Kneeshaw Developments

Caravans, pilgrims, migrants, refugees, patrols

The world that moves while you're not looking.

Agents arrive between sessions. Each one is a decision — take the gold, gain the member, lose the loyalty, or close the gate.

The Living World system runs while you're offline. Agents arrive at your cities and pose a decision in the Heartbeat feed. Some are routine — sign here, pay this — others cascade across regions and pay off days later. The shortest summary: your decisions in the Heartbeat tab compound. Ignoring them is a decision too.

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Caravans

Trade convoys passing through your region.

Shows up
Every few in-game days, weighted by your roads and trade routes.
Decision
Let it through (small tax in gold or materials), or deny passage (loyalty drift with the originating faction). Some caravans return home — accepting one starts a round-trip that closes later with bonus loot.
Payoff
Gold, refining materials, occasionally a one-time item or essence. Multi-hop paths cascade through adjacent regions.
Cost
Modest faction tilt; bandit ambush risk while passing through hostile territory.
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Pilgrims

Travelers on a religious circuit.

Shows up
Linked to your patron shrines — more visits if you consecrate, fewer if you apostatize.
Decision
Offer hospitality (catechism tier nudge, small loyalty bump with your patron's faction), or turn them away (no effect, but they remember).
Payoff
Doctrine progress, occasional shrine offerings (currency the shrine uses), rare named-pilgrim arcs.
Cost
Buildings briefly occupied; faint heresy risk if you host a pilgrim of a rival faith.
Mi

Migrants

Workers looking for a new home.

Shows up
When your region's prosperity outpaces its neighbors, or when a neighboring region suffers a famine / climate event.
Decision
Accept (free new recruits, ~30% chance of a named member you can actually field), or decline (faction-neutral, no penalty).
Payoff
Population growth, free professional slots, named members with backstories you can chase later.
Cost
Housing capacity gets tight if you over-accept; some migrants are locked to specific destinations.
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Refugees

Survivors from a recent disaster.

Shows up
After a Veilbreak incursion, fire, plague, or military rout in a nearby region.
Decision
Take them in (loyalty surge with the dispossessed faction, small material cost), or close the gate (loyalty crash, no resources spent).
Payoff
Strong loyalty swings; rare relic drops from refugees who carried something out. Multi-hop refugee waves cascade through several regions.
Cost
Materials to settle them; transient strain on housing and food.
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Patrols

Soldiers from an allied faction sweeping the area.

Shows up
When a region's loyalty meter is high with one of your military factions.
Decision
Allow them to operate (gather intel, deter ambushes), or refuse access (no effect, faction cools).
Payoff
Map intel (reveals adjacent region threats), reduced ambush rate on your own dispatches for a window.
Cost
Patrols are allow-listed for GATHER actions; they will not interfere with your own gatherers.

These types live in code (scripts/data/npc_agent.gd), not data. The Heartbeat tab is the primary entry point in-game.