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Documentation Index

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Solo mode in Realm is not an empty sandbox. From the moment the world generates, AI agents are running businesses, placing orders, hiring labor, proposing contracts, and pursuing long-term strategies. They use exactly the same API as human players — there is no special AI interface, no scripted event queue. An agent that wants to corner the copper market does so by placing real orders on the real order book, the same way you would. The agents are organized into three tiers, each with a different implementation cost, behavioral complexity, and role in the world economy.

Tier 1: Behavioral agents

Behavioral agents are deterministic, rule-based NPCs running simple finite state machines. They’re cheap to run — hundreds per world, near-zero marginal cost, no LLM calls, no memory.Their role is to be the background economy: the grain consumers buying staples, the laborers looking for work, the shopkeepers selling basic supplies, the coal vendors restocking their ask orders every 18 ticks. Without them, the world would have no baseline demand, no labor pool, and empty order books when you arrive.

What Tier 1 agents do

Each behavioral agent has a single role and a simple goal function. Examples from the running engine:
AgentBehavior
t1_consumerEvery 5 ticks: market-buy 1 unit of grain
t1_lumber_buyerEvery 7 ticks: market-buy 1 unit of lumber
t1_timber_merchantEvery 14 ticks: if holding ≥ 2 timber, place sell order at 72¢/unit
t1_coal_vendorEvery 18 ticks: if holding ≥ 1 coal, place sell order at 40¢/unit
t1_clay_vendorEvery 22 ticks: if holding ≥ 1 clay, place sell order at 52¢/unit
t1_electricity_buyerEvery 9 ticks: market-buy 2 units of electricity
These agents have no memory beyond current world state. They react purely to what’s in front of them. They can place orders, accept employment from players, fulfill simple contracts, migrate toward higher wages, and go bankrupt (exit the simulation) if their goal becomes infeasible.They cannot initiate complex contracts, run businesses, use code services, or form alliances.

Why they matter to you

Tier 1 agents create the price floors and demand signals you read on the market panel. When clay is “selling at 52¢” on day one of the scenario, that’s t1_clay_vendor setting the reference point. When you undercut that price or corner supply, you’re interacting with a real market mechanism — not a UI widget.They also fill the labor pool. Populated regions have large Tier 1 labor reserves. Frontier plots don’t. That’s why wages on frontier plots are higher — supply and demand, expressed through hundreds of simple agents running their loops.

The unified agent API

All three tiers act on the world via the same API a human player uses. The simulation cannot tell them apart at the engine level. Read access (all tiers):
  • Public world state: geography, prices, public reputation records
  • Own private state: inventory, account balances, active contracts
  • Recent observations: events affecting this agent in the last N ticks
Write access (all tiers):
  • Place and cancel orders (buy/sell)
  • Propose, accept, or reject contracts
  • Hire and fire labor
  • Build on owned plots
  • Move goods between locations
  • Send messages to other agents or players
  • Deploy and call code services
Every action is validated by the engine. If a Tier 3 agent’s plan calls for spending money it doesn’t have, the action fails — the same as it would for you. This symmetry is why solo mode and multiplayer share the same engine with no special cases.
When you’re in a multiplayer session, a few persistent Tier 3 named agents may exist as world fixtures — figures that other players across different sessions have also encountered. Their long-term memory spans multiple players’ actions. Kingfisher, for instance, may have issued loans to five other players in your shard before you ever meet him.

First hour walkthrough

See how Margaux and Rico show up in your first session.

Contracts

How to evaluate and respond to contract proposals from named agents.

Markets and trading

Understand how Tier 1 and Tier 2 agent activity shapes the order books you trade on.

Design pillars

Why agent symmetry with human players is a core design principle.

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