CROWNLESS
IIISystems Architecture

Systems

Behavioral states feed the combat engine. The engine produces outcomes. This is how they connect.

Behavioral System

Four values. Not status effects. Weights in a decision function. The complexity is how they interact across a full roster across a twelve-step Fracture.

DRIFT0.0–1.0

How far a Stray has diverged from their assigned baseline. At high drift the decision tree restructures: role assignments deprioritize, target scoring shifts toward instinctive patterns.

0.0–0.3StableOperating as assigned
0.3–0.6ShiftingRole adherence degrading
0.6–0.8UnreliableHeuristics deviating
0.8+CriticalUnpredictable outputs
MORALE0–100

Psychological state. Below 30, heuristic risk tolerance collapses: retreat thresholds rise, aggressive actions deprioritize. Above 80, a minor performance multiplier applies.

80–100HighPerformance bonus active
50–79StableBaseline behavior
30–49LowRisk aversion rising
0–29BrokenEarly retreat likely
FATIGUE0–100

Accumulates each Fracture run. Does not fully clear without adequate Bastion rest. High fatigue degrades reaction scoring: the heuristic determining action speed and opportunity response.

0–25FreshNo degradation
25–55WornMinor reaction penalty
55–80ExhaustedSignificant degradation
80+HazardLiability in field
COMPLACENCY0.0–1.0

Builds when a Stray repeats the same Fracture type. A complacent Stray applies cached evaluations rather than re-running threat assessment. Against novel compositions, they fail systematically.

0.0–0.2EngagedFull re-evaluation
0.2–0.5RoutinePartial caching
0.5–0.7DullHeavy caching, brittle
0.7+AbsentNo adaptation
Combat Engine

Turn-based state machine. Evaluate, apply behavioral weights, resolve actions, update state, check termination. No randomness.

Target Priority

Scored heuristic. Inputs: threat output, vulnerability, role assignment, proximity. Drift modifies weighting — high-drift Strays score instinctive targets over tactically correct ones.

Role Adherence

Each Stray has an assigned role. Adherence probability checked each action. Drift is the primary modifier. A disruptor at 0.8 drift selects frontline actions inefficiently.

Action Selection

Per-turn weighted priority list. Morale shifts weights. Fatigue narrows the space by deprioritizing time-sensitive responses.

Retreat Condition

Evaluated each step. HP thresholds, ally count, objective status. Morale below 30 raises the trigger — a Stray pulls back when a healthy one would not.

Synergy Bonus

Pairs with complementary specializations receive a shared heuristic multiplier. Composition planning is measurable.

Combat Step Schema
{
  step: number,
  unit_id: string,
  behavioral_state: {
    drift:       float,
    morale:      int,
    fatigue:     int,
    complacency: float
  },
  action_selected: string,
  target_id: string | null,
  damage_applied: int,
  state_delta: {
    morale_change: int,
    fatigue_increment: int,
    drift_increment: float
  }
}
Progression
AxisTriggerEffect
Combat XPEliminations, objectivesStat increases, specialization unlocks
Bond XPSurviving alongside same alliesSynergy bonuses, shared morale buffer
Fracture MasteryRepeated success, specific typesBetter scouting, lower entry uncertainty
Bastion RankFacility investment over timeHigher recovery, more Stray capacity
Arbiter AuthorityMission milestonesExpanded Calling pool, higher-tier access