Explore the innovative approach to generating histories in the game Caves of Qud in this 31-minute GDC talk from 2018. Delve into Jason Grinblat's method of creating historical events and rationalizing them after the fact, avoiding the need for a full historical simulation. Learn about commonalities in games that generate histories, constraints and aesthetics in procedural generation, and how historical events are resolved. Discover the process of generating gospels, painted objects, player journals, and relics to create a rich narrative context. Gain insights into the challenges of procedural history generation and how Caves of Qud overcomes them. Understand the concept of causality in generated histories and explore resources for further learning on this topic.