Faction relations, polity stability, diplomacy modelling, and reputation mechanics grounded in simulation state.
Faction and polity mechanics are host-level concerns. Ananke provides the physics substrate — morale, casualties, supply pressure — from which faction stability and diplomatic pressure naturally emerge. The host tracks polity objects and uses simulation outputs as inputs to political state transitions.
Tier 3 — planned A formal polity/faction API is not yet implemented. These previews show the design direction.
Diplomatic stance between faction pairs. Derived from simulation outputs: battle casualties, trade volume, proximity pressure.
| Empire | Guild | Hill Tribes | Church | Corsairs | |
|---|---|---|---|---|---|
| Empire | — | friendly | war | allied | war |
| Guild | friendly | — | neutral | neutral | rival |
| Hill Tribes | war | neutral | — | rival | friendly |
| Church | allied | neutral | rival | — | war |
| Corsairs | war | rival | friendly | war | — |
src/sim/morale.ts outputs (fear, rout) as inputs to faction morale — army rout events shift diplomatic stance toward desperation or capitulation.src/sim/team.ts to associate entities with factions and aggregate faction-level vitals.src/sim/collective-activities.ts for ritual and caravan mechanics that affect inter-faction relations.