Chapter 42a — Social Leverage & Opportunities
Chapter 42a — Social Leverage & Opportunities
Section titled “Chapter 42a — Social Leverage & Opportunities”The combat layer lets you act on entities. The economy lets you act on goods. This layer lets you act on factions and standing — leaning on reputation, coin, threat, and rumor to bend the strategic board without drawing a weapon. It arrived in v2.9 with four verbs and a currency economy that funds them, and grew in v3.0 into a full surface — twenty-five verbs across social / rumor / diplomacy / sabotage, passive leverage income that earns between opportunities, and dialogue that reads and writes this social state.
Shipped in v2.9. The player-leverage verbs and the opportunity spawn/resolution loop were authored across the v2.8–v2.9 arc; v2.9 connected the write side end to end — most importantly the earning path (opportunity completion grants leverage), without which the verbs were unaffordable in play.
Leverage currencies
Section titled “Leverage currencies”Leverage is spent, not rolled. getLeverageState(actor.custom) reads six currencies off the player entity:
| Currency | Earned by | Spent on |
|---|---|---|
favor | completing favor-shaped opportunities | bribe |
influence | completing contracts / supply-runs | seed (rumor) |
legitimacy | lawful opportunity resolutions | petition |
heat | intimidation, defeat fallout | rises as a cost/consequence |
debt | bribery side-effects | — |
blackmail | investigation opportunities | v3.0 sub-verbs |
A verb is only offered on the numbered menu when its cost is affordable and its cooldown is ready — the same “never advertise a guaranteed rejection” discipline the trade menu uses.
The four verbs
Section titled “The four verbs”All four are numbered leverage entries on the action menu:
bribe <faction>— spendfavorto raise a faction’s reputation toward you; accruesdebtand a littleheat, more if the faction is already alert.intimidate <faction>— spendheatto cow a faction: raises their alert, lowers their reputation and cohesion. A threat, with a cost.petition <faction>— spendlegitimacyto lean on the district’s controlling authority; taps the already-ticking pressure system.seed— spendinfluenceto plant a rumor about yourself. This lights the entire player-rumor module (confidence decay, distortion, faction spread) and the Director’s Ledger RUMORS ABOUT YOU section.
Each verb writes real reputation_<faction> / faction_alert_<faction> / heat globals — the same globals trade pricing and the opportunity faction-gate already read, so a bribe you pay is felt at the merchant and in what contracts appear.
The opportunity lifecycle
Section titled “The opportunity lifecycle”Opportunities are the engine’s offered goals — and, since v2.9, the primary way to earn leverage.
- Spawn. Every round,
evaluateOpportunitiesscores candidate contracts / bounties / favors / supply-runs against live pressure, scarcity, faction, companion, and district state. It spawns scarcely: capped active count, a minimum interval, and pair-conflict dedup. - Accept. The
opportunityverb (menu: Accept) moves an available opportunity to accepted. - Resolve. Complete or Abandon. Completion runs
computeOpportunityFallout→applyOpportunityFallout, which writes the reward: reputation, economy shifts, leverage currency, and — for companion-tagged favors — a real morale change on that companion. - Expire. Ignore an accepted opportunity to its deadline and the authored expiry fallout now applies (reputation hits, obligations) — deadlines have teeth.
The endgame’s rising-power and merchant-prince arcs read the opportunities you actually resolved, so a session spent running contracts reads differently at the finale than one spent fighting.
v3.0 — the full social surface
Section titled “v3.0 — the full social surface”Everything the v2.9 edition listed as a ceiling here shipped in v3.0:
- Passive leverage income is wired.
tickLeveragedecays heat and reconciles influence from reputation each round;computeLeverageGainsgrants favor / blackmail / legitimacy from XP, milestones, and player-resolved pressure — so the social layer earns between opportunities, gated so a world with no social activity stays byte-identical to legacy replay. - The full verb roster. The diplomacy (7) and sabotage (4) groups — plus more social and rumor sub-verbs — register, taking the total to twenty-five; nineteen surface on the numbered menu, and the previously-dark
leverage-diplomacy/leverage-sabotagecompanion reactions now fire. Dialogue conditions and effects read and write this social state (leverage / reputation / npc-relationship). escortopportunities spawn on a protective-travel-in-a-dangerous-district gate, and the named-NPC PEOPLE director section is live — the persisted npc-agency producer runs each round (see Chapter 37 — NPC Agency).
Remaining ceilings: two of the twenty-one new sub-verbs (deny, bury-scandal) need a rumor-target pairing dimension before they reach the numbered menu; and district starting supply still seeds from the universal baseline rather than each genre’s defaults (the v3.1 opener).