Several players have been wondering just how King of Dragon Pass manages the other clans in the game. What’s tracked? (I think this usually comes up in the context of whether a second raid on a clan will find them weakened.) Is there an artificial intelligence?
I just fixed a bug where a clan would raid you with 0 weaponthanes, so yes, the game obviously keeps track of that! In fact, I think this bug completely answers the question, in that the AI is clearly not up to player standards.
But it’s not quite that simple. For one thing, the game lets you interact not only with other clans, but groups. Some of these groups are worshippers of a specific deity (e.g. the Uroxi), others are actually much larger or amorphous (the trolls, dragonewts, or Horse-Spawn). This is one reason Horse-Spawn raids can be common: you are actually being attacked by different war bands. For simplicity though, the attitude and other relationship values are common for the entire group.
It’s also worth remembering that King of Dragon Pass tells a story. It’s not a simulation of Iron Age magical economics. So while the game does track food, population, cattle, etc. for every clan, it’s not trying to exactly duplicate what a human player would do. (If it were, the story would probably not have a happy ending…)
So yes, if you trade a treasure, the clan will almost certainly still have it if you go back. If you kill many of their warriors, it will take time to recruit more (just like it does for you). If they’re too short of cows to trade, it may be a while before they have enough. Their chief will remain chief until something happens, etc.
Early in development, we contemplated making King of Dragon Pass a multi-player game. This is one reason every clan is completely detailed. But we never figured out a way to make an interesting story game with multiple participants. There can, after all, be only one King of Dragon Pass!