Design notes
from the city.
Development dispatches filed under Design on the blog — simulation clocks, shared economies and the agents that keep the streets moving.

How THUG's living city keeps moving without you
Inside the simulation that lets rival crews recruit, trade, gather intelligence and make strategic moves while players are offline.

Why THUG's legal and illegal economies share one system
Businesses and street trade are not separate minigames. They compete for the same people, vehicles, storage, capital and attention.

How THUG's business resale market transfers a company
From awkward ownership handoffs to a market that transfers a real company—with choices and consequences on both sides.

How crime Families move contraband in THUG
Families set the corridor. Crews move the product. The interesting decisions live in the gap between permission and execution.

Building autonomous city agents for THUG
Alive does not mean noisy. Autonomous agents need motives, budgets and a clock that keeps change readable.

Why every heist choice must affect the resolver
If a planning choice never reaches the resolver, it was never a choice. It was set dressing.
The city will not wait.
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