The last part of the simulation takes place at the stone town hall. This is the strongest building in the village. The Retreat

Modern simulations move away from scripted paths, opting instead for finite state machines (FSM) or behavior trees for the non-combatant AI.

The simulation usually ends in one of two ways based on the choices made:

A standard wooden palisade combined with an external ditch forces mounted raiders to dismount. In the simulation, this transition causes an immediate 40% reduction in attacker offensive velocity. The ditch acts as a structural chokepoint, clustering the attackers and making them highly vulnerable to ranged defensive fire from the ramparts. Environmental Barriers

Historically, some villages survived by being too complicated to destroy. Flood the zone with paperwork. Send a delegation to the barbarian camp with census records, tax ledgers, and deeds. "You cannot burn this barn; it is owned by the Bishop of York, who is cousin to the King." In the simulation, this triggers a "Confusion Roll." Low-intelligence barbarian AI might pause for 24 hours to argue about jurisdiction, buying you time for reinforcements.

Protecting critical human infrastructure requires a willingness to concede peripheral resources to buy tactical time.

: The attack drops "like a trapdoor opening." Barbarians focus first on the village gate; if it falls, they flood in to destroy houses and steal from the town's food supply. Key Conflict Points The Gatehouse

In the modern era, we often romanticize the "barbarian"—the Viking longship, the Mongol horseman, the Gothic warrior. But for the simulated villager, there is no romance. There is only the calculus of terror: Do we fight, flee, or pay tribute?