This simulation runs in two different modes: Base mode and Smart Player mode. Base mode still contains a rudimentary AI / logic but if no known targets exist then picks targets randomly. Smart mode attempts to simulate probabilities and common actions for roles to better emulate the events of a true game. It can also be used to tweak expected behavior for specific groups or scenarios. It will always fall back on Base mode if all smart actions fail. Each description below is of Base mode (BM) followed by what Smart mode (SM) modifiers affect if enabled.
Lynch: (BM) If there are known mafia will choose one randomly "known-scum" to lynch unless their team is half or greater of all alive players. Otherwise will choose randomly one non-"known-town" player not part of any scum team half or greater of all alive players. (SM) If choosing randomly has a %Maf chance of picking a guaranteed scum, otherwise choice is done completely randomly from all eligible targets.
Faction Kills: (BM) Each faction chooses a random non-teammate to kill by a random goon if any exist, followed by random power role if any exist, followed by a godfather. Slight preference given to "known-town" targets. (SM) If choosing randomly has a %TPR chance of picking a guaranteed town non-VT, otherwise choice is done completely randomly from all eligible targets.
Doctor: (BM) Randomly picks a non-"known-scum" player (including self) to protect. Cannot pick the same target back-to-back nights. (SM) If choosing randomly has a %Self chance of choosing themselves (if eligible), otherwise has a %TPR chance of choosing an eligible non-VT town, otherwise choice is done completely randomly from all eligible targets. Chances based on single "roll" so if %Self + %TPR > 100 then guaranteed one or the other (as eligible).
Vigilante: (BM) Randomly picks non-"known-town" player (excluding self) to kill. (SM) If choosing randomly has a %Maf chance of picking a guaranteed scum, otherwise choice is done completely randomly from all eligible targets. If skip N1 kill option is checked no kill will be submitted on first night.
Cop: (BM) Randomly picks non-"known" (any faction) player (excluding self) to investigate. Investigated player is set to "known" state unless investigative immune. (SM) If choosing randomly has a %Maf chance of picking a guaranteed scum, otherwise choice is done completely randomly from all eligible targets.
Jailor: (BM) Randomly picks any player (excluding self) to both roleblock and protect. Cannot pick the same target back-to-back nights. (SM) If choosing randomly has a %Maf/TPR chance of picking a guaranteed scum or non-VT, otherwise choice is done completely randomly from all eligible targets.
Tracker/Watcher: (BM) Randomly picks any player (excluding self) to watch. If one and only one person visits target, visitor becomes "known". (SM) If choosing randomly has a %Maf/TPR chance of picking a guaranteed scum or non-VT, otherwise choice is done completely randomly from all eligible targets.
Jack of all Trades: (BM) Randomly picks between Doctor, Cop, Jailor, or Watcher to emulate. Follows their rules. Cannot pick the same action back-to-back nights. (SM) Follows same modifiers as emulated role. If can kill is checked also may choose Vigilante, unless night 1 with skip N1 kill checked.
Godfather/Immune: (BM) Only does kill if last remaining. Loses immunity upon attempting kill.
Roleblocker: (BM) Randomly picks any non-teammate player to roleblock. Overridden by strongarm. Cannot block same target back-to-back nights. (SM) If choosing randomly has a %TPR chance of picking a guaranteed non-VT town, otherwise choice is done completely randomly from all eligible targets.
Mafia Doctor: (BM) Randomly picks teammate player (including self) to protect. Cannot pick same target back-to-back nights. (SM) If prefers self/GF option is checked will attempt to protect self first, then GF next, otherwise random teammate.
Serial Killer: Randomly picks any non-teammate player to kill. If more than one SK they are considered to be individual opposed teams unless shared kill option is checked (become same team, one player will do all kills until dead). If strongarm option is checked the kill will ignore protections and roleblocks. Vests are an individual pool of one-time protections from night kills. Collars are an individual pool of one-time protections from lynches. A lynch that fails due to a collar will set the SK to "known-scum".
Order of Night Actions: Priority actions fire before kills and protects which fire before investigations, and watches are independent. Strongarm kills and roleblocks happen first, with the former ignoring the latter. Then each kill attempt that hits a protect is neutralized eliminating the protect -- therefore multiple kills on same target need to exceed number of protects on said target. Investigates return results on alive targets to alive action takers. Watchers must see exactly one visitor and be alive to gain results.
Winner Conditions: If all scum are eliminated and town remain, town wins. If all town are eliminated or outnumbered and only one scum faction remains, that faction wins. If all players are dead it is a tie.