TERMINAOnly the rules are real.

Keeping events from becoming one-shot quizzes

A wet back alley lined with air-conditioning units. Orange light spills from a half-open door.

The usual failure mode for an event system is the popup quiz. A situation appears, two options, a resource ticks up or down, the window closes. It never returns. Twenty of those and players start treating events as a tax.

We held onto one rule: no event is an isolated, one-shot quiz.

Three layers

Events arrive from three layers.

Layer What What fires it
Macro Pandemics, property spikes, disasters, financial crises Year and probability, plus social state variables
Network An aide's betrayal, an investigation, nomination scheming, a corporate approach Your relationships, standing and ledger
Personal A stroke, trouble with a child, family conflict Health, family, probability

Macro events happen in the world whether or not you're involved. Personal ones mostly happen in your body and your house. The network layer is the workhorse — those events have conditions that read your past directly.

Conditions read history

Every event carries conditions, and they reference more than your current stats.

There is a bribery entry in the ledger, it is older than 100 turns, and an election is within thirty days

On the week that condition comes true, the event enters the draw. From the player's side it arrives with no warning. In the moment, you don't know why something from two years ago is landing now.

That's the mechanical identity of the snowball. The game isn't timing a punishment. The conditions simply finished lining up.

Chains — a choice schedules the next event

Choices have a field that schedules follow-up events. The choice you make now reserves a specific event N turns out.

Events from the second link of a chain onward are excluded from the random draw entirely. They only fire by reservation. Somebody's betrayal arrives because of what happened between you and them, not because dice came up.

Ignoring it is a choice

Events carry a timer fallback. Fail to answer within a set number of turns and a designated option is selected for you.

That isn't a convenience feature, it's a design statement. If closing the window and deferring meant "nothing happened," players would learn to defer every inconvenient event. Neglect needs a consequence for deferral to be a decision.

Showing options you can't pick

Options whose requirements you haven't met aren't hidden. They're shown greyed out.

Not being able to afford the fix and there never having been a fix are completely different experiences. In the first case the player spends money differently next run. Hide it and that learning never happens.

Density

There are currently over 360 authored events. But the target metric isn't the total — it's felt density: an average of 0.5 to 1.5 events per week across a run. Denser than that and events crowd out the game. Sparser and the world goes dead.