Design a large-scale...
About this model
Design a large-scale interconnected RPG simulation framework for a fully custom Elder Scrolls-inspired game called “Tamriel Reimagined.”
This is NOT a simple RPG progression model. This is a living civilisation simulation with interconnected world systems.
The Machinations diagram should focus on systemic simulation, feedback loops, regional instability, economy flow, crime spread, faction pressure, and Resonant AI world interaction.
The game is: - fully explorable - handcrafted - province-scale - simulation-heavy - politically reactive - geography-driven - faction-driven - economy-driven - dynamically changing
The world contains: - provinces - regions - settlements - factions - economies - NPC populations - trade routes - dynamic weather - crime systems - migration - war pressure - disease systems - housing markets - dynamic quests
-------------------------------------------------- CORE SYSTEM TO MODEL --------------------------------------------------
The Machinations model should simulate the interaction between:
1. Resonant AI 2. Settlement Stability 3. Economy 4. Crime 5. Population Movement 6. Faction Influence 7. Vendor Supply 8. Regional Danger 9. Dynamic Quest Generation 10. Guard Pressure 11. Housing Market 12. Disease Spread 13. Rumour Spread 14. War Pressure 15. Player Actions
-------------------------------------------------- RESONANT AI --------------------------------------------------
Resonant AI is the world simulation layer.
It does NOT randomly create chaos.
It subtly modifies variables across the world to create believable change.
Resonant AI mostly operates at: - Level 1: NPC/district/microregion - Level 2: settlement/city district - Level 3: region
Rarely: - province scale - geopolitical scale
Resonant AI influences: - NPC routines - local crime - vendor stock - migration - disease outbreaks - weather pressure - trade disruption - local faction pressure - rumours - district instability - road danger - local quests - economic fluctuations
-------------------------------------------------- SETTLEMENT STABILITY SYSTEM --------------------------------------------------
Every settlement should have variables: - economic stability - crime pressure - faction tension - disease risk - population pressure - guard effectiveness - food security - political stability - road safety
Low stability causes: - riots - theft - migration - shortages - faction recruitment - black markets - price inflation - dynamic quests - increased crime
High stability causes: - stronger trade - safer roads - better stock - more housing - stronger guards - lower crime - economic growth
-------------------------------------------------- CRIME SYSTEM --------------------------------------------------
Crime should spread like an information/rumour network.
Crime includes: - theft - assault - murder - smuggling - fraud - faction violence
Crime variables: - bounty - criminal reputation - investigation heat - witness spread - rumour spread - guard awareness
Crime can: - escalate - overlap - decay slowly - spread regionally
Investigation heat rises through: - witnesses surviving - bodies discovered - repeated crimes - high security regions - faction investigations
Investigation heat decreases through: - time - bribery - intimidation - evidence destruction - leaving region
-------------------------------------------------- ECONOMY SYSTEM --------------------------------------------------
Economy is supply-chain based.
Variables: - imports - exports - road safety - caravan success - weather - war - bandits - famine - regional production
Vendor stock dynamically changes.
Supply disruption causes: - shortages - inflation - local unrest - smuggling - black market growth - new quests
Trade routes should function as flow systems between settlements.
-------------------------------------------------- FACTION SYSTEM --------------------------------------------------
Factions compete for: - territory - influence - recruits - economy - political legitimacy
Faction pressure increases through: - instability - poverty - war - low guard presence - propaganda - migration
Faction influence affects: - guards - economy - crime - quest generation - NPC behaviour - settlement safety
-------------------------------------------------- DYNAMIC QUEST SYSTEM --------------------------------------------------
Dynamic quests should emerge from: - instability - shortages - crime - migration - disease - faction tension - trade disruption - weather - war pressure
Examples: - escort caravans - clear bandits - disease treatment - riot suppression - faction sabotage - smuggling contracts - refugee assistance - supply recovery
-------------------------------------------------- NPC AND POPULATION FLOW --------------------------------------------------
NPC populations should dynamically move between: - settlements - refugee camps - safer regions - faction hubs - trade centres
Population movement affected by: - war - famine - plague - economy - safety - housing availability - faction control
Migration changes: - labour supply - crime - housing demand - prices - faction recruitment - political tension
-------------------------------------------------- HOUSING MARKET --------------------------------------------------
Housing availability should fluctuate dynamically.
Variables: - economy - migration - district safety - war pressure - faction influence - wealth inequality
Housing shortages increase: - crime - unrest - overcrowding - disease risk
-------------------------------------------------- WEATHER AND REGIONAL DANGER --------------------------------------------------
Weather affects: - travel - economy - trade - visibility - NPC schedules - road safety - supply chains
Danger variables: - bandits - monsters - dragons - storms - avalanches - war zones - plague regions
Danger impacts: - migration - prices - caravan success - settlement isolation
-------------------------------------------------- PLAYER INTERACTION --------------------------------------------------
Player actions should feed back into systems.
Player can: - increase or decrease stability - disrupt trade - support factions - assassinate leaders - spread fear - stabilise regions - invest economically - suppress crime - create shortages - trigger migration - alter faction power
The player should NOT feel separate from the simulation. The player is another force acting within it.
-------------------------------------------------- MODEL GOAL --------------------------------------------------
The Machinations diagram should visualise: - interconnected systemic feedback loops - local-to-regional escalation - stabilising vs destabilising forces - emergent gameplay generation - economy and crime propagation - faction influence spread - Resonant AI pressure systems
The final structure should resemble: - a living political/economic simulation - not a simple RPG stat tree - not just combat progression - not a linear resource economy
Focus heavily on: - flow systems - feedback loops - cascading consequences - dynamic instability - emergent gameplay generation
the entire map of my custom tamriel broken into 9 provinces will be 1,450–1,650 km² total we do not use fast travel suggest work arounds
"Design a large-scale..." is a public Machinations diagram shared in the Community by Gregor Stewart, with 89 components.
It was created in May 2026 and last edited in May 2026.
Open the diagram in the Machinations app and press Play to watch the resources move, adjust its values to test how the system responds, or remix it to make an editable copy in My diagrams.