Nemesis hierarchy explained: a roster that machine-generates the next conflict
ccerrato147 · x · 2026-10-23
Part 9 of the Nemesis-system thread (with a screenshot of the enRAGE mod's O'Driscoll Boys hierarchy UI in RDR2): hierarchy is useful because it creates dependencies — removing a captain creates a vacancy, and promoting a replacement can change their power or equipment. Monolith's original patent chains those updates, turning a roster into a machine that generates the next conflict.
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