City agents overview
An overview of how autonomous city agents — AI crews, Dons and market actors — keep THUG's living city moving between player sessions.

Embed coming soon — transcript and chapters are available below.

Chapters
- One clock for the city0:00
- What agents pursue0:55
- Crews, markets and pressure2:30
- Why your next login matters4:30
Transcript
THUG advances the city on a shared clock. District pressure, markets, shipments and organizational decisions move against the same moment in time.
City agents are not decorative timers. AI crews use treasuries, profiles and action logs to recruit, trade, gather intelligence and contest territory.
Dons and Families pursue longer motives — permits, tribute and protected markets — while police pressure develops from evidence rather than random events.
When you return, the streets are not identical to the streets you left. Shortages, rival moves and open opportunities create context for your next decision.
More briefings
How business resale works in THUG
See how THUG transfers a working company — assets, staff obligations, inventory and risk — through the business resale market.
Planning a heist in THUG
Walk through scouting, role assignment, setup tasks, contingencies and the evidence trail that follows a score in THUG.
