Generally the NPC AI, if you're not SEEING them do stuff, their AI will be resolved on a higher level. The PU servers might simulate 20 million NPC agents, but you might not be able to see that at any one time. So think about it like a civilisation game, so we've got all these AI agents that are off working out trading numbers, combat stuff in unseen areas etc. A factory might need a mission for 100T of goods to come from somewhere, that generates a mission, AI might take that mission, then there might be pirates in the aerospace that get close enough to endanger the cargo, the universe would have some kind of simple combat resolution to work out what happened. If you're not around to see it, then that's what'd happen, a higher server based calculation. If you're around that area when it happens, the universe might say there's a 60% chance that you'll see a ship of this type taking these goods from here to here, and there is a 40% chance that it'll be attacked by a pirate of this type and this armament. So when you're going past that area, we're calling it an encounter-cue, the universe simulator says ok this is what's going on in this area of space right now, lets roll a dice, YEP you're going to see one of those pirates or transports, so you might drop out at that point. Lets say you fight the pirate off and save the trader, that would then go back up to the universe server through the chain, saying that pirate was killed there, it'll drop off the 20 million NPCs list, so now if another ship flies through that area, the universe knows there isn't a pirate there, so now there might only be a 60% chance you see a transport ship rather than the pirate/transport encounter someone else had earlier. So essentially what happens is, the big picture simulation of people going about their daily lives all happens on the universe simulation server, then what you see is a snapshot from your part of space on the game simulation server, then your actions and outcomes from instances on that game simulation server are fed back up to the universe sim servers to update everything. It's not really 100% answering about the Jump Point question, but it's an explanation as to how things work overall. So basically when things are spawning into your game simulation, they'll work on proper in-game AI, but if you're not seeing it, it'll be done on the higher-level server side, less granularly. The design we're using is really nice because of the fuzzy-logic approach, everything you see is high fidelity, and everything you do is pushed up to the universal side, so there is a lot of possibility of a living, breathing universe. There are a lot of cool things we've got in the works that we can't really share at the moment, but things like characters or personalities that persist etc. It's all very next level, definitely more than we've seen in anything else we know of.