Director Mode
Director mode exposes the simulation state that the perception layer normally hides from the player. Use it to understand exactly why things happened the way they did.
Director commands
Section titled “Director commands”| Command | What it reveals |
|---|---|
/inspect <npc> |
Beliefs, memories, morale, suspicion, faction loyalty |
/faction <id> |
Faction goals, relationships, territory, power level |
/trace <belief> |
Provenance chain — where a belief originated and how it spread |
/divergences |
What you thought happened vs what actually happened |
/npc <name> |
Breakpoints, leverage angles, active consequence chains |
/people |
All known NPCs with relationship summaries |
/districts |
District commerce, morale, safety overview |
/district <id> |
Detailed district state — who controls it, what’s happening |
/item <name> |
Equipment provenance, kill chronicles, relic status |
/leverage |
Your political capital — influence, favors, intel |
/moves |
Available political actions and their costs |
/jobs |
Contracts and opportunities spawned by world conditions |
/accepted |
Work you’ve committed to |
NPC cognition
Section titled “NPC cognition”Every NPC has a cognitive model that drives their behavior:
- Beliefs — what they think is true (with confidence levels)
- Memories — events they witnessed or heard about
- Morale — how willing they are to act
- Suspicion — how much they distrust you
- Faction loyalty — who they serve and how strongly
- Rumors — information they’ve heard through the rumor network
/inspect shows all of this. /trace follows a belief back through the rumor network to its origin.
Consequence chains
Section titled “Consequence chains”When you push an NPC past a loyalty breakpoint, the engine creates a consequence chain. These are deterministic sequences of NPC actions that ripple through the simulation:
- A betrayed merchant might alert their faction
- The faction might revoke your trade access across a district
- District commerce drops, morale shifts, new opportunities spawn
- Other NPCs react to the changed conditions
/npc shows active consequence chains for a specific NPC. /divergences shows where your perception of events diverged from what actually happened.
Equipment provenance
Section titled “Equipment provenance”Items carry their history. /item shows:
- Who crafted or found the item
- Who carried it and for how long
- Kill chronicles — notable things it was used for
- Relic status — items that cross significance thresholds gain epithets
- NPC recognition — which NPCs know about this item and how they react to it