Living Factions (Phase 3, IMPLEMENTED 2026-07-17)
Status: IMPLEMENTED — named-faction roster live across Campaign (SP/MP) and the Eternal Realm (Global) via the shared AI-personality assignment path.
Last updated: August 30, 2026
Lineage — Living Factions (Phase 3, IMPLEMENTED 2026-07-17)
Status: IMPLEMENTED — named-faction roster live across Campaign (SP/MP) and the Eternal Realm (Global) via the shared AI-personality assignment path.
Parent: vision.md § Living factions (the north-star ask this doc fulfills — Phase 3 of the build path). Wires into: diplomacy.md (the
AIPersonalityarchetypes each faction maps onto), index.md (current mechanics).
Why this doc exists
vision.md names the problem directly: "Today the world's rivals are seven generic AI archetypes wearing procedurally-generated names. They compute, but they do not mean anything — and players feel it." Feedback: "only like 20 names in the whole system", "the patterns are boring." This doc is the design pass vision.md deferred — it finalizes the "illustrative starting roster" into a locked, implemented set of six named factions, each with a fixed identity that recurs identically everywhere an AI kingdom appears.
The roster
Six factions, one per non-BALANCED AIPersonality archetype (BALANCED stays the "no faction" legacy
default, used only as a null-personality fallback — see Wiring below). Each entry is a fixed,
1:1 archetype mapping — a given faction ALWAYS carries the same AIPersonality type, so the same
name means the same behavior in every game, every mode.
The Iron Compact
| Field | Value |
|---|---|
| Archetype | AGGRESSIVE |
| Sigil | A crossed hammer and spear over an iron ingot |
| Motto | "Strength is the only treaty that holds." |
| Homeland | The Ironspine Mountains — war-clans bound by iron tribute, not blood |
| Signature bias | Cavalry and Siege-heavy armies; rushes BARRACKS/MINE construction; the first to |
| march when opportunity favors them | |
| Stance to player | Ancient enemy — the default rival, present in nearly every campaign |
The Iron Compact is a confederation of mountain clans who settled their old blood feuds by agreeing that whoever holds the most iron holds the mountain. They tax every caravan that crosses their passes in ore, and they measure a rival kingdom's worth by how much of it can be melted down. Their agenda is simple and legible: conquest, tribute, and the humiliation of anyone who mistakes patience for peace.
The Gilded League
| Field | Value |
|---|---|
| Archetype | MERCHANT |
| Sigil | A golden scale balanced over three coins |
| Motto | "Every wall has a price; every enemy, a ledger entry." |
| Homeland | The Amberreach coast — a compact of trade-cities that answer to no single crown |
| Signature bias | Prioritizes MARKET construction and gold accumulation; the AI most likely to |
| propose trade agreements; buys its way out of wars it cannot win | |
| Stance to player | Courtable ally — prefers coin to swords, and says so |
The Gilded League is not a kingdom so much as a cartel wearing a crown. Its "rulers" are elected merchant-princes who answer to guild charters older than most dynasties. They have no interest in territory for its own sake — only in monopoly. A League caravan that crosses your border is either an opportunity or an insult, and the League will tell you plainly which.
The Ashen Covenant
| Field | Value |
|---|---|
| Archetype | MYSTIC |
| Sigil | A grey flame inside a broken hourglass |
| Motto | "Time is a wall. We are the ones who dig." |
| Homeland | The Cindered Reach — an arcane order built around a ruined leyline nexus |
| Signature bias | Rushes BASIC_MAGIC / TIME_MAGIC research and mana infrastructure; the AI most |
| likely to threaten (or pursue) the MAGICAL victory | |
| Stance to player | Wary rival — indifferent to territory, obsessive about the tech and magic race |
The Ashen Covenant is what remains of an order that broke something it should not have, generations ago, and has spent every generation since trying to fix it by breaking it further. They covet magical knowledge above gold or land, and a kingdom racing toward TIME_STOP will find the Covenant is racing too — quietly, then all at once.
The Verdant Throne
| Field | Value |
|---|---|
| Archetype | PEACEFUL |
| Sigil | An unbroken circle of wheat |
| Motto | "The mountain falls. The field endures." |
| Homeland | The Long Harrow — an agrarian heartland that has outlasted three empires by refusing |
| to fight for any of them | |
| Signature bias | Prioritizes FARM construction and defensive fortification; slow to anger, slower |
| to forgive a broken treaty; wins by outlasting everyone else at the table | |
| Stance to player | Courtable ally — the easiest realm to befriend, and the hardest to provoke |
The Verdant Throne's founding myth is that every other kingdom in the region has already fallen once, and the Throne is still here because it never bothered to win. It has no interest in glory. It has a long memory for who fed it during a famine, and who besieged it during one.
The Pale Court
| Field | Value |
|---|---|
| Archetype | DIPLOMATIC |
| Sigil | A single white mask over two crossed quills |
| Motto | "A crown is worn. An alliance is used." |
| Homeland | The Duskmere marshes — a court of vassal houses who trade favors instead of armies |
| Signature bias | Proposes the most treaties of any faction; the AI most likely to broker |
| alliances between OTHER kingdoms, reshaping the board without ever fighting for it | |
| Stance to player | Wary rival — never openly hostile, never fully trustworthy |
The Pale Court rules through favors owed rather than armies raised. Every treaty it signs is a thread in a larger web, and it is never entirely clear whose interests a Pale Court alliance actually serves until the moment it matters. They are the faction most likely to have already spoken to your other rivals before you did.
The Sunfire Dynasty
| Field | Value |
|---|---|
| Archetype | SCHOLAR |
| Sigil | An open book wreathed in flame |
| Motto | "What we do not know yet, we will." |
| Homeland | The Solmere Archive — an ancient dynasty built atop a library older than its own throne |
| Signature bias | Rushes the technology tree ahead of every other priority; the AI most likely to |
| pursue the TECHNOLOGICAL victory | |
| Stance to player | Wary rival — a slow, patient race the player may not notice until it is over |
The Sunfire Dynasty's kings and queens are chosen as much for scholarship as bloodline, and the throne room doubles as a reading room. They rarely march first, but they are rarely caught unprepared either — every Sunfire war is a war they have already researched an answer for.
Wiring across the three modes (implementation)
The roster is defined once in code — — and consumed by every AI-kingdom creation path, so the SAME faction name always carries the SAME identity everywhere it appears:
- Campaign rivals (Local/SP + Multiplayer) —
LineageWorldInitializer.populateAIKingdomsdraws kingdom names from the roster (shuffled per new game, so different campaigns meet different subsets of factions in different orders) instead of the old flavor-only 10-name pool. - Eternal Realm AI realms (Global) — the same code path seeds new Global-world AI kingdoms. An ALREADY-EXISTING Global kingdom whose name is not in the roster (an abandoned real player's kingdom, which treats as AI-controlled once its owner goes inactive) is left untouched — a real player's chosen kingdom name is never overwritten.
- AI personality assignment (all three modes, one shared path) —
is the single method every mode's AI-turn
processing calls the first time it needs a kingdom's
AIPersonality(. getOrCreateAIKingdom, called from , which SP/MP AND all share). It now looks the kingdom's name up in the faction roster FIRST — a roster match gets that faction's fixed archetype deterministically, instead of a random pick from the six types. A name not in the roster (an old-format legacy kingdom, or an abandoned real player's kingdom in Global) falls back to the original random-archetype behavior unchanged, so no existing game is affected. - Scenario sides (War of the Realms) — this mode is IMPLEMENTED as of Phase 5 (2026-07-18, see scenarios.md). The roster is exposed as plain data () with no SP/MP/Global-specific coupling, so Phase 5's future faction-pick step can consume it directly without any rework here.
- Player-visible identity — ("list kingdoms") now speaks each rival's one-line agenda alongside its standing, so a screenless player can hear who the Iron Compact is, not just that a war is on with them.
What this doc is NOT
- Not a rebalance. Each faction's
AIPersonalitytrait/priority weights are the EXISTING archetype values in /createDefaultPriorities— this doc adds identity and flavor on top, it does not retune combat, diplomacy, or economy math. - Not a Mode-3 (War of the Realms) spec. That framing lives in scenarios.md (Phase 5, IMPLEMENTED); this doc only guarantees the roster the future mode will draw from is ready and unowned by any one mode.
Related docs
- vision.md — the north-star vision this doc's Phase 3 fulfills.
- diplomacy.md — the
AIPersonalityarchetype system each faction maps onto. - progression.md — dynasty continuity fixes shipped alongside this phase (wider name pool, de-patterned births, mortal siblings, named regents — ).
- index.md — current mechanics (authoritative for WHAT exists).