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Events & scenes

Status: Draft. Live in the sandbox campaign. Every number on this page is TEMP: they are first guesses that are still being tuned.

The game talks to you in two ways. A scene is a full conversation: a face, a few lines and a set of choices. It stops the clock until you pick. A quick text is a short message in the corner of the map that doesn't stop anything; click it to open the scene behind it. Most things that need you start as a quick text. Only a few big moments open a scene on their own.

How you use it

  1. Read a quick text when it slides in at the top left of the map. Click it if you want to deal with it now, or let it go and find the same thing later in the JOURNAL.
  2. In a scene, read the lines (Space moves the talk along) and pick a choice. Hover a choice to see what it costs, what it pays and your odds.
  3. Choices you can't take stay on the list, greyed, with the reason in brackets: a skill you're short of, a trait you don't have, or a piece of kit you're not carrying.
  4. When the scene closes, the clock goes back to how you left it.

How it works

The surfaces

Surface Stops the clock? What uses it
Scene Yes, until you choose Sit-downs with other bosses, locals and their stories, demands and offers, the road toll, prisoners
Quick text No Warnings, an outfit that wants a word, a sit-down invite sent, a crew waving you through, a man taking over a town
Log No A running record of what happened, for you to read back

What opens a scene on its own

The game keeps self-opening scenes rare. These are the ones that do:

Moment Why it can't wait
A local first appears in ground you've taken You meet him once; after that he waits for your click
A roaming crew stops your march and names its toll Your men are standing in the road
Your man arrives in a town where another outfit's man is standing A field meeting: you're face to face
Your boss dies The succession window

Everything else (a demand, an offer, a call to war) arrives as a quick text and waits on the JOURNAL with its clock.

Choices and checks

Choice tag What it means
A skill check, like [Muscle 6 / 7] Your boss needs that much of the skill. Short of it, the choice is locked
A trait, like [Wrath] Only a boss with that trait can take it
A piece of kit He has to be carrying it, not just have it in the bag
An odds badge (SURE, LIKELY, LONG SHOT, NO) The other side decides, and these are your chances. The hover lists every reason
A percentage A dice roll. Two dice plus his skill above 5, against a target. Double 1s always fail; double 6s always win

A choice that needs a skill check and passes it pays your boss Respect equal to the check's target. A bold call pays a little Respect too.

Several at once

If two things arrive on the same day, the second waits until you close the first. Quick texts from your own crew wait while you have a character card open, so they never cover what you're reading.

Numbers (all TEMP)

Number Value Where
Respect for a passed check 1 × the check's target respect_check_per_target
Respect for a bold call 5 respect_bold
Dice Two dice + skill above 5 vs a target locals system
Deal odds: SURE / LIKELY 30 / 15 or more diplo_sure_at, diplo_likely_at (defaults)
Gap between interruptions from other outfits 6 days; 30 days per outfit diplomacy_m2.interrupt_gap_days, interrupt_per_org_days

See also

Locked vs leftover

Locked (document this) Leftover / do not claim
Few self-opening scenes; most things start as a quick text A scene for every event
Random story events are off in the sandbox Random story events as a live sandbox feature
Locked choices stay visible with the reason Hidden choices you never knew about
Nerve is paused in the sandbox Choices that cost Nerve as a live cost
Cutscenes belong to the story campaign Cutscenes in the sandbox

Sources

src/systems/game_events.gd, src/systems/locals.gd, src/systems/diplomacy.gd, src/systems/demands.gd, src/systems/expeditions.gd, src/ui/main.gd (quick texts and field meetings), data/config.json (diplomacy_m2, Respect keys), data/campaigns/sandbox.json