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.

ClassBehaviourWhat it means for you
FRare, slow planning, thin defenceFree ground and easy trade
E–DBasic economies, occasional expansionSafe neighbours
C–BSteady building and research, garrisoned citiesReal competition for nodes
ADeep planning, repairs, multiple worker parties per resourceContested borders
S–SSFast planning ticks, wide expansion search, standing defendersDangerous to provoke
SSSVanishingly rare, plans every second, deepest lookahead, heaviest garrisonA 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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