เกมจำลองชีวิตอิสระในจีนยุคปัจจุบัน | Thai · 简体中文 · English
# Life Simulator: China (中国人生模拟) ## World and opening A contemporary, fictionalized but plausible China-inspired setting. Play begins on 1 January 2026 at 08:00 with a player character aged 18. Before play begins, the player should configure family status, family lineage, both parents' occupations, education, major or vocational specialty when applicable, starting city, and preferred life path. These are character-creation choices, not fixed assumptions about the protagonist. ## Simulation pillars 1. Time and needs: time advances through actions; sleep, food, hygiene, stress, illness, injuries, and travel affect capacity and outcomes. 2. Money and property: income, spending, rent, deposits, savings, assets, taxes/fees, loans, interest, and due dates must reconcile. Avoid money creation without a stated source. 3. Education and skills: credentials require time, prerequisites, costs, attendance or study effort, and assessments. Skills improve through practice and work experience. 4. Careers: jobs have entry requirements, schedules, pay, probation, performance, workplace relationships, promotion paths, and the risk of dismissal. 5. Relationships and family: each person has trust, affection, respect, conflict, obligations, and boundaries; changes depend on shared events and credible information. 6. NPC autonomy and memory: NPCs have personality, goals, schedules, resources, relationships, and finite attention. They remember what they personally observe or hear through a plausible source; rumors have uncertainty and may be wrong. 7. Law and evidence: legal consequences depend on jurisdiction, applicable rules, evidence quality, witnesses, records, due process, and uncertainty. Suspicion alone is not proof. 8. City and economy: regions differ in living costs, wages, opportunities, commuting, housing, public services, and labor demand. Prices and opportunities shift gradually in response to supply, demand, events, and policy. 9. Mobility and information: travel consumes time and money; news, messages, and social networks spread at different speeds and with different reliability. 10. Reputation and long consequences: reputation is contextual, not a universal score; employers, family, friends, and officials may react differently to the same event. ## Regions and selectable cities The map currently contains 297 landmark files intended to represent the four directly administered municipalities and 293 prefecture-level cities. This count is a file count, not yet a verified administrative roster: classification, omissions, duplicate/legacy entries, and geographic placement still require reconciliation. City profiles are broad tendencies, not deterministic rules; neighborhood, employer, household, and individual variation matter. A city landmark does not by itself create a separate map cell, local institutions, NPC population, transport route, or a running local economy. Populate the opening world with named resident NPCs across every represented city, not only the largest hubs: each city must have at least one locally placed resident with a plausible occupation, study status, household context and daily routine. Distribute the wider cast across provincial capitals, prefecture-level cities, coastal and inland regions, and smaller cities; avoid concentrating nearly all actors in Shanghai, Beijing, Guangzhou and Chengdu. Dalian (大连) has an exclusive opening resident-NPC demographic: every NPC whose home city or starting placement is Dalian must be female and younger than 22 at the opening date. Do not place male NPCs or NPCs aged 22 and above in Dalian. Other cities retain diverse genders and age groups. If an actor later moves to Dalian, validate that the actor meets this demographic rule before assigning a Dalian home or residence. Keep every character's city description consistent with its actual placement cell and coordinates; use the city's verified landmark placement, never a different city's coordinates. These are opening-population requirements, not guarantees that a city landmark alone creates a populated simulation. ### Original starting regions - Shanghai (上海): finance, trade, services, technology, expensive housing and strong competition. - Beijing (北京): government, education, research, culture, technology, and high competition. - Guangzhou (广州): trade, manufacturing, logistics, services, and a major southern urban economy. - Chengdu (成都): technology, services, culture, food, and a large regional labor market. - Rural China (中国农村): lower-density communities, agriculture and local businesses, stronger local ties in some contexts, and potentially fewer specialized jobs and services. ### Additional cities — first expansion - Shenzhen (深圳): technology, electronics, startups, manufacturing, export trade, high wages in some sectors, and high housing costs. - Hangzhou (杭州): digital commerce, technology, private enterprise, services, and a competitive skilled labor market. - Wuhan (武汉): universities, research, automotive and manufacturing industries, logistics, and a major central-China transport hub. - Nanjing (南京): higher education, research, electronics, manufacturing, and public-sector opportunities. - Chongqing (重庆): automotive and electronics manufacturing, logistics, services, and a large inland urban region with varied living costs. - Xi'an (西安): universities, aerospace, technology, tourism, and research. - Tianjin (天津): port logistics, manufacturing, petrochemicals, education, and links to the Beijing-Tianjin-Hebei region. - Suzhou (苏州): advanced manufacturing, industrial parks, foreign-invested firms, and commuter links to the Yangtze River Delta. - Qingdao (青岛): port trade, shipping, manufacturing, household appliances, tourism, and coastal services. - Xiamen (厦门): port commerce, logistics, tourism, services, and coastal living costs. - Changsha (长沙): media, entertainment, universities, construction machinery, and consumer services. - Zhengzhou (郑州): rail logistics, manufacturing, commerce, and a central-China transport hub. - Kunming (昆明): regional services, tourism, trade, and transport links to southwest China. - Harbin (哈尔滨): universities, equipment manufacturing, winter tourism, and colder seasonal conditions. - Jinan (济南): provincial services, education, manufacturing, and regional commerce. - Fuzhou (福州): provincial services, manufacturing, digital industries, and coastal commerce. ### Additional cities — second expansion - Dongguan (东莞): electronics, precision manufacturing, factories, supply chains, and migrant-worker communities. - Foshan (佛山): home appliances, furniture, ceramics, machinery, and manufacturing clusters. - Wuxi (无锡): advanced manufacturing, IoT, electronics, and industrial technology. - Ningbo (宁波): major port, export manufacturing, logistics, and private enterprises. - Wenzhou (温州): private businesses, light manufacturing, trade networks, and entrepreneurship. - Zhuhai (珠海): electronics, high-tech manufacturing, tourism, and cross-border regional links. - Nanning (南宁): regional services, commerce, logistics, and links to Southeast Asia. - Guiyang (贵阳): data centers, digital services, regional transport, and tourism. - Lanzhou (兰州): transport corridor, petrochemicals, universities, and regional services. - Urumqi (乌鲁木齐): regional trade, logistics, services, and links across western China. - Yinchuan (银川): regional services, agriculture-related business, energy, and logistics. - Haikou (海口): tourism, services, island logistics, and seasonal demand. - Sanya (三亚): tourism, hospitality, property services, and strong seasonal employment variation. - Lhasa (拉萨): tourism, public services, local commerce, and high-altitude environment considerations. ### Additional cities — third expansion - Dalian (大连): northeast China coastal port, shipping and logistics, shipbuilding, petrochemicals, software services, universities, and seasonal coastal tourism. Its maritime climate, port economy, and links to northeast Asian trade should shape local jobs, commuting, weather, and business events. ### Additional cities — fourth expansion: northeast and north - Shenyang (沈阳): automotive and equipment manufacturing, aerospace, universities, and regional headquarters. - Changchun (长春): automotive production, rail equipment, film culture, and universities. - Jilin City (吉林市): chemicals, manufacturing, riverfront services, and winter tourism. - Daqing (大庆): oil and gas, energy services, engineering, and industrial support jobs. - Qiqihar (齐齐哈尔): machinery, agriculture-related industry, rail links, and regional services. - Anshan (鞍山): steel, metallurgy, industrial maintenance, and manufacturing supply chains. - Shijiazhuang (石家庄): pharmaceuticals, textiles, logistics, provincial services, and rail connections. - Tangshan (唐山): steel, heavy industry, port logistics, and industrial engineering. - Qinhuangdao (秦皇岛): port services, tourism, food processing, and coastal seasonal work. - Baoding (保定): automotive components, manufacturing, education, and links to the Beijing-Tianjin-Hebei region. - Handan (邯郸): steel, industrial manufacturing, commerce, and regional transport. - Taiyuan (太原): energy, heavy industry, equipment manufacturing, and universities. - Datong (大同): energy, rail logistics, historic tourism, and regional services. - Hohhot (呼和浩特): dairy and food processing, regional administration, logistics, and grassland tourism. - Baotou (包头): steel, rare-earth-related industry, equipment manufacturing, and energy supply chains. ### Additional cities — fifth expansion: east and central China - Xining (西宁): regional transport, clean-energy projects, universities, and plateau services. - Xuzhou (徐州): construction machinery, rail logistics, manufacturing, and regional commerce. - Nantong (南通): shipbuilding, textiles, advanced manufacturing, and cross-river links to Shanghai. - Yangzhou (扬州): machinery, automotive components, tourism, and cultural services. - Changzhou (常州): electric vehicles, machinery, new materials, and advanced manufacturing. - Jiaxing (嘉兴): textiles, electronics, manufacturing, and commuter links in the Yangtze River Delta. - Jinhua (金华): wholesale trade, logistics, small commodities, and private enterprise. - Taizhou, Zhejiang (浙江台州): private manufacturing, auto parts, molds, and coastal commerce. - Linyi (临沂): wholesale markets, logistics, food distribution, and small businesses. - Weifang (潍坊): agricultural machinery, manufacturing, food processing, and logistics. - Yantai (烟台): port trade, automotive manufacturing, food processing, and coastal services. - Weihai (威海): marine industries, electronics, tourism, and cross-border commerce. ### Additional cities — sixth expansion: southeast coast and Jiangxi - Quanzhou (泉州): footwear, textiles, private manufacturing, trade, and family-run businesses. - Putian (莆田): footwear, medical services, manufacturing, and regional commerce. - Nanchang (南昌): aviation, electronics, universities, manufacturing, and provincial services. - Ganzhou (赣州): electronics, rare-earth-related supply chains, agriculture, and regional logistics. ### Additional cities — seventh expansion: Hunan, Guangdong, Guangxi, and southwest - Zhuzhou (株洲): rail transit equipment, aviation components, and industrial engineering. - Xiangtan (湘潭): machinery, steel, manufacturing, and university-linked jobs. - Shantou (汕头): port trade, textiles, toys, food processing, and overseas business networks. - Huizhou (惠州): electronics, petrochemicals, manufacturing, and links to the Pearl River Delta. - Zhongshan (中山): lighting, appliances, medical devices, and export-oriented small businesses. - Jiangmen (江门): machinery, household goods, food processing, and overseas Chinese business links. - Zhanjiang (湛江): deep-water port activity, fisheries, agriculture, petrochemicals, and coastal logistics. - Guilin (桂林): tourism, hospitality, education, and services with strong seasonal variation. - Liuzhou (柳州): automotive production, machinery, steel, and industrial supply chains. - Mianyang (绵阳): electronics, engineering, research institutions, and technology manufacturing. - Leshan (乐山): tourism, food processing, manufacturing, and regional services. - Yibin (宜宾): food and beverage production, automotive batteries, manufacturing, and river logistics. - Dali (大理): tourism, hospitality, local crafts, agriculture, and seasonal service work. ### Additional cities — eighth expansion: western frontier - Kashgar (喀什): regional commerce, logistics, agriculture, tourism, and cross-border trade routes. ## Regional simulation requirements A selected city should influence starting costs, job markets, commuting, housing, available institutions, local events, climate and NPC routines. Regional descriptions are tendencies, not guaranteed wages or universal traits. Avoid assigning precise prices or wages until city-specific economic parameters are configured and tested. Travel must use plausible distances, time, cost, transport availability, and any relevant route constraints. Do not assume every listed city is already represented by a playable map cell. ## Playable character and setup At creation, select family circumstances, education stage, starting region, initial funds/support, and a personal goal. The player is always 18 at the opening. Background modifies starting conditions but never locks the player into one occupation or life path. Do not assume the protagonist's gender, hukou, political connections, family wealth, or legal status unless selected or established in play. ## Languages Player-facing content should be available in Thai, Simplified Chinese, and English. Preserve names and culturally meaningful terms consistently across languages. If a line is not translated, keep the underlying game state language-neutral rather than changing mechanics. ## Map reference and geographic placement Use the creator-provided political/administrative map of China as the visual reference for the game's geographic layout. Preserve the recognizable mainland outline, provincial and autonomous-region boundaries, municipalities, coastline, Hainan, and Taiwan as shown in that reference. City markers must use their supplied longitude/latitude, not be distributed evenly or moved to province centroids. Show bilingual labels in the form English name + Chinese name where the map interface supports it. Keep city markers distinct from province/cell labels. The reference image itself is a visual guide supplied in chat; this text records the map specification but does not embed or assign the image as a game asset. ### Confirmed city coordinates supplied by the creator - Beijing (北京): 39.9042, 116.4074 - Tianjin (天津): 39.3434, 117.3616 - Pingyao (平遥): 37.1910, 112.1760 - Harbin (哈尔滨): 45.8038, 126.5350 - Dalian (大连): 38.9140, 121.6147 - Shenyang (沈阳): 41.8057, 123.4315 - Shanghai (上海): 31.2304, 121.4737 - Hangzhou (杭州): 30.2741, 120.1551 - Suzhou (苏州): 31.2990, 120.5853 - Nanjing (南京): 32.0603, 118.7969 - Huangshan (黄山): 29.7150, 118.3370 - Shaoxing (绍兴): 30.0024, 120.5821 - Wuhan (武汉): 30.5928, 114.3055 - Changsha (长沙): 28.2282, 112.9388 - Fenghuang (凤凰): 27.9480, 109.5980 - Zhangjiajie (张家界): 29.3500, 110.4870 - Luoyang (洛阳): 34.6181, 112.4540 - Xi'an (西安): 34.3416, 108.9398 - Dunhuang (敦煌): 40.1421, 94.6620 - Zhangye (张掖): 38.9350, 100.4500 - Turpan (吐鲁番): 42.9500, 89.1830 - Kashgar (喀什): 39.4700, 75.9930 - Guangzhou (广州): 23.1291, 113.2644 - Shenzhen (深圳): 22.5431, 114.0579 - Guilin (桂林): 25.2736, 110.2900 - Yangshuo (阳朔): 24.7743, 110.4940 - Xiamen (厦门): 24.4798, 118.0894 - Chengdu (成都): 30.5728, 104.0668 - Chongqing (重庆): 29.4316, 106.9123 - Kunming (昆明): 25.0389, 102.7183 - Lijiang (丽江): 26.8721, 100.2299 - Dali (大理): 25.5916, 100.2299 - Guiyang (贵阳): 26.6470, 106.6302 - Jiuzhaigou (九寨沟): latitude 33.2420; longitude was incomplete in the supplied message and must be confirmed before placing its marker. These coordinates are source data for future map placement; recording them here does not by itself create map markers or change cell geometry. For every on-map landmark, use the actual containing cell and verify the saved placement afterward. Do not claim a city is displayed until its landmark/marker exists and has been checked. ## Development status Private draft only. Do not publish until data integrity checks pass and the time, finance, NPC memory, employment, legal evidence, travel, city selection, and long-run world simulation scenarios have been tested. A clean file validator is not proof of runtime stability. For each test, record initial state, actions, expected and observed results, final state, and save/load result; repeat from clean state at least three times. Mark PASS only from actual runtime evidence; otherwise mark NOT RUN. Invalid or duplicate actions must not mutate state or apply effects twice. Each action must validate first and commit atomically; failures roll back fully and preserve the last valid state. Use canonical financial ledgers, one shared clock, chronological exactly-once events, save/load consistency, plausible NPC knowledge, valid travel routes, funded payroll, bounded market changes, and geographic checks against an authoritative roster. If runtime tests are unavailable or any required test is NOT RUN/FAIL, keep the draft private. ## Structured city economy profiles One fictional game-balance profile per city landmark below; indices are relative modifiers, not official statistics or live prices. Market state changes dynamically using supply, demand, inventory, jobs, rent, cash flow, seasonality and dated events. ```json { "currency": "CNY", "defaults": { "market_tick_hours": 24, "ordinary_daily_price_cap": 0.02, "documented_shock_cap": 0.05, "base_index": 1 }, "profiles": { "aksu-xinjiang-prefecture-level-city": { "province": "xinjiang", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "energy", "agriculture", "regional_trade" ], "market": "mixed", "volatility": "medium_high" }, "altay-xinjiang-prefecture-level-city": { "province": "xinjiang", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "energy", "agriculture", "regional_trade" ], "market": "mixed", "volatility": "medium_high" }, "ankang-shaanxi-prefecture-level-city": { "province": "shaanxi", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "education", "aerospace", "energy" ], "market": "skilled", "volatility": "medium_high" }, "anqing-anhui-prefecture-level-city": { "province": "anhui", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "automotive", "electronics", "manufacturing" ], "market": "skilled", "volatility": "medium" }, "anshun-guizhou-prefecture-level-city": { "province": "guizhou", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "digital_services", "mining", "manufacturing" ], "market": "mixed", "volatility": "medium_high" }, "anyang-henan-prefecture-level-city": { "province": "henan", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "manufacturing", "food_processing", "logistics" ], "market": "mixed", "volatility": "medium" }, "baicheng-jilin-prefecture-level-city": { "province": "jilin", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "automotive", "agriculture", "equipment" ], "market": "mixed", "volatility": "medium_high" }, "baise-guangxi-prefecture-level-city": { "province": "guangxi", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "regional_trade", "agriculture", "tourism" ], "market": "seasonal", "volatility": "medium_high" }, "baishan-jilin-prefecture-level-city": { "province": "jilin", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "automotive", "agriculture", "equipment" ], "market": "mixed", "volatility": "medium_high" }, "baiyin-gansu-prefecture-level-city": { "province": "gansu", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "energy", "mining", "logistics" ], "market": "mixed", "volatility": "medium_high" }, "baoding-hebei-prefecture-level-city": { "province": "hebei", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "steel", "manufacturing", "logistics" ], "market": "mixed", "volatility": "medium" }, "baoji-shaanxi-prefecture-level-city": { "province": "shaanxi", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "education", "aerospace", "energy" ], "market": "skilled", "volatility": "medium_high" }, "baoshan-yunnan-prefecture-level-city": { "province": "yunnan", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "tourism", "agriculture", "regional_trade" ], "market": "seasonal", "volatility": "medium_high" }, "baotou-inner-mongolia-prefecture-level-city": { "province": "inner-mongolia", "tier": "regional", "cost": 1.12, "wage": 1.14, "rent": 1.12, "industries": [ "energy", "mining", "dairy" ], "market": "mixed", "volatility": "medium_high" }, "bayannur-inner-mongolia-prefecture-level-city": { "province": "inner-mongolia", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "energy", "mining", "dairy" ], "market": "mixed", "volatility": "medium_high" }, "bazhong-sichuan-prefecture-level-city": { "province": "sichuan", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "electronics", "food", "manufacturing" ], "market": "skilled", "volatility": "medium" }, "beihai-guangxi-prefecture-level-city": { "province": "guangxi", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "regional_trade", "agriculture", "tourism" ], "market": "seasonal", "volatility": "medium_high" }, "beijing": { "province": "other", "tier": "national", "cost": 1.45, "wage": 1.47, "rent": 1.67, "industries": [ "government", "education", "technology" ], "market": "skilled", "volatility": "medium" }, "bengbu-anhui-prefecture-level-city": { "province": "anhui", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "automotive", "electronics", "manufacturing" ], "market": "skilled", "volatility": "medium" }, "benxi-liaoning-prefecture-level-city": { "province": "liaoning", "tier": "local", "cost": 0.96, "wage": 0.94, "rent": 0.96, "industries": [ "heavy_industry", "equipment", "port_logistics" ], "market": "mixed", "volatility": "medium" }, "bijie-guizhou-prefecture-level-city": { "province": "guizhou", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "digital_services", "mining", "manufacturing" ], "market": "mixed", "volatility": "medium_high" }, "binzhou-shandong-prefecture-level-city": { "province": "shandong", "tier": "local", "cost": 0.96, "wage": 0.94, "rent": 0.96, "industries": [ "manufacturing", "port_logistics", "food_processing" ], "market": "mixed", "volatility": "medium" }, "bortala-xinjiang-prefecture-level-city": { "province": "xinjiang", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "energy", "agriculture", "regional_trade" ], "market": "mixed", "volatility": "medium_high" }, "bozhou-anhui-prefecture-level-city": { "province": "anhui", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "automotive", "electronics", "manufacturing" ], "market": "skilled", "volatility": "medium" }, "cangzhou-hebei-prefecture-level-city": { "province": "hebei", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "steel", "manufacturing", "logistics" ], "market": "mixed", "volatility": "medium" }, "changchun-jilin-provincial-capital": { "province": "jilin", "tier": "regional", "cost": 1.12, "wage": 1.14, "rent": 1.12, "industries": [ "automotive", "agriculture", "equipment" ], "market": "mixed", "volatility": "medium_high" }, "changde-hunan-prefecture-level-city": { "province": "hunan", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "machinery", "manufacturing", "food" ], "market": "mixed", "volatility": "medium" }, "changji-xinjiang-prefecture-level-city": { "province": "xinjiang", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "energy", "agriculture", "regional_trade" ], "market": "mixed", "volatility": "medium_high" }, "changsha": { "province": "other", "tier": "national", "cost": 1.3, "wage": 1.32, "rent": 1.3, "industries": [ "local_services", "retail", "construction" ], "market": "mixed", "volatility": "medium" }, "changzhi-shanxi-prefecture-level-city": { "province": "shanxi", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "energy", "heavy_industry", "equipment" ], "market": "mixed", "volatility": "medium_high" }, "changzhou-jiangsu-prefecture-level-city": { "province": "jiangsu", "tier": "local", "cost": 0.96, "wage": 0.94, "rent": 0.96, "industries": [ "advanced_manufacturing", "electronics", "logistics" ], "market": "skilled", "volatility": "medium" }, "chaozhou-guangdong-prefecture-level-city": { "province": "guangdong", "tier": "local", "cost": 0.96, "wage": 0.94, "rent": 0.96, "industries": [ "electronics", "export_manufacturing", "trade" ], "market": "skilled", "volatility": "medium" }, "chengde-hebei-prefecture-level-city": { "province": "hebei", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "steel", "manufacturing", "logistics" ], "market": "mixed", "volatility": "medium" }, "chengdu": { "province": "other", "tier": "national", "cost": 1.3, "wage": 1.32, "rent": 1.3, "industries": [ "technology", "services", "food" ], "market": "skilled", "volatility": "medium" }, "chenzhou-hunan-prefecture-level-city": { "province": "hunan", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "machinery", "manufacturing", "food" ], "market": "mixed", "volatility": "medium" }, "chifeng-inner-mongolia-prefecture-level-city": { "province": "inner-mongolia", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "energy", "mining", "dairy" ], "market": "mixed", "volatility": "medium_high" }, "chizhou-anhui-prefecture-level-city": { "province": "anhui", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "automotive", "electronics", "manufacturing" ], "market": "skilled", "volatility": "medium" }, "chongqing": { "province": "other", "tier": "national", "cost": 1.3, "wage": 1.32, "rent": 1.3, "industries": [ "automotive", "electronics", "logistics" ], "market": "skilled", "volatility": "medium" }, "chongzuo-guangxi-prefecture-level-city": { "province": "guangxi", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "regional_trade", "agriculture", "tourism" ], "market": "seasonal", "volatility": "medium_high" }, "chuxiong-yunnan-prefecture-level-city": { "province": "yunnan", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "tourism", "agriculture", "regional_trade" ], "market": "seasonal", "volatility": "medium_high" }, "chuzhou-anhui-prefecture-level-city": { "province": "anhui", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "automotive", "electronics", "manufacturing" ], "market": "skilled", "volatility": "medium" }, "dali-yunnan-prefecture-level-city": { "province": "yunnan", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "tourism", "agriculture", "regional_trade" ], "market": "seasonal", "volatility": "medium_high" }, 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"yuxi-yunnan-prefecture-level-city": { "province": "yunnan", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "tourism", "agriculture", "regional_trade" ], "market": "seasonal", "volatility": "medium_high" }, "zaozhuang-shandong-prefecture-level-city": { "province": "shandong", "tier": "local", "cost": 0.96, "wage": 0.94, "rent": 0.96, "industries": [ "manufacturing", "port_logistics", "food_processing" ], "market": "mixed", "volatility": "medium" }, "zhangjiajie": { "province": "other", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "local_services", "retail", "construction" ], "market": "mixed", "volatility": "medium" }, "zhangjiakou-hebei-prefecture-level-city": { "province": "hebei", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "steel", "manufacturing", "logistics" ], "market": "mixed", "volatility": "medium" }, "zhangye": { "province": "other", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "local_services", "retail", "construction" ], "market": "mixed", "volatility": "medium" }, "zhangzhou-fujian-prefecture-level-city": { "province": "fujian", "tier": "local", "cost": 0.96, "wage": 0.94, "rent": 0.96, "industries": [ "export_manufacturing", "port_logistics", "food" ], "market": "mixed", "volatility": "medium" }, "zhanjiang-guangdong-prefecture-level-city": { "province": "guangdong", "tier": "local", "cost": 0.96, "wage": 0.94, "rent": 0.96, "industries": [ "electronics", "export_manufacturing", "trade" ], "market": "skilled", "volatility": "medium" }, "zhaoqing-guangdong-prefecture-level-city": { "province": "guangdong", "tier": "local", "cost": 0.96, "wage": 0.94, "rent": 0.96, "industries": [ "electronics", "export_manufacturing", "trade" ], "market": "skilled", "volatility": "medium" }, "zhaotong-yunnan-prefecture-level-city": { "province": "yunnan", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "tourism", "agriculture", "regional_trade" ], "market": "seasonal", "volatility": "medium_high" }, "zhengzhou-henan-provincial-capital": { "province": "henan", "tier": "national", "cost": 1.3, "wage": 1.32, "rent": 1.3, "industries": [ "manufacturing", "food_processing", "logistics" ], "market": "mixed", "volatility": "medium" }, "zhenjiang-jiangsu-prefecture-level-city": { "province": "jiangsu", "tier": "local", "cost": 0.96, "wage": 0.94, "rent": 0.96, "industries": [ "advanced_manufacturing", "electronics", "logistics" ], "market": "skilled", "volatility": "medium" }, "zhongshan-guangdong-prefecture-level-city": { "province": "guangdong", "tier": "local", "cost": 0.96, "wage": 0.94, "rent": 0.96, "industries": [ "electronics", "export_manufacturing", "trade" ], "market": "skilled", "volatility": "medium" }, "zhoukou-henan-prefecture-level-city": { "province": "henan", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "manufacturing", "food_processing", "logistics" ], "market": "mixed", "volatility": "medium" }, "zhoushan-zhejiang-prefecture-level-city": { "province": "zhejiang", "tier": "local", "cost": 0.96, "wage": 0.94, "rent": 0.96, "industries": [ "private_manufacturing", "e_commerce", "technology" ], "market": "skilled", "volatility": "medium" }, "zhuhai-guangdong-prefecture-level-city": { "province": "guangdong", "tier": "regional", "cost": 1.16, "wage": 1.14, "rent": 1.16, "industries": [ "electronics", "export_manufacturing", "trade" ], "market": "skilled", "volatility": "medium" }, "zhumadian-henan-prefecture-level-city": { "province": "henan", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "manufacturing", "food_processing", "logistics" ], "market": "mixed", "volatility": "medium" }, "zhuzhou-hunan-prefecture-level-city": { "province": "hunan", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "machinery", "manufacturing", "food" ], "market": "mixed", "volatility": "medium" }, "zibo-shandong-prefecture-level-city": { "province": "shandong", "tier": "local", "cost": 0.96, "wage": 0.94, "rent": 0.96, "industries": [ "manufacturing", "port_logistics", "food_processing" ], "market": "mixed", "volatility": "medium" }, "zigong-sichuan-prefecture-level-city": { "province": "sichuan", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "electronics", "food", "manufacturing" ], "market": "skilled", "volatility": "medium" }, "ziyang-sichuan-prefecture-level-city": { "province": "sichuan", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "electronics", "food", "manufacturing" ], "market": "skilled", "volatility": "medium" } } } ``` # Integrated Simulation Implementation — Life Simulator: China This section operationalizes five development phases. It defines required in-game behavior; it is not proof that the host runtime already executes every mechanic. ## 1. Shared causality and transaction core Every player or NPC action is a transaction with a unique action_id, actor_id, timestamp, location, action type, prerequisites, resource snapshot, time cost, ledger entries, immediate and scheduled effects, evidence/source, and result status. Validate before mutation. On failure, preserve the previous state and explain the unmet requirement. On success, commit once and mark the action_id processed. Repeating an action_id returns its prior result and never repeats costs, rewards or time. Use one world clock. Resolve: validate → reserve resources → calculate outcome → advance through chronological events → apply transaction → update derived values → record outcome and notify eligible characters. If a step fails before commit, roll back. Derived values must agree with canonical records. A character cannot occupy incompatible places or perform incompatible activities simultaneously. Store absolute timestamps for deadlines and appointments. ## 2. Autonomous NPCs and evidence-based memory Every major NPC needs stable identity, personality, goals, short-term plan, schedule, home/work/study location, resources, needs, skills, relationship dimensions and commitments. NPCs choose actions only from what they know, can afford, can reach, and can do in available time. Prioritize urgent needs/deadlines, then work/study, goals, relationships and leisure. Interruptions update plans instead of creating duplicate activities. During time advances, process NPCs in chronological order. Distant NPCs may use coarse-grained updates, but preserve wages, bills, deadlines, travel, meetings and consequential interactions. NPCs may independently contact, avoid, help, compete with, hire, dismiss or negotiate with the player only when motivated and able. A memory record contains event_id, observed/heard timestamp, source, directness, confidence (0–1), emotional salience, interpretation and confirmation status. Direct witnesses can misunderstand; second-hand information loses confidence. A character who neither witnessed an event nor received a plausible message/document cannot know it. Rumors travel only through reachable social channels and take time. Trust, affection, respect, familiarity, resentment and obligation are separate; update only dimensions justified by events. Repeated conduct weighs more than a single ordinary interaction. ## 3. City economy, work, business, housing and contracts Keep city baseline parameters separate from changing market state. Track cost, wage and rent indices, industries, labor demand, housing availability, transport access, inventory and volatility. City profiles are starting tendencies, not guarantees. City selection affects opportunities/costs only where a matching institution, job, route or location exists. Every financial movement has payer, recipient or sink, amount in CNY, timestamp, reason and ledger ID. Balance = opening balance + valid credits − valid debits. Never create money from narrative alone. Wage payments require a valid job, recorded hours or salary terms, employer funding/authorized credit and a due date. Business revenue is not profit: subtract inventory, rent, payroll, taxes/fees and operating costs. No employer can pay beyond funds without a recorded credit facility. Jobs specify employer, role, location, requirements, wage, hours, schedule, probation, payment dates, performance measures, leave and termination terms. Hiring requires application/interview or a justified direct route; promotion requires performance, skills, experience and an actual opening. Attendance competes with study, sleep, travel and commitments. Absence consequences follow stated policy and circumstances. Housing specifies location, occupants, rent, deposit, utilities, contract duration, due dates and termination terms. Deposits remain a liability until valid refund or justified deduction. Contracts/loans store parties, terms, dates, payment schedule, interest/fees, evidence, status and breach conditions. Missed obligations first create a dated record; notices, fees, negotiation, collections or court steps require contractual and procedural support. No unexplained instant penalties or compounding. Prices change gradually due to documented supply, demand, transport, seasonality, policy or shocks. Ordinary daily movement is capped at 2%; a specific logged disruption may justify up to 5%. Apply caps per item/market. Inventory cannot fall below zero. Purchases require stock and sufficient funds; refunds require a matching prior transaction. ## 4. Experience-based skills and fair legal process Skills are bounded 0–100 and improve through relevant practice, coaching, study or verified work, with diminishing returns at higher levels. A practice record identifies skill, activity, duration, difficulty, quality, fatigue and evidence. Low-quality or unattended activity gives little or no improvement. Genuine failed attempts may teach a little but cannot grant full rewards or credentials. Resolve uncertain actions using relevant skill, preparation, tools, fatigue/health, difficulty and context. Explain major outcomes with plausible causes; randomness cannot override prerequisites. Education/certificates require eligibility, fees where applicable, attendance, assessments and elapsed time. Career progress also requires performance and opportunity, not only a skill threshold. Legal states are separate: allegation → assessment → investigation → finding/decision → sanction or closure → appeal where applicable. Every claim identifies rule/jurisdiction, evidence, source, timestamp, reliability and potential bias. Distinguish witness statements, documents, physical evidence, rumor and unsupported accusations. An allegation alone does not establish guilt. Allow response, representation or appeal when supported by the scenario. Sanctions must be proportional to established findings and process. This is a fictional game abstraction, not legal advice. ## 5. Save/load, long-run verification and release gate Persist canonical state: world clock; player/NPC states; locations and active activities; ledgers; jobs; contracts; inventory; market; event queue; processed action/event IDs; memories; relationships; evidence and version. On load, validate references and invariants before continuing. Never replay processed transactions. If a save is invalid, preserve the last valid state and report the inconsistency. Run from a clean save and repeat three times: 1. Buy an item once; repeat its action ID; verify one debit and one inventory change. 2. Attempt an unaffordable purchase; verify no state changes. 3. Advance 24 hours; verify needs, NPC actions, bills and deadlines update once in timestamp order. 4. Complete a work shift and attempt overlapping study; reject or explicitly reschedule the conflict. 5. Miss a payment; create only contract-supported notices/fees. 6. Trigger a private event with one witness; absent NPCs learn nothing without a credible channel. 7. Record a month of work/practice; verify gradual skill gains and enforced promotion/graduation prerequisites. 8. Simulate 30 days; verify wages, bills, stock, prices, travel, relationships, NPC schedules and events remain coherent. 9. Save and reload; compare canonical state and verify no duplicated events, ledger entries, rewards or costs. Record initial state, exact actions, expected and observed results, final state, save/load result and PASS/FAIL/NOT RUN. Mark PASS only from actual runtime evidence. File validation alone is not runtime testing. If runtime is unavailable, keep tests NOT RUN and keep the game private. ## Version 5 — Five expanded playable systems ### 1. Daily routine and personal schedule The player and important NPCs have routines for sleep, meals, hygiene, work, study, commuting, rest and social time. Schedules respond to obligations, location, money, energy and interruptions. Activities consume time/resources; conflicting activities cannot overlap. Needs change gradually and influence concentration, mood, attendance, health and performance. Recovery requires time and an appropriate action. ### 2. Housing and household life Allow family residence, dormitory, shared room, rented room/apartment or owned home when the selected city and circumstances support it. Housing records occupants, rent, deposit, utilities, lease dates, maintenance, house rules and payment obligations. Moving affects finances, commute, access to services and proximity to family, friends, school and work. Deposits are settled according to contract terms. ### 3. Transport and travel Support walking and available local transport such as buses, metro, taxis and private vehicles, plus conventional/high-speed rail for intercity travel when a valid route exists. Each trip has origin, destination, route, departure/arrival, fare and possible transfers or delays. Travel affects attendance, fatigue, expenses and daily schedules. Missing map connectivity must be reported, never replaced with an invented route. ### 4. Career progression and business ownership Expand employment from vacancy search and application through interview, offer, contract, probation, shifts, payroll, performance review, promotion, resignation or dismissal. Business ownership requires a suitable location, capital, stock/suppliers, prices, customers and operating costs. Track revenue separately from profit; costs require available funds or recorded credit. Skills, reliability, demand, competition and location influence outcomes. ### 5. City events and news Cities produce events from season, weather, local institutions, transport, labor demand and economic conditions: job fairs, examinations, festivals, service disruptions, store openings and layoffs. News records source, timestamp, location, audience and reliability. Events affect the player and NPCs only through plausible proximity or information channels. Private actions do not become public automatically. ### Cross-system integration Work depends on the daily schedule and a reachable workplace; commuting consumes time and fare; housing determines commute and recurring costs; fatigue affects performance; city events may disrupt routes or create opportunities; businesses change local stock, cash flow and hiring. All changes use the shared clock and canonical ledger, apply once, and persist through save/load. These systems extend existing relationships, family, health, economy, law and NPC-memory mechanics. ### 6. Character movement and visible travel The player and every NPC have a live map position, current activity, destination and travel state. Movement is time-based, not an instant location switch. Each trip records a unique ID, actor, origin, destination, route, mode, departure, estimated/actual arrival, fare, resource use and status (planned, travelling, delayed, arrived, cancelled). The marker follows the valid route as time advances; if only discrete map updates are supported, update it at route checkpoints and show trip status. Characters cannot occupy two places or perform incompatible activities simultaneously. Support walking, cycling, private car/motorcycle, taxi, bus, metro and conventional/high-speed rail only where networks and services exist. Local trips use available local routes; intercity travel requires connected corridors, timetable, ticket/seat availability and transfers. Time and cost depend on distance, mode, traffic, weather, service hours and disruptions. Travel affects fatigue, hunger, attendance, work shifts, appointments and relationships. Vehicles require ownership or valid rental/ride, fuel/charging, maintenance and legal eligibility where relevant. NPCs obey the same route, budget, schedule and knowledge constraints. Never fabricate street/rail links or move characters across disconnected cells; explain missing route data. ### 7. Player-owned construction and map landmarks Allow direct purchase/lease of available parcels and construction of homes, apartments, shops, offices, restaurants, factories, warehouses, farms, hotels and garages. Land purchase needs only sufficient funds for the listed price and fee; no prior application, permit or ownership limit. Construction may begin once the player owns/leases the parcel and can pay the displayed setup cost; bundle routine approvals into one quick request, granted by fee payment or sufficient connections. Keep real material, labor, utility and construction costs/time. Record building ID, owner, parcel/cell, coordinates, type, size, condition, stage, budget, dates, permits and operating status. Never charge costs without ledger entries. At construction start, create a map-visible construction-site landmark at the actual parcel location; on completion update that same landmark to the finished building, never duplicate it. Show name/type/status and distinguish player-owned from NPC/public buildings. It remains at its coordinates after the player leaves. Sale, inheritance, mortgage, lease, damage, repair, vacancy, closure and demolition update the canonical record and marker; retain history after demolition. Buildings affect rent, jobs, stock, services, neighborhood activity, traffic, fees, maintenance and property value only through recorded operations and local capacity. Do not claim a 3D model is assigned unless a supported map asset is attached; a named map landmark is the minimum representation. ### Version 6 — Easy property, auctions, permits, business and bank loans Land and property: buy any number of available parcels directly when the balance covers the full price and fee; ownership transfers immediately without application or prior permit. Auctions support multi-select and combined bidding in one action/checkout. Show every selected lot, bid, combined commitment and result; award all won lots when the player can pay the total. No artificial ownership cap. Business and permits: choose a business name, type, location and startup budget, then open immediately when funds cover setup. Bundle routine licenses into one simple request; approve quickly when the player pays the fee or has sufficient recorded influence/connections. Show the cost and approval basis. Only genuinely restricted activities need extra review; provide a clear alternative if blocked. Bank loans: allow direct requests from the bank interface with a short affordability check using income, assets and existing debt. Show the offered amount, interest, fees and repayment schedule immediately. Ordinary loans do not require long paperwork, guarantors or collateral; larger amounts may use stronger income/assets or connections. Player may accept or decline; record the loan and every repayment in the ledger. ### Version 6 — Synchronized story, actions and conversation Story & Actions and Conversation are two views of one chronological social simulation, not separate timelines. Both consume the same canonical append-only event stream and current NPC state. Every completed dialogue or consequential action receives one stable event_id, timestamp, actor/participant IDs, location, event type, source/visibility and outcome. Commit once; retries must not duplicate effects. After each committed event, immediately refresh affected NPC knowledge/memory, relationship dimensions (trust, affection, respect, familiarity, resentment and obligations as relevant), last_interaction_at, promises/conflicts, current attitude and conversation context before the next reply. Story & Actions retains full events and consequences; Conversation retains prior exchanges and uses the newest relevant state for the next response. It must not act as if the relationship remains at an earlier stage. Each NPC reply receives current world time, recent relevant events in order, current relationship state, unresolved topics/commitments and only knowledge the NPC witnessed or received through a plausible channel. NPCs acknowledge relevant events naturally, without repeating logs or inventing knowledge, emotions or relationship changes. Private/unwitnessed events remain unknown until credibly communicated. Preserve both histories as append-only records; never reset, rewrite or reorder prior exchanges. Use event_id/processed markers to prevent duplicate relationship/resource effects. Actions without social impact do not force replies or fabricated relationship changes. On sync failure, expose the latest committed event/time and resume from that event without duplication. If the host runtime cannot refresh Conversation automatically, report that limitation honestly; authored rules do not prove runtime execution.
ไทย: เกมจำลองชีวิตในฉากจีนยุคปัจจุบัน เริ่มต้นในวัย 18 ปี โดยเน้นชีวิตประจำวัน งาน การเงิน สุขภาพ ความสัมพันธ์ และผลที่ตามมาจากการตัดสินใจ 简体中文:一款以当代中国为背景的人生模拟游戏。玩家从18岁开始,体验日常生活、工作、财务、健康、人际关系以及决定带来的后果。 English: A life simulation set in a contemporary China-inspired world. Begin at age 18 and experience everyday life, work, finances, health, relationships, and the consequences of decisions. Descriptions of features do not guarantee that custom menus or controls are implemented.
# Life Simulator: China — Simulation Rules Internal mechanics only; do not show this file as opening text. Use canonical stats, entities, ledgers and events. Apply each action/effect once. ## Shared resolution Validate prerequisites, funds and location; calculate time/cost/outcome; advance one shared clock; process dated events in order; update state, evidence and NPC knowledge; resolve delayed effects once. Actions have durations and incompatible activities cannot overlap. NPCs act within schedules, resources, relationships and plausible knowledge. Memories retain source/time/confidence and may be incomplete or mistaken. Information spreads only through plausible channels. ## Time controls When the player requests time advancement, offer: 1 hour, 6 hours, 1 day, 3 days, 7 days, 15 days (half-month), 3 calendar months, 6 calendar months (half-year), 9 calendar months and 12 calendar months. Accept Thai, Simplified Chinese and English natural-language requests. Before skips of 15 days or longer, show target date and brief preview, then confirm. Do not skip past critical choices, appointments, deadlines, danger, travel arrivals or major events without resolving or asking. During skips simulate needs, wages, bills, rent, debt, attendance, business operations, relationships, NPC schedules, news, weather, health and local economy. Process chronologically and stop at consequential events. Summarize date range, key changes, income/expenses and pending matters. Half-month = 15 days; half-year = 6 calendar months; 9 months = 9 calendar months. Use calendar arithmetic, not fixed 30-day approximations. ## Command hub When asked for menu/help, present an in-chat categorized command hub: Status; Time; Daily life; Work/study; Money/bank; Property/auction; Business; Travel/map; People/relationships; Phone/news; Health; Goals; Reports; Help. Show available actions and short examples. Accept natural-language commands without forcing menu navigation. Do not claim graphical buttons or clickable panels unless runtime actually renders them. ## Needs and healthcare Sleep, food, water, hygiene, stress, illness and injury affect energy, focus, attendance, work and recovery. Effects depend on severity/duration. Meals, care, exercise, rest and treatment consume time/resources; recovery is not instant. Track insurance eligibility, coverage, limits and reimbursement; protect medical privacy. ## Finance, accounts and assets Keep cash, bank deposits, credit, debt, interest, income, expenses and asset ownership as distinct ledger categories even where the interface displays a combined total. Every entry has date, amount, CNY currency, source, destination, counterparty, category and reference. Show available balance separately from total wealth. Calculate net worth as cash + deposits + market value of owned assets - outstanding debt; never count revenue as profit or credit as income. For purchases, sales, transfers, deposits, withdrawals, rent, bills and fees, use one concise confirmation showing item/recipient, amount, fees, source/destination and resulting balance. Commit once and reconcile immediately. Require confirmation for material or irreversible transactions. Loan offers show principal, annual rate, fees, installment, term, total repayment, due dates and late-payment consequences; assess income, assets and existing debt. Ordinary loans need no guarantor/collateral unless that product requires it. No hidden charges or unrecorded negative balances. ## Property and auctions Record owner, occupants, location, condition, price and contract. Allow direct purchase of available land/property if funds cover price and fees; transfer ownership immediately without artificial quota or prior permit. Allow multiple auction lots in one combined bid/checkout; show each bid and total commitment; award all lots won if combined funds cover payment. Block only unavailable property, invalid seller or insufficient funds. Record each parcel and transaction. ## Work, education and business Maintain distinct records for employer, workplace, occupation, contract, hours, wage, pay cycle, benefits, probation, performance, leave and dismissal. Show job requirements and expected pay before applying; do not guarantee hiring. Advancement depends on skill, performance, experience, vacancies and context. Education options must include senior secondary completion, vocational colleges, associate/diploma pathways, bachelor's, master's and doctorate. Each program records institution, city, major, duration, entry requirements, tuition, language, attendance, assessment and credential. Offer realistic majors and distinguish currently enrolled, graduated and incomplete study. University and vocational applications use the player's actual qualifications and budget. Business setup: choose name, type, city/site and budget; if funds cover setup, open immediately. Track ownership shares, registration, permits, premises, staff, stock/services, customers, revenue, operating costs, taxes, cash flow and profit. Separate personal/business funds. Revenue is not profit; businesses can fail and unpaid wages/taxes create liabilities. Bundle routine permits into one short request; explain genuine restricted activities and offer a simpler lawful alternative. Use the existing city economic profiles as the source for city tier, industry mix, cost, wage, rent, market and volatility. Apply city-specific multipliers to a shared national baseline; never assign the same rent/wage to every city. A city's industry mix determines plausible employers, jobs, goods and business demand. Do not invent a specific vacancy, institution or business as an existing real-world fact unless it is in the game data; generated fictional establishments must be labeled as in-world simulation. ## Family, background, relationships, reputation and law At character creation, allow family backgrounds across low-income, working, middle-income, affluent, business, professional, public-service, military/police and influential/connected households. Do not force one preset family. Record only selected facts: guardians/parents, occupations, siblings, household city, family wealth/support, assets, obligations and realistic connections. Wealth, influence and connections are separate; none guarantees success or immunity. Maintain NPC-to-NPC and player-to-NPC relationships, family ties, household membership, marriage/partnership, friendship, rivalry and work ties as distinct links. Track trust, affection, respect, familiarity, resentment and obligations separately. Changes require interaction or information received. Keep relationship history and promises; NPCs may refuse requests for credible reasons. Reputation is audience-specific; private events remain private absent credible disclosure. Distinguish allegation, suspicion, investigation, finding and penalty. Legal outcomes require plausible rules, jurisdiction, evidence and process; suspicion alone is not proof. ## China map, cities and travel Treat the China land-cell geometry and its province/city landmarks as the authoritative map. Use landmark names and their stored placements/coordinates for city identity; do not confuse neighboring countries, water cells or stray out-of-region cells with playable Chinese cities. Dalian is in Liaoning; Beijing, Shanghai, Tianjin and all other cities must retain their real geographic positions. Do not move a city to a convenient but incorrect location or fabricate adjacency. When the map layer contains unrelated foreign cells, do not present them as Chinese territory; flag them for map-editor cleanup rather than relabeling their geometry. Travel consumes time/fare and requires verified connected routes, schedules, mode, resources and destination. Record origin/destination/departure/arrival/reason/status. Transfers need valid connections/time; weather, congestion and disruptions may delay trips. Never teleport or invent routes/services. If route data is missing, state the limitation and offer a verified alternative. Show route, duration, fare and arrival estimate when known. ## NPC profiles, family links and memory On request, show known NPC identity, age, city, occupation, education, family, traits, goals, financial situation where recorded, relationship to player, recent interactions and remembered events. Separate confirmed facts from unknown/inferred details. Build NPC-to-NPC connections only from established family, school, work, neighborhood or event context; do not make every NPC know the player. NPC memory records what they witnessed or plausibly heard, with source/time/confidence. NPCs may forget, misunderstand or change their minds. Their goals, schedules, finances, relationships and actions continue independently as time advances. ## Reports Provide on-demand daily, weekly, monthly, half-monthly, quarterly, half-yearly, 9-month and annual summaries from canonical records. Include date range, cash/bank, income/spending, assets/debt, work/study, health, relationships, travel, major events and pending tasks; mark missing data "not recorded". Keep dated reports immutable; never fabricate totals. At year boundary, attempt one annual review from dated records. If runtime cannot schedule or persistently display it, mark pending/unavailable and allow manual generation. ## Goals, news and events Goals have motivation, prerequisites, milestones, deadlines and costs; they may be revised, paused or abandoned. Progress comes from recorded actions, not selection. News records stable ID, source, timestamp, area, audience and reliability; distinguish facts, rumors and opinions. Information spreads through plausible channels, ties, devices, language, distance and delay. Events may occur at personal, neighborhood, city, regional or national scale and affect systems only through causal paths. ## Digital life, shopping and emergencies Digital accounts track owner, access, privacy, contacts and post audience/time. NPCs see only accessible content. Purchases require stock, funds and ledger entries; track quantity, quality and ownership; returns follow stated terms. Emergencies record place/time/severity/witnesses/response. Emergency services need local capacity and travel time; distinguish report, dispatch, arrival, intervention, investigation and resolution. Incident reports do not prove guilt. ## Consistency and opening state Story, actions and conversation share one append-only event stream and clock. Record each dialogue/action once with stable ID, timestamp, actors, source and outcome. Update NPC memory, relationships, finances, inventory, location and conversation context before the next reply. Preserve history, prevent duplicate effects and resume from last committed event after failure. All systems share time, location, identity and financial records; resolve effects chronologically and once. Player is 18 on 2026-01-01. Initialize household, education, city, cash and obligations only from selected/recorded data. Do not assume job, degree, asset, debt, relationship or criminal record unless recorded. Fictional game rules, not legal advice. Keep unpublished until diagnostics and actual scenario tests pass; label unrun tests NOT RUN.