Faction Relationships and Shared Intelligence
These notes explain how factions track allegiance, reputation, and the information their members collectively believe.
Faction knowledge can be incomplete or biased. Individual observations become shared intelligence only through controlled evidence and visibility rules, while reputation changes remain tied to accountable events.
Commanders Choose From What They Know
This service lets faction commanders rank possible strategic targets from the information, resources, doctrine, and risks their faction actually knows. It does not reveal hidden bases or execute attacks.
For example, a commander may prefer an enemy fuel depot because scouts recently confirmed it, but still reject the operation when no safe route or suitable weapons exist.
Faction Relationships and Trust
This service tracks how factions, players, NPCs, and groups feel about each other. It owns the truth of allegiance, hostility, trust, grudge, and reputation. Other systems can use this information to decide behavior. They cannot change the relationships themselves. This keeps game actions consistent.
Rumours That Travel Through the World
ADK is designed to let general rumours spread gradually between places and characters instead of appearing everywhere at once. Specific secrets would still need a believable direct interaction, and combat or missing evidence could interrupt the chain.
For example, one guard might hear that a faction convoy was attacked, pass an imperfect version to a trader, and leave a later visitor with a changed—but traceable—story. NPCs disclose only what they are allowed to know, so gossip adds uncertainty without becoming magical surveillance.
Faction Intel Interpretation
This service shows how factions understand information based on their beliefs, fears, and interests. It does not create new facts. Instead, it changes how a faction sees existing reports and rumors. Different factions may react in different ways to the same event. The service uses faction context like doctrine, trust, and paranoia to shape interpretation. It does not change raw truth or give hidden knowledge.
Factions Can Fracture Gradually
This service lets faction members lose confidence, complain, refuse orders, desert, defect, or organize against their leadership for understandable reasons. It does not flip an entire faction because of one random roll.
For example, repeated casualties, missed rations, broken promises, and a cruel commander may push frightened recruits toward desertion while loyal veterans remain.