Notification of a Significant Event
As in real life as a player you wont find out about events unless your patrols report back, peasants trust you and are willing to speak or unless you ask however if the peasant has aggressive intent or a bad attitude then you may not always get a truthful response.
The memory manager displays significant events that can be filtered by type and time of occurrence so they can be investigated by the player or a patrol.
Where information is relayed to the player the information is saved in the players memory and can be displayed on the game map. The player can then issue commands directly by hovering the mouse over a pin on the map.
NOTE : this is an incomplete version of the game map as the game environment is still under development

Player Questions and Automatic Actions
The questions the player asks and any automatic responses required such as a threat by the player to the peasant or village are handled by the Character Interaction Engine. The conversations, responses and consequences can all be customised by the player to affect game play.
The player asking a peasant a question, these questions, responses and any required actions can be customised

AI Responses Saved in Players Memory
Conversations are saved so the player can make decisions based on the information given. Unhelpful peasants can be punished ...

Responses to an Event
Missions are created if the player wants to order a response to an event, such as send a squad of warriors to investigate a sighting of enemy Chanyu or if a dead body was found.

Memories
There are a number of various event types such as :
- see a dead body
- enemy sighted
- see animals such as deer
- sight a warrior patrol
- meet the player
- sight an ox and cart
