ABC
1
DoneGenerate World (transfer files from Azar, UI for world generation, loading and saving)
2
DoneObserve Azar (build UI, render encyclopedia)
3
DoneTravel Azar (add avatar, impl. game loop)
4
DoneSites (spawn households automatically)
5
2018/11/08Choice (rehabilitate UI, react to romance proposals, elect romances)
6
Households (choice for remaining phenomena, home ownership, food security, visitation/residence, contruction)
7
Life Detail (romance progression, rejection and bridge burning, child bearing decisions, re-approach former suitors, gossiping, proselytising, poetry, pondering (founds religions))
8
Misfortune (thievery, slights, famine, injury, fights, monsters, skills and training)
9
Anger (intimidation, murder quests, quest leakage, murder attempts, opinions, rumours, trust)
10
Inheritance (plus disputes, memorials, and graveyards)
11
Conversation (personality tells, introductions, pub rumour boards, gossip)
12
Justice (killing legitimacy, exile, physical punishment, rebellion, outlawry, rebellion)
13
Mercenaries and adventurers
14
Group activity (attack, defence, construction, diiferentiate raiding and thieving)
15
Sectarian violence (against families and religions)
16
Information transfer (inboxes, outboxes)
17
Publishing (libraries, historical records)
18
Ambition (regime change)
19
Betrayal (allegiance switching, conspiracy, demands)
20
Treaties (declarations of war and peace, negotiations, message failure)
21
Militias and recruitment pools
22
Weapons (carriage, restriction, production, mass production, militia requirements or provision)
23
Honours (endorsements, leader recruitment pools)
24
Hostages (and alliances through marriage)
25
Manouvres (retreat and counterattack)
26
Area Control (patrols, highways and highway robbery)
27
Fortification (escape from attacks, defences, siege)
28
Passage (pathfinding, grant passage through areas, public nonviolence pledges or low level treaties)
29
Militia and recruitment pool sharing (and excommunication)
30
Low level offices (requirement for large forces, assignment, leadership skills)
31
Power concentration (enemy recognition, area control, threat)
32
Scouting
33
Supply (foraging, stockpiling, supply estimation)
34
Shared resource pools (for supply)
35
Resource division (to reduce risk, resource/recruitment pools are split up)
36
Seasonal warfare and military upkeep
37
Economy (resource types, amounts, and household stockpiles, minting)
38
Trade (price setting, merchant travel, inventory)
39
Housework (labour division, helper recruitment, economic management)
40
Employment (salaries, job advertisements, builders)
41
Contracts (duration of raiding parties, sharing of spoils)
42
Tributes (payment, payment failure, payment negotiation, protection rackets)
43
Debts (formal and informal)
44
Tax Collection
45
IgnoredArtisans (artifacts, artist demand and fame, propaganda and historical art, delicacies, medals, crowns)
46
IgnoredPropaganda (missionaries and monument construction)
47
IgnoredCelebrations (feasting, royal gifts)
48
IgnoredClimates (weather, starvation years, erosion, land fertility)
49
IgnoredInterstitial Stories (for flavour, stat gain, random occult events, etc)
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100