NPC civilizations
The opposition is a population of NPC tribes that share the same rules you do: they gather from the same depleting nodes, pay the same building costs, research the same technologies and repair the same damage. They activate as players come near, so the world does not burn simulation on empty regions.
How they think
Each NPC civilization plans on an interval: it checks food reserves and storage pressure, keeps free housing above a floor, holds a minimum share of its population in economic roles, assigns builders during construction and scholars during research, then spends the rest on gathering parties and defenders. When a building drops below its repair threshold it fixes it before starting anything new.
Difficulty classes
Every NPC tribe is assigned a class from F to SSS when the world seeds it, and the distribution is heavily weighted toward the low end — the top classes are deliberately rare enough to be a story when you find one.
| Class | Behaviour | What it means for you |
|---|---|---|
| F | Rare, slow planning, thin defence | Free ground and easy trade |
| E–D | Basic economies, occasional expansion | Safe neighbours |
| C–B | Steady building and research, garrisoned cities | Real competition for nodes |
| A | Deep planning, repairs, multiple worker parties per resource | Contested borders |
| S–SS | Fast planning ticks, wide expansion search, standing defenders | Dangerous to provoke |
| SSS | Vanishingly rare, plans every second, deepest lookahead, heaviest garrison | A landmark, not a target |
Trade or take
A neighbouring village is a supply line before it is a target: trading converts a surplus you already have into the resource you are short of, which is usually faster than walking parties to a distant node. Conquest pays in ground and in the nodes inside that ground, but a garrisoned high-class settlement will grind down an unprepared army.
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