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.
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.
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.
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.
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.
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.
