale HeatmapSettlement color spectrum (blue = loyal, red = rebellious).
Command PanelIssue orders, dispatch caravans, request reinforcements.
War TickerChronological log of battles, losses, diplomatic shifts.

X • OPTIMIZATION & QA

MetricTargetNotes
Active AI per front600 max (both sides)Switch to abstract sim beyond 150 m.
Simulation Tick1 s combat tick, 10 s strategic tickDual rate for stability.
Memory Budget150 MB AI + 50 MB VFXDynamic allocation on front start/end.
Save Snapshot≤ 1 MB per warfrontDelta 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

  1. Wars exist to move stories, not just borders.

  2. Logistics win wars: supply lines and morale matter more than raw damage.

  3. Every warfront leaves scars—ruins, orphans, economic crashes.

  4. Player decisions ripple through regional faith, trade, and ecology.

  5. 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

PillarPurpose
Believability Over CharismaEvery leader’s personality emerges through measurable stats—no random mood swings.
Ideology Shapes EconomyPolicy sliders alter taxes, research, and population morale.
Conflict from ConvictionOpposed ideals generate war, not arbitrary RNG.
Player InterferencePlayer diplomacy, assassinations, or propaganda directly modify loyalty and alliances.
Persistent MemoryLeaders remember betrayals and debts; reputation influences all deals.

II • HIERARCHICAL STRUCTURE MODEL

TierExample PositionsAI Scope
Supreme Leader / OvermindHead of Faction (Kreel, Foreman Riggs, High Deacon Solin, etc.)Sets faction-wide policy & ideology.
Council Tier3–6 Ministers or AdvisorsManage Economy, Defense, Faith, Science, Propaganda.
Regional GovernorsOne per province (≈20 total)Handle settlement morale and tax collection.
Envoys / Spies1–3 active per factionExecute diplomacy and espionage actions.
Military CommandersAssigned to warfrontsSync with Part XV war logic.

III • LEADERSHIP STATS & PERSONALITY MATRIX

StatRangeDescription
Authority0 – 1Determines policy enforcement and succession resistance.
Loyalty0 – 1Council support and civil stability.
Pragmatism0 – 1High = compromise; low = ideological rigidity.
Faith / Belief0 – 1Drives religious or AI-devotional behavior.
Greed0 – 1Affects bribery costs and corruption.
Mercy0 – 1Impacts treatment of prisoners and civilians.
Ambition0 – 1Risk of coup or expansionist policy.

Behavior Evaluation

DecisionWeight = (Authority×0.4 + Pragmatism×0.3 + Ambition×0.2 – Greed×0.1)

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

VariableRangeDescription
Affinity−1 to +1Overall trust / hostility.
Respect0–1Derived from Authority and player reputation.
Shared Ideology0–1Alignment of Faith and Pragmatism.
DebtnumericAccrued favor credits (+)/betrayal (−).

Affinity Equation

Affinity = (SharedIdeology×0.5 + Respect×0.3) − (Debt×0.1) + RandomNoise(±0.05)

Betrayal Trigger

If (Affinity < −0.5 && Ambition > 0.7) → CoupAttempt()

Succession Logic:
If LeaderAuthority < 0.4 && CouncilLoyalty < 0.5 → “Council Vote of No Confidence.”


VI • DIPLOMACY FRAMEWORK

ActionRequirementsOutcome
Trade TreatyAffinity > 0, Pragmatism > 0.5resource exchange loop.
Non-Aggression PactAffinity > 0.3, Faith difference < 0.4disables raids for 30 days.
AllianceAffinity > 0.6, SharedEnemy = trueshared warfront AI.
Peace AccordWar duration > 7 days and Casualty > 30 %cease-fire flag.
BetrayalGreed > 0.7 or Ambition > 0.8instant Affinity −1.

Diplomatic talks resolve via weighted utility AI:

DealScore = (Profit×0.4 + Trust×0.4 + Threat×0.2)

VII • PROPAGANDA & PUBLIC OPINION

ChannelControlled ByEffect
Faith BroadcastsAshen Reign, Verdant Accord+0.05 Faith/day; −0.02 Pragmatism.
Data FeedsIron Mind, Vault-Tec+0.04 Pragmatism; −0.02 Faith.
Worker PamphletsUnion+0.03 Morale for workers; −0.01 Authority.
Echo RelaysRevenant Network+0.02 Fear in enemy zones.

Public Approval Formula

Approval = Morale×0.5 + Faith×0.3 + EconomicHealth×0.2

Leaders’ Authority updates weekly from approval averages.


VIII • ESPIONAGE & INTRIGUE

ActionCostSuccess ChanceEffect
Spy Insertion500 caps60 %view enemy policies.
Sabotage Propaganda800 caps45 %reduce Faith −0.1.
Assassination2 000 caps25 %remove council member; global tension +0.2.
Data Leak700 EC50 %reveal leader traits for 30 days.
Briberyvariable (Greed×1000)success = Pragmatism > 0.5temporary Loyalty +0.2.

Espionage ticks every 24 in-game hours; counter-intel uses Authority + Loyalty.


IX • COUPS & SUCCESSION LOGIC

TypeTriggerResult
Council CoupLeaderAuthority < 0.4 AND CouncilLoyalty < 0.5random Councilor becomes leader.
Military CoupDefense loss > 50 % in 2 weeksCommander replaces civilian leader.
Faith SchismFaith difference > 0.5 within factionspawns splinter sect mini-faction.
Corporate TakeoverGreed > 0.8 & Debt > 5000 Capshostile acquisition (Vault-Tec only).

Post-coup stability = 0.5 × new leader Loyalty.


X • INTERNATIONAL CONGRESS / SUMMIT SYSTEM

Event TypeParticipationMechanics
Peace Summit3 + factions at neutral cityAI vote weighted by Affinity + Pragmatism.
Trade ConclaveUnion / Vault-Tec / Iron Mindresource price alignment.
Faith CouncilAshen Reign / Verdantpotential holy war declaration.
Memory SymposiumRevenant / Iron Minddata exchange technology boost.

Cooldown between summits: 15 in-game days. Failure adds Tension +0.1 per faction.


XI • QA & DESIGN PRINCIPLES

  1. Every leader reflects their faction’s ideology in behavior and stats.

  2. Diplomacy must be predictable but never trivial: clear logic, human flaws.

  3. Espionage should create narratives, not grind loops.

  4. Coup systems are rare but world-shifting events.

  5. 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

  1. Faction Ledger (ownership, treaties, wars, leaders, trust)

  2. Civic Simulation (settlement morale/faith/corruption, production, population)

  3. Warfronts (front state, supply, attrition, morale)

  4. Ecology & Mutation (biome, apex presence, mutation index)

  5. 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)

{ "ArcID": "ARC_MAIN_IRONMIND", "Title": "Legacy of the Iron Mind", "Priority": 100, "Threads": [ { "ThreadID": "THR_IM_NETWORK", "Scope": ["GreatLakes","UrbanRuins"], "EntryConditions": ["COND_PlayerLevel>=6","COND_FactionNeutral('IronMind')"], "Quests": ["MQ05_RevenantEcho","MQ06_ForgeCouncil"] } ] }

B) Quest Authoring Schema

{ "QuestID": "MQ05_RevenantEcho", "Owner": "NarrativeTeam", "Type": "Main", "StartMode": "OnCondition", "StartConditions": ["COND_RegionVisited('UrbanRuins')","COND_RadioScan>=2"], "Beats": [ { "BeatID": "B1_FIND_SIGNAL", "Objectives": ["Reach TR_FactoryHub","Scan Relay"], "Conditions": ["COND_TimeOfDay!=Night"], "ActionsOnEnter": ["UI_AddObjective('Find the Revenant signal')"], "Transitions": [{"On":"Complete","To":"B2_DIALOGUE"}] }, { "BeatID": "B2_DIALOGUE", "DialogueID": "DLG_SpectreIntro", "ChoiceMap": [ {"Choice":"Join","Set":["FLAG_Align_Synth+=0.1"],"To":"B3_COMBAT"}, {"Choice":"Reject","Set":["FLAG_Align_Human+=0.1"],"To":"B3_COMBAT"} ] }, { "BeatID": "B3_COMBAT", "Spawn": [{"Archetype":"EN_RevenantHolo","Count":6}], "WinConditions": ["COND_EnemiesDead"], "Transitions": [{"On":"Complete","To":"B4_END"}] }, {"BeatID":"B4_END","Rewards":{"XP":600,"Caps":200},"Broadcast":["EV_RevenantNetworkOnline"]} ] }

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

COND_Control('GreatLakes','Union') && COND_Morale('GL-05')>=0.6 COND_AtWar('IronMind','Verdant') && !COND_Treaty('Union','IronMind')

IV) QUEST RUNTIME STATE MACHINE

A) Finite-State Kernel (Papyrus/Blueprint-style pseudo)

StateMachine QuestKernel(QuestID) { State INIT { OnEnter: if (!All(StartConditions)) goto END_FAIL else goto NEXT_BEAT } State NEXT_BEAT { OnEnter: CurrentBeat = Beats[Index] ExecuteBeatEnterActions(CurrentBeat) } State TICK { OnUpdate(0.25s): if (All(BeatConditionsMet(CurrentBeat))) goto TRANSITION } State TRANSITION { OnEnter: ApplyBeatExit(CurrentBeat) Index = ResolveTransition(CurrentBeat) if (Index == END) goto END_SUCCESS else goto NEXT_BEAT } State END_SUCCESS { OnEnter: GrantRewards(); Broadcast(); SaveQuestState(); } State END_FAIL { OnEnter: Cleanup(); SaveQuestState(); } }

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 SystemExampleNarrative Effect
War Economy (Part XV)SupplyEff(front)<0.6Blocks peace branch; unlocks “Famine Heist.”
Settlement Sim (Part XIV)Morale<0.3Spawns protest quests; alters dialogue tone.
Ecology (Part XIII-B)MutationIndex>0.6Enables plague arc; shifts creature cast in quests.
Leadership (Part XVI)LeaderAuthority<0.4Coup side-quests; alters treaty availability.
Player AlignmentAlign_Synth>0.5Iron Mind ally route; Revenant distrust branch.

B) Branch Resolution Priority

  1. Fail-Safe Narrative (Main Arc)

  2. Quest-Critical Faction Locks

  3. Regional Conditions (war, morale, ecology)

  4. Companion Constraints

  5. Flavor Variants

Conflicts resolved by highest priority; lower branches deferred as side-threads.


VI) QUESTBUILDER API (TOOLS LAYER)

A) High-Level Builder

Quest q = QuestBuilder .Create("MQ06_ForgeCouncil") .WithOwner("NarrativeTeam") .StartOn("COND_Reputation('IronMind')>=60 && COND_Visited('ForgeStation9')") .Beat("B1_SUMMON") .Objectives("GoTo Forge Council Hall") .ActionsEnter("SEQ_Play('CouncilIntro')","UI_AddObjective('Attend the Council')") .Transitions("OnComplete:B2_VOTE") .Beat("B2_VOTE") .Dialogue("DLG_ForgeCouncilVote") .Choice("Side_IronMind","SET FLAG_Side=IronMind","To:B3_CONFLICT") .Choice("Side_Accord","SET FLAG_Side=Accord","To:B3_CONFLICT") .Beat("B3_CONFLICT") .Spawn("IronMind_Security", count:4, when:"FLAG_Side==Accord") .Spawn("Verdant_Guard", count:4, when:"FLAG_Side==IronMind") .Win("COND_EnemiesDead") .Rewards("XP:800","EC:100") .Broadcast("EV_FactionWar_Start") .Finalize();

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)

RepDelta = Base ± (Speech × 0.1) ± (TraitModifiers) ± (WarContext) Decay: Rep *= 0.995 per in-game day (cap ±10 soft)

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)

Affinity += ChoiceWeight × CompanionTraitMatch TraitMatch: {Mercy, Ruthless, Tech, Faith, Nature}
  • 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

If IronMind_GlobalControl>60% && Align_Synth>=0.6 → Ending: "The Algorithmic Dawn" ElseIf Verdant_Dominion>50% && MutationGlobal>0.6 → Ending: "The Bloom" ...

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 FailOpen or FailClosed policy.

  • 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)

{ "QuestID":"MQ06_ForgeCouncil", "BeatIndex":2, "Flags":{"FLAG_Side":"IronMind","FLAG_VoteCount":3}, "Timestamps":{"Started":132944.2,"LastTick":132950.0}, "ExternalRefs":{"SpawnedActors":[1032,1033,1034], "Warfront":"WF_GL_Council"} }

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

  1. Story = System: narrative decisions are state mutations with legible consequences.

  2. Reactivity before branches: prefer systemic permutations to new bespoke content when possible.

  3. Bucketing beats bloat: compress continuous variables to authored tiers.

  4. Idempotence or death: every action must be safe after reload.

  5. Performance is part of the plot: if it lags, it breaks immersion—optimize the narrative tick.


APPENDIX A — MINI CONDITION DSL (FORMAL)

<expr> := <term> { ( '||' | '&&' ) <term> }* <term> := '!'? <atom> <atom> := IDENT '(' [args] ')' | '(' <expr> ')' args := <value> { ',' <value> }* value := NUMBER | STRING | IDENT

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

  1. Single Source of Truth: data-first, code-light authoring (JSON/TSV + prefabs).

  2. Safe by Default: every asset validated at import; every quest idempotent.

  3. Hot-swappable Systems: feature flags + live tuning; zero downtime for narrative/economy.

  4. Determinism: seeds + content hashes ensure reproducible worlds.

  5. 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=false for 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 Toolslom 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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