BLACK KEEL GAMESFORTUNE & GALLOWS · TECHNICAL DOCUMENTATION

HISTORICAL EVENT ENGINE

History arrives in phases.

Historical events are not treated as isolated cutscenes. The current data model can stage the lead-up, active event, and aftermath so the world begins changing before the famous moment and keeps changing after it.

Verified Current Structure42 staged packages · 126 phases

Audit snapshot

82

Historical-event records

Events currently represented in the broader historical registry.

42

Staging packages

Events with dedicated staged runtime packages at the audit point.

126

Staging phases

Exactly 42 Approach, 42 Active, and 42 Aftermath phases.

The three-phase model

ApproachThe conditions leading into an event: warnings, political tension, preparations, rumors, movements, weather signs, market effects, military readiness, or other event-specific preconditions.
ActiveThe fixed historical event is underway. The player's options depend on where they are, what they know, who they are with, and what the world actually supports.
AftermathThe event has passed, but consequences remain: damage, recovery, shortages, changed authority, news propagation, grief, opportunity, legal pressure, rebuilding, or altered local conditions.

The purpose is continuity. A hurricane should not appear for one dramatic paragraph and leave a perfectly restored town on the next turn. A political or military change should not matter only while the famous scene is visible.

Fixed anchors and player opportunities

Staging records can distinguish facts that must remain historically fixed from opportunities available to a player during a phase. This supports broad character agency without converting every historical event into an alternate-history decision tree.

Fixed anchors

Historically constrained facts the runtime should not casually rewrite.

Player opportunities

Context-sensitive things a particular character may plausibly attempt, witness, learn, avoid, exploit, or suffer.

Evidence remains separate from staging

The project maintains separate historical source, research-audit, and scene-evidence structures in addition to the event registry and runtime staging packages. That separation matters because an event can be historically well documented while a specific local gameplay interpretation remains reconstructed or under research.

Evidence is not the same as choreography.A primary or secondary source may establish that an event happened and affected a place. The game still needs a separate, reviewable decision about how that evidence becomes player-visible conditions, opportunities, and consequences.

Weather events use the same caution

Historical weather data includes source records, events, affected-location anchors, impact evidence, recovery evidence, exposure constraints, and settlement recovery state. The project explicitly does not treat reconstructed affected-location geometry as modern measured eye tracks or wind radii.

Public documentation therefore describes historically grounded exposure and affected areas without pretending uncertain eighteenth-century storms have instrument-quality eyewall, eye, or wind-radius measurements.

What the counts do not mean

  • 82 registry records does not mean all 82 events have complete three-phase runtime staging.
  • 42 staging packages does not mean every possible local branch, rumor path, or NPC response is finished.
  • A staged event does not imply the player can change its fixed historical outcome.
  • A historical source link does not imply every derived gameplay detail has equal confidence.

This distinction is deliberate. The public docs should become more precise as systems mature, not inflate implementation status to make development look further along.