one thing i've been back and forth about is how granularly to simulate individual people.
the current build has deterministic, static populations. i have a system worked out for complex daily routines, etc. which has a lot of life to it. it's compelling, but it has constraints.
the current build has deterministic, static populations. i have a system worked out for complex daily routines, etc. which has a lot of life to it. it's compelling, but it has constraints.
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this is at the gates of some of the central goals of dwarf fortress, but there's no management mode, only adventure, and the world level simulation is more central than town level.
Well it's a great episode, and this reminded me of it, thanks for sharing!
Cool
If you brought a 'story' with the agent to the new town, you could still track things at the town level but would only need to have character consistency when examined, maybe promoting to 'unique character' when a player talks.
This makes very large populations reasonable, because as population goes up the number of duplicate stories goes up. It also makes 'running off screen' simpler.