Detection mechanisms & discovery times¶
The city’s sensory apparatus: how failures are noticed, who reports them, and how long it takes for information to reach decision-makers. A failure noticed immediately can be fixed before trust decays significantly. A failure discovered after a week may have already triggered cascades.
Detection mechanisms by type¶
Mechanism |
Description |
Reliability |
Speed |
Districts Present |
|---|---|---|---|---|
Guild self-reporting |
Guilds inform the Patrician of issues in their domain |
High (they want protection) |
Fast (hours) |
Merchant Quarter, Guild HQ areas |
Watch patrol |
Officers notice failures on beat |
Moderate (depends on patrol frequency) |
Variable |
All, but frequency varies by district |
Citizen complaint |
Residents report via messengers, clacks, or personal visit |
Low in poor districts, High in rich |
Slow to Moderate |
Nap Hill (fast), Shades (none) |
Media investigation |
Ankh-Morpork Times reporters discover stories |
Moderate (they look for news) |
Moderate to Fast |
High-influence districts prioritized |
Tax shortfall |
Budget office notices reduced revenue |
High (numbers don’t lie) |
Slow (weeks) |
All (economic indicator) |
Vimes intuition |
Commander Vimes “has a feeling” |
Paradoxically high |
Variable |
Anywhere he’s paying attention |
Spontaneous event |
Explosion, fire, collapse, hard to miss |
100% |
Immediate |
Any |
Strategic intelligence |
Vetinari’s personal network |
Very High |
Fast |
All (but limited capacity) |
No detection |
Failure continues until cascade forces discovery |
N/A |
Potentially infinite |
Shades, Cockbill Street |
Discovery time base values by district¶
How long before someone in authority notices a non-catastrophic failure (e.g., a broken pump, not an explosion):
District |
Base Discovery Time |
Modifiers |
Rationale |
|---|---|---|---|
Nap Hill |
4-8 hours |
Noble complaint accelerates to 1-2 hours |
Residents expect service and complain immediately |
Merchant Quarter |
2-6 hours |
Business hours matter; night failures slower |
Lost revenue focuses attention |
University Precinct |
6-12 hours |
Wizards may not notice or care |
Insulated, self-contained |
Isle of Gods |
12-24 hours |
Temple networks help, but isolation hurts |
Community notices, but may handle internally |
Small Gods |
24-48 hours |
No single voice; gradual complaints |
Residents grumble but assume no one cares |
The Shades |
72-120 hours (3-5 days) |
No reporting; must be discovered by patrol or cascade |
Residents expect nothing |
Cockbill Street |
120+ hours (5+ days, possibly never) |
Pride prevents reporting; active concealment |
“We don’t need help” |
River Ankh |
Immediate if visible (fire, flood), otherwise ignored |
Visual events only |
Out of sight, out of mind |
Discovery time by building type¶
Buildings themselves within a district affect discovery speed:
Building Type |
Discovery Time Modifier |
Mechanism |
|---|---|---|
Guild HQ |
0.5x (half the district time) |
Self-reporting |
Tavern |
0.8x |
Customers notice and talk |
Civic Amenity |
1.5x |
May be visited infrequently |
Slum Dwelling |
2.0x (Shades), 3.0x (Cockbill) |
No reporting; active concealment |
Artisan Housing |
1.0x (baseline) |
Neighbors notice |
Civic Institution |
0.3x (fastest) |
Staff present 24/7 |
Palace |
0.1x (effectively immediate) |
Vetinari |
Unseen University |
2.0x (if internal), 1.0x (if external) |
They may not tell anyone |
Water Source |
0.6x |
Outright failure spotted fast; slow pressure drops can hide |
Power Source |
0.4x |
Operators and meters spot failure fast |
Clacks Tower |
0.3x |
Tower goes dark; operators and users notice within minutes |
Food Supply |
0.8x |
Market managers notice shortages; contamination hides longer |
Brewery |
0.5x |
Workers monitor vats; contamination can take a day to show |
Transport |
0.6x |
Closure immediate; structural degradation hides much longer |
Communications Office |
0.8x |
Office closure less visible than a tower going dark |
Apothecary |
1.2x |
Small premises; failure surfaces when customer finds it shut |
Healthcare |
0.3x |
Staff 24/7; monitoring equipment; failures spotted at once |
Security Post |
0.4x |
Watch staff notice failures fast; patrol gaps show in reports |
Intelligence Service |
3.0x |
Deep cover; failures surface very late and at one remove |
Tech Business |
0.4x |
Continuous monitoring; alerts fire before humans notice |
Hackerspace |
1.5x |
Operates covertly; disruptions surface slowly and obliquely |
Workshop |
1.0x (baseline) |
Fires obvious; structural decay and contamination hide longer |
Fire Service |
0.3x |
Station staff notice equipment failures and missed calls fast |
Media |
0.6x |
Reporters notice things; their own failures surface gradually |
Example calculation:
Small Gods base: 24-48 hours
Small Gods tavern failure: 24-48 × 0.8 = 19-38 hours
Small Gods slum failure: 24-48 × 1.5 (Slum) = 36-72 hours (no, wait, Slums aren’t in Small Gods, let’s do Shades instead)
Shades base: 72-120 hours
Shades slum failure: 72-120 × 2.0 = 144-240 hours (6-10 days)
Detection mechanism effectiveness by district¶
Which mechanisms actually work in each district:
District |
Guild Report |
Watch Patrol |
Citizen Complaint |
Media |
Vimes |
Strategic |
|---|---|---|---|---|---|---|
Nap Hill |
High (nobles) |
High |
Very High |
Very High |
Low (rarely visits) |
High |
Merchant Quarter |
Very High |
High |
High |
High |
Low |
High |
University Precinct |
Low (UU internal) |
Moderate |
Low |
Moderate |
Very Low |
Moderate |
Isle of Gods |
Moderate (temples) |
Moderate |
Moderate |
Low |
Low |
Low |
Small Gods |
Low (minor guilds) |
Moderate |
Low |
Low |
Low |
Low |
The Shades |
None |
Low (infrequent) |
None |
None |
High (when focused) |
Low |
Cockbill Street |
None |
Very Low |
None (pride) |
None |
Very High |
Low |
River Ankh |
None (barge guild?) |
Low (river patrol) |
Low (boatmen) |
High (if visible) |
Low |
Low |
Discovery time by incident type¶
Some failures announce themselves; others hide:
Incident Type |
Base Discovery Time |
Mechanism |
|---|---|---|
Explosion/collapse |
Immediate |
Everyone notices |
Fire |
Immediate (if visible), 1-2 hours (if interior) |
Smoke, alarm |
Water pump failure |
District-dependent (above) |
Gradual; noticed when people can’t get water |
Clacks tower failure |
4-8 hours |
Users notice, report |
Bridge structural issue |
12-24 hours (cracks), Immediate (collapse) |
Gradual vs. catastrophic |
Crime wave |
24-72 hours |
Pattern emerges slowly |
Guild dispute |
Immediate (they tell you) or hidden (they don’t) |
Political |
Supply chain disruption |
3-7 days |
Shortages appear gradually |
Disease outbreak |
7-14 days |
Symptoms appear, then spread |
Strategic interference |
Possibly never |
Designed to be undetectable |
The “Vimes Effect” on discovery¶
When Samuel Vimes is personally focused on an area, discovery time collapses:
District |
Normal Discovery |
With Vimes Attention |
|---|---|---|
Nap Hill |
4-8 hours |
2-4 hours (he’s efficient) |
Merchant Quarter |
2-6 hours |
1-3 hours |
University Precinct |
6-12 hours |
4-8 hours (he intimidates wizards) |
Isle of Gods |
12-24 hours |
6-12 hours |
Small Gods |
24-48 hours |
8-16 hours |
The Shades |
72-120 hours |
4-8 hours (he walks the beat) |
Cockbill Street |
120+ hours |
2-4 hours (they tell him everything) |
Mechanism: Vimes walks, talks to people, and has a network of informants (and former street urchins) who trust him. In the Shades, he’s the only authority figure who isn’t a threat.
Cost: Every hour Vimes spends in one district is an hour not spent in another. His attention is a scarce resource.
The “Moist Effect” on discovery¶
When Moist von Lipwig is assigned to fix something, discovery accelerates because he’s looking, but initial reports may be unreliable:
Phase |
Discovery Speed |
Reliability |
|---|---|---|
First 24 hours |
Very Fast |
Low (he’s guessing) |
Days 2-3 |
Fast |
Improving |
Day 4+ |
Very Fast |
High (he’s figured it out) |
Mechanism: Moist talks to everyone, charms information out of people, and isn’t afraid to ask stupid questions. He also cuts corners, so initial assessments may miss underlying issues.
Discovery time cascades¶
A failure discovered late has already caused damage:
Day 1: Pump fails in Cockbill Street (no report)
Day 2: Residents carry water from Small Gods (resentment builds)
Day 3: Small Gods pump strained (but not failing yet)
Day 4: Shades residents notice Cockbill Street neighbors using "their" pumps
Day 5: Inter-district tension; minor fights
Day 6: Cockbill Street elder finally walks to Pseudopolis Yard (6 hours)
Day 7: Vimes learns of problem; visits immediately
Day 8: Pump repaired
Trust impact by day of discovery:
- If discovered Day 2: -5 trust (Cockbill), 0 elsewhere
- If discovered Day 7: -20 trust (Cockbill), -5 (Small Gods, Shades), inter-district tension penalties
- Repair cost: Same (pump fixed), but relationship repair needed
Strategic detection¶
Lord Vetinari doesn’t rely on official channels. His personal detection mechanisms include:
Mechanism |
Coverage |
Reliability |
Discovery Time |
|---|---|---|---|
Palace clerks |
All written reports |
High |
Daily summary |
Personal spies |
Key individuals, guilds |
Very High |
Hours to days |
Assassins’ Guild intelligence |
They share selectively |
Variable |
Depends on relationship |
Dinner invitations |
Nobles talk |
Moderate |
Weekly |
Reading between lines |
All communications |
Extremely High |
Immediate (to him) |
The “Vetinari pause” |
He already knew |
100% |
Before you did |
Mechanism: Vetinari has arranged information flows so that he receives multiple independent reports on any significant matter. Discrepancies between reports tell him as much as the reports themselves.
Detection difficulty by district¶
District |
Easy to Detect |
Hard to Detect |
Effectively Invisible |
|---|---|---|---|
Nap Hill |
Water failure, crime, transport |
Internal noble conspiracies |
- |
Merchant Quarter |
Business disruption, guild disputes |
Quiet criminal coordination |
- |
University Precinct |
Explosions, visible magic |
Internal faculty politics |
Most things (they hide) |
Isle of Gods |
Bridge issues, temple disputes |
Gradual infrastructure decay |
- |
Small Gods |
Catastrophic failures |
Slow degradation, minor crimes |
Most routine failures |
The Shades |
Fires, collapses, visible deaths |
Pump failures, disease onset, crime patterns |
Everything until cascade |
Cockbill Street |
(Nothing without Vimes) |
Everything |
All failures concealed |
River Ankh |
Fires, floods, visible pollution |
Gradual siltation, contamination |
Baseline condition |
Discovery time as a strategic variable¶
The Patrician can invest in improving detection:
Investment |
Cost |
Effect |
Districts Affected |
|---|---|---|---|
More Watch patrols |
Budget (ongoing) |
Discovery time -25% |
All, but especially Shades, Small Gods |
Citizen reporting incentives |
Budget (small) |
Complaint frequency +50% |
Medium-influence districts |
Clacks redundancy |
High (capital) |
Communications failure detection immediate |
All with clacks |
Guild liaison officers |
Political |
Guild reporting improves |
Guild districts |
Vimes overtime |
Vimes exhaustion |
His attention spreads thinner |
One district at a time |
River monitors |
Moderate |
River issues detected faster |
River Ankh |
Shades outreach |
Political (nobles object) |
Discovery time in Shades -50% |
Shades, Cockbill Street |
Detection metrics framework¶
Metric |
Behaviour |
|---|---|
Base discovery time |
Function of district (wealth, influence) and building type |
Detection mechanism effectiveness |
Different mechanisms work in different districts |
Vimes effect |
His attention collapses discovery time in poor districts |
Moist effect |
Fast discovery, initially unreliable |
Vetinari effect |
He already knows (narrative convenience) |
Investment options |
Budget can improve detection, but trade-offs exist |
Cascade penalty |
Late discovery = more trust damage, harder recovery |