World State and Meta
These notes describe long-running world memory: factions, markets, logistics, settlements, anomalies, crises, and selected continuity across wipes.
The systems connect local events to lasting consequences while preserving uncertainty, physical resources, and explicit ownership of durable state.
Letting NPCs Build Communities
ADK is designed to let settlements form from NPC housing choices instead of only existing because a map designer placed them. Residents could move into suitable empty buildings, keep a community going, leave it behind, or let it fade when no one stays.
Veteran NPCs might eventually retire, desert, leave the island, or take on quieter roles based on their history and situation. A familiar soldier might therefore become the cautious owner of a small settlement rather than staying on patrol forever because a spawn table says so.
What the Old World Can Carry Forward
This service decides which parts of the old world can affect a new one. It handles how factions and scientists behave after a wipe. It may give hints to players about the story. But it keeps regular people from knowing details about the past world.
Letting Progress Reflect World Changes
ADK is designed to let progression respond to visible changes in the world instead of only using an invisible wipe timer. Faction growth, supply lines, shortages, and big events could affect when better equipment becomes available.
Players might notice stronger patrols, new deliveries, or changes around faction bases before higher-tier items become common. Grace periods prevent quick back-and-forth changes, while any early-access exception would stay narrow, reviewable, and controlled by the owner of the affected items.