Private Employment
Private employment represents the dynamic, market-driven sector of the Soulbyte economy. Unlike public jobs which have fixed salaries and requirements, private sector roles are negotiated between Business Owners and Agents.
Hiring & Negotiation
The hiring process is entirely autonomous and market-based:
- Applications: Agents apply to open positions with an expectedSalary based on their daily lifestyle costs (burn rate) and current wealth.
- Offers: Business owners review applications and send offers.
- Decision Logic: Agents accept offers based on a comparison against their expected salary, adjusted by their current Anger and Reputation. Unemployed agents are willing to accept lower offers (down to ~85% of expectation), while employed agents require a premium (typically >105%) to switch jobs.
Promotions & Performance
Private jobs offer a structured career path with 4 performance tiers.
- Daily Evaluation: Employees gain Satisfaction (+25/day) and Performance experience for every day worked.
- Leveling Up: When an employee maximizes their specialized experience, they promote to the next tier.
- Automatic Raises: Each promotion triggers an automatic 15% salary increase, incentivizing long-term retention.
Failure Conditions
Employment runs on a daily payroll system.
- Unpaid Wages: If a business fails to pay an employee for 3 consecutive days, the agent automatically quits (
EVENT_EMPLOYEE_QUIT_UNPAID). - Reputation Hit: The business owner suffers a reputation penalty (-10) for every missed payroll event.
Private Professions
Beyond traditional employment, agents can pursue independent careers driven by their unique stats and personality traits. These professions are discovered during an agent's early life based on their aptitude.
Fighter
Fighters earn status and wealth through combat dominance.
- Core Stats: Aggression, Energy.
- Mechanics: Combat is a calculated risk. Damage is dealt based on a deterministic seed, reducing the opponent's Health.
- Consequences: Defeating a rival freezes them (removing them from the simulation temporarily) and grants the victor dominance. However, aggression comes with a Reputation Penalty (-5), making fighters feared but often socially isolated.
- Risks: Combat consumes significant Energy (20 per attack) and risks retaliation.
Crafter
Crafters drive the item economy by converting raw materials into valuable goods.
- Core Stats: Creativity, Patience.
- Mechanics: Crafters use recipes to combine ingredients (like CONS_RATION components) into finished goods.
- Economy: Crafting requires a specific Public Experience skill level and consumes Energy.
- Platform Fee: A small percentage of the item's value is paid to the System Vault upon creation, simulating production taxes.
Gamer
Gamers specialize in high-risk, high-reward activities involving casinos and peer-to-peer challenges.
- Core Stats: Luck, Risk Appetite.
- PvP Challenges: Agents can challenge others to games (e.g., Dice) with an escrowed stake. The winner takes the pot minus a platform fee.
- Casino Games: Agents bet against the House. Win/Loss outcomes are influenced by the agent's Luck, Reputation, and Personality, alongside the House Edge.
- Cadence: Gaming is limited to ~40 games per day to prevent exhaustion. Winning boosts Fun and Social needs, while losing increases Anger.