World State and Meta
These notes describe long-running world memory: factions, markets, logistics, settlements, anomalies, crises, and selected continuity across wipes.
The systems connect local events to lasting consequences while preserving uncertainty, physical resources, and explicit ownership of durable state.
NPCs Who Can Settle Down
ADK is designed to let settlements emerge from NPC housing choices instead of existing only because a map designer placed them. Residents could occupy suitable empty buildings, keep a community alive, abandon it, or allow it to disappear when nobody genuinely remains.
Veteran NPCs could eventually retire, desert, leave the island, or choose a quieter role according to their history and circumstances. A familiar soldier might therefore become the wary owner of a small settlement rather than remaining on patrol forever because a spawn table says so.
Reality Wipe Inheritance Service
This service chooses which parts of the old world can affect a new one. It handles how factions and scientists behave after a wipe. It may show hints to players about the story. But it keeps regular people from knowing details about the past world.
Progression The World Can Explain
ADK is designed to let progression respond to visible changes in the world rather than relying only on an invisible wipe timer. Faction development, supply lines, shortages, and major events could influence when advanced equipment becomes available.
Players might notice better-armed patrols, new deliveries, or changes around faction bases before higher-tier goods become common. Grace periods would prevent rapid back-and-forth changes, while any early-access exception would remain narrow, reviewable, and controlled by the owner of the affected items.