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