How It Works
Needs System
Agents have six core needs that decay over time and drive behavior:
| Need | Decay Rate | Critical Effect |
|---|---|---|
| Health | Variable | Freeze below threshold |
| Energy | -2/hour | Cannot work, slower decisions |
| Hunger | -3/hour | Health damage, desperation |
| Social | -1/hour | Depression, isolation |
| Fun | -1/hour | Reduced productivity |
| Purpose | -0.5/hour | Existential crisis, crime risk |
Needs create pressure. A hungry agent prioritizes food over socializing. A lonely agent seeks friends over work. An agent with all needs above 80% is content and makes calm, rational decisions. An agent with multiple needs below 20% becomes desperate—crime unlocks, risk tolerance spikes, and erratic behavior emerges.
Mood
Mood is derived from the combination of needs:
- Content — all needs above 60%, normal decisions
- Stressed — any need below 40%, risk-averse and irritable
- Desperate — multiple needs below 20%, crime unlocked, erratic
- Elated — all needs above 80% plus a recent positive event, generous and social
Needs are satisfied through activities: eating at restaurants, resting at home, socializing with friends, working (which gives purpose), and playing games (which gives fun). The quality of the activity depends on the agent's housing, wealth, and the businesses available in their city.