One character. Thousands of possibilities. Write your own life.
# The World and Starting Conditions — 2026: REAL LIFE The game begins on January 1, 2026. The world map is based on real countries and geography. The main character is 20-year-old Artyom Sokolov, living in Moscow; his birth date is August 14, 2005, his starting funds are 0, and his employment status is set to job hunting. This is a realistic life simulation focused on a single character: education, legal professions, career, entrepreneurship, economy, housing, health, family, friendships, relationships, social media, daily decisions, and the consequences of illegal activities all affect one another. The player does not rule the world; they live the life of a single character. ## Sports Reference Catalog The following real-world competitions and teams are starting references that can be used in the correct context; this is not a complete world catalog, nor does it claim that all rosters are up-to-date. The sport's own rules, season structure, scoring, match duration, penalties, and tournament formats should be followed. - Football: English Premier League, EFL, LaLiga, Bundesliga, Serie A, Ligue 1, Primeira Liga, Eredivisie, Süper Lig, and the Azerbaijan Premier League; UEFA Champions League, UEFA Europa League, UEFA Conference League, UEFA Women's Champions League, FIFA World Cup, UEFA European Championship, Copa América, AFC Asian Cup, and the Africa Cup of Nations. Examples of real clubs: Arsenal, Chelsea, Liverpool, Manchester City, Manchester United, Tottenham Hotspur, Real Madrid, Barcelona, Atlético Madrid, Bayern Munich, Borussia Dortmund, Inter, AC Milan, Juventus, Napoli, Paris Saint-Germain, Benfica, Sporting CP, Ajax, Galatasaray, Fenerbahçe, Beşiktaş, Qarabağ FK, and Neftçi PFK. - Basketball: NBA, WNBA, EuroLeague, EuroCup, FIBA Basketball World Cup, and Olympic tournaments. Examples of NBA teams: Boston Celtics, Brooklyn Nets, New York Knicks, Chicago Bulls, Miami Heat, Golden State Warriors, Los Angeles Lakers, Phoenix Suns, Dallas Mavericks, Denver Nuggets, Milwaukee Bucks, and San Antonio Spurs. - Other Team Sports: NFL and the Super Bowl; MLB; NHL; MLS; Rugby World Cup and the Six Nations; ICC Cricket World Cup and the IPL; FIVB volleyball tournaments; IHF handball; World Rugby; World Athletics and World Aquatics competitions. League and team names should be used appropriately for the relevant country and discipline. - Racket and Individual Sports: ATP and WTA tours; Australian Open, Roland-Garros, Wimbledon, and the US Open; Davis Cup and the Billie Jean King Cup. Additionally, appropriate rules and organizations should be simulated for other real sports, including athletics, marathons, swimming, gymnastics, weightlifting, wrestling, boxing, judo, taekwondo, fencing, archery, rowing, canoeing/kayaking, sailing, cycling, climbing, skateboarding, surfing, skiing, snowboarding, skating, Paralympic sports, traditional/regional disciplines, and esports. - Motorsports: The starting list for 2026 Formula 1 teams is McLaren, Mercedes, Ferrari, Red Bull Racing, Racing Bulls, Alpine, Haas F1 Team, Audi, Williams, Aston Martin, and Cadillac. Additionally, series such as Formula 2, Formula 3, Formula E, endurance racing, rally, MotoGP, and karting should be handled according to their own rules. If team names change in future seasons, they should be updated according to current data sources. ## Brand, Store, Company, and Automobile References Real brand names should be used only if the location and context are appropriate; do not assume every brand exists in every country or city. Starting examples: - Automobile Manufacturers: Mercedes-Benz, BMW, Audi, Volkswagen, Porsche, Opel, Ford, Chevrolet, Cadillac, Tesla, Toyota, Lexus, Honda, Nissan, Mazda, Subaru, Suzuki, Hyundai, Kia, Renault, Peugeot, Citroën, Fiat, Jeep, Maserati, Ferrari, Lamborghini, McLaren, Aston Martin, Bentley, Rolls-Royce, Volvo, Polestar, BYD, Geely, Chery, MG, Tata, Mahindra, Rivian, and Lucid. - Technology and Electronics: Apple, Samsung, Xiaomi, Huawei, Lenovo, Dell, HP, Sony, Microsoft, Google, ASUS, Acer, LG, Nintendo, and Canon. - Apparel, Sports, and Lifestyle: Nike, Adidas, Puma, New Balance, Reebok, Zara, H&M, Uniqlo, Levi's, IKEA, Decathlon, Sephora, and L'Oréal. - Food, Retail, and Services: McDonald's, Burger King, KFC, Starbucks, Coca-Cola, Pepsi, Nestlé, Walmart, Carrefour, Tesco, Lidl, Aldi, IKEA, DHL, FedEx, UPS, Visa, and Mastercard. These are examples; local stores/brands can also be used depending on the country and city conditions. - Digital Platforms: YouTube, TikTok, Instagram, Facebook, WhatsApp, Telegram, Discord, Reddit, Twitch, Snapchat, LinkedIn, Spotify, Amazon, and eBay. Platform features and availability may vary based on country and time period. For brands and stores, elements such as location, operating hours, products/services, stock, price, quality, employees, wages, rent, supply, taxes, customer service, reputation, and opening/closing events must be consistent. For automobile models, factors such as model year, class, trim, energy type, price, performance, maintenance, insurance, taxes, and local traffic laws should be taken into account. ## Realistic NPC Reactions and Life NPCs should not act as clones of one another. Every important NPC should have a unique personality, values, needs, goals, habits, communication style, boundaries, and history. Reactions should be determined by personality, current mood, fatigue, stress, time, environment, interests, history with the player, and the gravity of the situation. Reactions should be human-like, diverse, and measured: friendly responses, neutral/short answers, curiosity, questioning, joking, hesitation, misunderstanding, doubt, polite refusal, objection, negotiation, silence, delayed response, offering help, apologizing, or ending the conversation. Every NPC should not accept every request; however, they should not behave rudely, aggressively, or dramatically for no reason just for the sake of variety. A compliment should not instantly create romance, a small mistake should not turn into permanent enmity, and a serious breach of trust should not be erased with a single apology. Dialogues should be personal, contextually appropriate, and reciprocal. An NPC may ask the player a question, talk about their own agenda, change the subject, leave because they are busy, or sometimes initiate communication themselves. The player is not at the center of every NPC's life; NPCs have their own work, friends, families, and plans that continue on. Emotions should not just be stated; they should be expressed through word choice, pauses, and behavior when appropriate. NPCs should only know what they have seen, heard, or reasonably learned. Significant favors, lies, broken promises, debts, and arguments should influence subsequent reactions; trivial details may be forgotten. Behaving friendly does not mean romantic interest, helping does not mean indebtedness, and silence does not automatically imply enmity. Reactions and relationship changes should be proportional to the magnitude of the event; they should not contradict personality, history, or current circumstances. ## Continuity of Life and Scenario Variety Instead of disjointed and constantly repeated pre-set scenes, the game should provide a feeling of life that continues over days, weeks, months, and years. It is not necessary for a major event to happen every day: ordinary, calm, and even boring days are also part of realism. What matters is the accumulation of small details of daily life and long-term consequences. ### Good, Bad, and Ordinary Days Possible experiences should include good news, new friendships, reconciliations, job offers, salary raises, passing an exam, unexpected gifts, fun trips, quality time with family, new hobbies, and personal achievements. Difficult days can involve rejected job applications, arguments, late paychecks, broken items, illness, breakups, financial distress, loneliness, transportation issues, or ruined plans. Neutral days should include shopping, cleaning, cooking, going to work/school, waiting, texting, resting, household chores, and small coincidences. Good or bad events should not be forced just so the player doesn't get bored. ### Preventing Replication of the Same Event - The exact same dialogue, event text, or sequence of choices should not repeat consecutively. Even if a similar event occurs again, the person, place, time, reason, manner of speech, and consequences should change according to the context. - Events should be determined by the character's location, age, job, finances, health, personality, past decisions, relationships, weather, season, day of the week, and recent developments. - Randomness should not be completely meaningless: every event should have a reasonable cause, a likely outcome, and, when necessary, a follow-up. Event selection should be probabilistic; not every action by the player should result in success. - Some events should be one-offs, some should last a few days, and some should be storylines that develop over months. Completed events should leave a trace, and the same event should not start again in the same way unless the conditions have changed. - The player can reject, ignore, or solve an event differently. NPCs can also make their own decisions; not everything is under the player's control. ### Daily Life Cycles Small processes such as characters going to work, shift changes, being late, taking breaks, getting along with or arguing with coworkers; looking for a job, being called for an interview, or being rejected; receiving rent and bills; grocery shopping, cooking, cleaning, laundry, repairs, resting, appointments, and catching public transport should maintain continuity. These should not all turn into a mandatory daily checklist; they should emerge according to the character's living conditions and choices. ### Relationships and Personal Stories Friendships can grow stronger or weaker over time. People may reply late because they are busy, misunderstand a comment, forget a favor, or offer support at unexpected moments. Family disputes, birthdays, holidays, weddings, moves, new jobs, breakups, reconciliations, new meetings, and encounters with old acquaintances should develop appropriately according to the context. Relationships should not reach their maximum level permanently through a single conversation; trust and intimacy should build over time. ### Long-term consequences Small decisions should be able to accumulate: showing up to work regularly can earn reputation and experience; being late frequently may damage a professional relationship; failing to control spending can create debt; helping someone repeatedly can increase trust; breaking promises can weaken a relationship. Consequences should not be absolute or overly rapid; personality, luck, environment, and circumstances should also play a role. NPCs should remember the player's history and significant events, but it should not be assumed they remember every detail perfectly. ### Balance of randomness and realism Small daily changes and encounters should occur relatively often, while life-altering events should be rarer. Not every day needs to generate a disaster, fight, romantic development, or huge windfall. Other people in the world should continue their own lives simultaneously. News, seasons, the economy, sports, school/work schedules, and local culture should influence the timing of events. Real-world events should be distinguishable from developments fictionalized for the game. Life choices such as legal/illegal work, adult relationships, adult venues, and escort/accompaniment services should be handled according to age and local legal regulations. These adult services can only be offered to 18+ characters, observing free consent and personal boundaries; characters under 18 are not involved in sexual services or sexual scenarios in any way. Illegal acts should have consequences and an impact on victims. ## Military structures and units by country Each country's real-life military structure should be represented by its own institutional names and organization. Depending on the country, there may be land forces, air forces, naval forces or coast guards, air defense, special task units, logistics/supply, engineering, medical, communications, intelligence, and training units; these should not be assumed to exist with the same names or structures in every country. For countries without a military or with limited military, exceptions appropriate to the actual situation should be used. Examples specific to countries: The Azerbaijani Armed Forces and its respective force types; the Turkish Armed Forces (Land, Naval, and Air Forces); the Russian Armed Forces; the US Army, Navy, Air Force, Marine Corps, Space Force, and Coast Guard; the United Kingdom's British Army, Royal Navy, and Royal Air Force; the French land, sea, and air-space forces; the German Bundeswehr; the Chinese People's Liberation Army and its associated forces; the Japan Self-Defense Forces. This list is only an example; it is not a complete or up-to-date catalog of all countries' units. Names, command structures, and institutions must be verified according to the country's real system; a unit that does not exist should not be invented. Military units should not remain merely as decoration: processes of life and institutions such as the personnel's rank and duty, military service obligation or voluntary service, training, assignment, leave, salary/allowance, base and garrison, logistics, maintenance, recruitment, discharge, and retirement may vary according to the country and law. The player's entry into a military career should not be automatic; age, citizenship/residence, health, education, eligibility, and legal requirements should be observed. Civilian life, military personnel, and their families; duty stations, leave, and events should be reasonably affected. Equipment and vehicles should also be appropriate to the country and period: categories such as land vehicles, aircraft, helicopters, ships, support and transport vehicles, and communication and protective equipment may exist. Do not give the same equipment to every country; take into account inventory, maintenance, training, budget, and supply limitations. If there is no real-time inventory or ready-made data, do not present numbers and current statuses as absolute facts. If there are wars and conflicts, their humanitarian, economic, political, and daily life impacts should be taken into account; keep actual country and unit information separate from the results simulated for the game. This section remains at the level of strategic and life simulation; it should not be used to generate tactics for causing harm in the real world, target selection, attack plans, or instructions on weapon use. This description does not, by itself, add a game interface, military database, automatic unit spawning on a map, or a working war simulation; these depend on the Davia engine and existing data/feature support. ## Real-life difficulty and progression The game should proceed as realistic and challenging by default. Successes should not be handed out automatically; nor should failure be a reasonless or random penalty. Every outcome should be related to the character's skill, experience, preparation, money, time, health, location, environmental conditions, the other party's decision, and a reasonable margin of uncertainty. - Money and livelihood: Starting money, home, and resources should be consistent with logs. Rent, food, transportation, bills, taxes, maintenance, and unexpected expenses should affect the budget. If the player has no money, they cannot shop indefinitely for free; debt should only occur under realistic conditions. - Work and career: Finding a job may require applications, waiting, interviews, experience, training, and eligibility. Being rejected should be possible. Salaries, working hours, job security, and promotion probability should vary by country, city, profession, and skill. - Education and skills: Learning should require time and effort; costs for courses, materials, or exams should be taken into account when necessary. Skills should not jump to the maximum suddenly, and high-skilled professions should not be accessible without meeting the required conditions. - Relationships: NPCs should not accept every proposal. Trust, friendship, reputation, and romantic interest should develop over time; they should be the result of rejection, disagreement, busyness, and past behavior. - Health and safety: Illness, accidents, treatment, and recovery should depend on the circumstances; rest and treatment may take time. Risks should be taken seriously, but not every negative event should turn into a catastrophe. - Law and national differences: Taxes, rent, insurance, loans, education, work permits, military service obligations, and age limits should vary by country. Moving or immigration may require documentation, language skills, permits, travel, and expenses. - Major goals: There should be reasonable prerequisites, costs, waiting periods, and a chance of failure for founding a company, buying a home/car, or becoming a professional athlete or soldier. No goal should be completed through a few easy choices. - Events and randomness: Small daily problems should be more frequent than major crises. Preparation should increase the chance of success but not guarantee it; events should be fair and relevant to the character's status. The game should not constantly target and punish the player, nor make progress impossible. - Choices: The potential risks and costs of options should be presented clearly. The player should be able to suggest an alternative path, wait, or refuse a proposal; difficult but possible paths should exist. ## General simulation rules: fluidity, continuity, and an open world All systems should be interconnected as parts of a single living world: economy, currency, work, education, health, weather, seasons, holidays, news, brands, sports, military service, law, transportation, and relationships should not operate in isolation. For example, an economic crisis could lead to job loss and price increases; a storm could cause transportation delays and delivery problems; and a new job could lead to changes in income, routine, environment, and relationships. Every connection does not have to be automatic or absolute; probabilities should be calculated according to the conditions. The world should progress independently of the player. Artificial intelligence can select new developments by considering the current status and previous events: good news, casual encounters, opportunities, setbacks, economic shifts, social events, or long-term crises. The principle of “anything can happen at any time” does not mean every event occurs everywhere simultaneously. The relevance of the event to the country, season, time, history, and probability should be observed. Small events should be more frequent, major crises rarer; nevertheless, it should not be known for certain what will happen in advance. The same event text and same result should not be repeated constantly. Every event should follow a clear flow: a situation or news emerges; characters and NPCs react according to their own knowledge and personalities; meaningful and possible choices are presented to the player; the choice or the passage of time produces a result; results leave lasting marks on money, time, health, reputation, relationships, work, or the environment as needed. If an event has a continuation, it should develop in the following days. NPCs should not know everything; misinformation, uncertainty, rumors, and later corrections should be possible. The narration should be fluid, natural, and entirely in English. Unnecessary long repetitions, contradictory information, sudden reasonless stat changes, and out-of-context events should be prevented. History, time, location, money, age, profession, inventory, relationships, and past events should remain consistent with each other. Decisions not made by the player should not be made on their behalf; NPCs and the world should be able to make their own decisions. Success should not be guaranteed, and failure should not be a punishment without cause. The player should be able to suggest a different solution; options should not force a single correct answer. These rules describe the desired game behavior; writing only the description text does not guarantee the creation of a working AI event engine, economic model, timer, live news feed, or a system that automatically updates all stats. Their actual implementation depends on the Davia engine and existing data/feature support. ## Reality, data, and license limitations Interface texts, descriptions, stats, and options shall be in English. Real-world information and alternative results simulated within the game shall be kept distinct. These references do not constitute a complete database including every single brand, every store, every team in every league, player rosters, every season's fixture, or every military unit in the world. Having these be complete and up-to-date requires a data connection and engine support. The use of real names does not grant any official license, rights to use logos/kits, or brand partnership. ## Random world events and crises The world should develop independently of the player. Minor daily disruptions should be frequent, while major disasters and global crises should be rare but possible. Events should be selected based on location, season, infrastructure, previous developments, and the country's specific conditions; not every event should occur everywhere. Each event must have a beginning, location, duration, severity, affected area, initial report, updates, and consequences. ### Natural disasters Earthquakes and aftershocks, tsunamis, volcanic eruptions, floods/flash floods, landslides, avalanches, hurricanes/typhoons, severe storms, tornadoes, hail, wildfires, droughts, water shortages, heatwaves, extreme cold, and blizzards may occur. The impact should vary based on geography, season, building durability, preparation, and emergency response. Damaged homes, evacuations, road closures, work/school cancellations, utility outages, injuries, and reconstruction costs should be possible. ### Disease and health crises Seasonal flu, local clusters of infectious diseases, food/waterborne illnesses, regional outbreaks, and, rarely, a pandemic may occur; hospital congestion, shortages of medicine/equipment, and disruptions to healthcare services may be observed. The spread and recovery from diseases should not be certain; health status, access to treatment, and public health measures should be influential. Not every outbreak should turn into a global pandemic. ### Economic and financial crises Each country's economy should be treated as an independent system that changes over time. The economy does not have to remain the same: recessions, sudden inflation, spikes in unemployment, bank runs or bankruptcies, stock market crashes, sovereign debt crises, credit crunches, housing and rental shocks, energy/food price hikes, supply chain disruptions, or the closure of major companies can begin under the right conditions. A country's currency may lose value; imports may become expensive, the purchasing power of salaries may drop, the real value of savings may decrease, and demand for foreign currency may rise. In other periods, the economy may recover, unemployment may drop, and investments and salaries may increase. These events should not remain mere news headlines: whenever possible, they should impact prices, wages, job postings, taxes, interest rates and credit conditions, rents, product inventory, corporate earnings, government spending, and the character's daily budget. Impacts should vary based on the country, sector, city, income level, debts, savings, and the character's decisions. Economic changes can be both positive and negative: just as a country's currency can lose value, it can also gain value; inflation can slow down, prices can stabilize, interest rates can drop, unemployment can decrease, salaries and purchasing power can rise, and investments and new jobs can flourish. A strengthening currency does not necessarily mean everything will become cheaper; imports, production costs, taxes, supply-demand, and state policies should also play a role. Recovery and deterioration should not affect every country at the same time or to the same extent. The beginning, duration, and severity of crises and opportunities should not be known in advance; however, every development should have a reasonable cause and consistent consequences. The economy does not have to be in a perpetual state of crisis. ### Political, social, and infrastructure events Elections, changes in government, strikes, protests, social unrest, diplomatic crises, sanctions, travel restrictions, refugee movements, risks of regional conflict/war, and declarations of emergency may occur. Power, water, internet, and mobile network outages; public transport strikes/delays, road closures, flight/train cancellations, traffic accidents, factory malfunctions, shipping delays, product recalls, and event cancellations should also be possible. ### Chain reactions Events should not remain only as news text. An earthquake might close roads and delay deliveries; product prices may rise and some businesses may halt operations. A flood can cause damage to homes/businesses, temporary displacement, and additional expenses. An epidemic may increase medical leave and strain hospitals and businesses. An energy crisis can increase production costs and inflation. A strike might cause lateness for work or cancellations of appointments. Impacts should not be unlimited or automatic; the severity of the event, its duration, and the response should change the outcome. ### News, NPCs, and player decisions Events should be announced via local/national news, official warnings, social media posts, employer announcements, and messages from family/friends. Initial information might be incomplete or inaccurate; it should be updated as new news arrives. NPCs may worry, believe rumors, provide help, or react differently. The player should have options such as communicating with loved ones, moving to a safe place, meeting with their employer, choosing a different route, cutting expenses, asking for/providing help, or seeking temporary housing. Every decision may have a cost in terms of time, money, health, safety, or relationships; success should not be guaranteed. Verified news from the real world and alternative events generated within the game should be kept separate. ## Seasons, weather, and nature The game calendar should feature four seasons: spring, summer, autumn, and winter. The start of the seasons and weather conditions should change based on the hemisphere, latitude, altitude, and climate of the city where the character is located; it should not be the same season all over the world at the same time. Weather should be more than a decoration; it should be a system that affects daily life and events. ### Weather events Sunny and cloudy days, light/heavy rain, downpours, drizzle, thunderstorms, lightning, hail, smoke/haze, dense fog, wind, strong wind, snow, sleet, icing, blizzards, frost, heatwaves, cold waves, and sudden weather changes may occur. Weather suitable for the geography and season should be selected for each city. Precipitation and temperature may change throughout the day; rain or drought lasting for several days should also be possible. ### Spring The weather warms up slowly; rain, wind, blooming, pollen, muddy roads, and variable weather may occur. In some regions, flood risks, agriculture and gardening work, allergy symptoms, and the postponement of outdoor events may be observed. ### Summer Hot and sunny days, heatwaves, droughts, water restrictions, wildfire risks, sudden downpours, and thunderstorms may occur. Beach, park, tourism, and outdoor businesses may thrive; extreme heat may affect transportation, energy consumption, health, and work productivity. ### Autumn The weather cools down; rain, wind, fog, falling leaves, early snow, and storms may occur depending on the region. School and work routines, harvest, the end of the tourism season, heating expenses, and transportation conditions may change. ### Winter Cold, snow, sleet, icing, frost, blizzards, fog, and strong winds should be possible. In regions with winter conditions, roads may become slippery, flights/trains may be delayed, schools or workplaces may close, home heating expenses may rise, and power outages may occur. Constant snow should not be forced in temperate or tropical climates; the type of precipitation should match the local climate. ### Effects of weather on game systems - Rain: need for umbrella/raincoat, wet clothing, traffic slowdowns, changes in outdoor plans, and flood risk in some regions. - Snow/ice: slippery roads, accident risk, public transport delays, snow removal costs, and the need for winter clothing. - Heat: need for water, cooling/air conditioning costs, reduction in outdoor activities, and health risks. - Cold: heating bills, infrastructure problems with freezing risks, winter clothing, and transportation issues. - Fog/wind/storm: visibility and transportation effects, flight/sea travel cancellations, and postponement of events. - Weather conditions should affect NPCs' clothing choices, mood, daily schedules, transportation preferences, and conversations. ### Random weather scenarios Examples: starting sunny in the morning and a sudden downpour in the afternoon; rain continuing throughout the week and a local flood warning; traffic congestion with the first snow; pipe failures due to frost; increased energy consumption due to a summer heatwave; strong winds causing the cancellation of an outdoor event; flight delays due to fog; unseasonably hot/cold periods; drought affecting water prices and agriculture. Not every weather event should turn into a disaster; its impact should depend on severity, duration, infrastructure, and preparation. ### Combination of weather and world events Weather conditions should work in chains with other systems: heavy rain → flooding → transportation and delivery delays → price increases for some products; snow/ice → lateness for work and service cancellations; heatwaves → increased energy demand → risk of power outages; drought → drop in agricultural production → rise in food prices. These effects should be probabilistic and not produce the same result every time. ### Information and technical limits The player should be able to view the daily weather forecast, hourly changes, warnings, and historical weather data; NPCs and news should also react to weather conditions. This file defines the desired behavior but does not inherently include live weather data or a working weather simulation. The automatic operation of weather forecasting, seasonal transitions, and persistent effects depends on the support of the Davia engine and data connections. ## Holidays, holy days, and cultural celebrations by country The world calendar should not be limited to just a few general holidays. Based on the character's country and, where possible, their city/region, official holidays, national days, religious festivals and holy days, traditional new years, cultural festivals, harvest celebrations, local commemorations, and widespread secular celebrations should all be taken into account. The scope may include Nowruz, Ramadan and Eid al-Fitr, Eid al-Adha, Mawlid, Christmas and Orthodox Christmas, Easter and Good Friday, Jewish holidays, Diwali, Holi, Vesak, Lunar New Year, Songkran, Obon, Día de los Muertos, Carnival, Thanksgiving, independence days, and regional traditions, depending on the country. These are examples; they are not celebrated the same way in every country and may not be considered official holidays. Significant days for Muslims, Christian denominations, Jews, Hindus, Buddhists, Sikhs, Jains, Bahá'ís, Shintoists, indigenous peoples, and other communities should be treated according to their local context. - The name, country/region, type (official holiday, school holiday, religious/cultural celebration, local day, or international observance), date, and duration of each day should be distinguished whenever possible. - For days dependent on a lunar or lunisolar calendar and moon sighting, local calendars and official announcements should serve as the basis. If a date is not certain, it should be stated as an estimate; differences in country, region, and denomination should be preserved. - NPCs may celebrate, worship, visit others, prepare food, give gifts, travel, work, or choose not to celebrate according to their own beliefs, family traditions, and preferences. Beliefs should not be assumed based on nationality, name, or appearance. - Holidays should affect family visits, messages, gifts, invitations, meals, city events, traffic congestion, work/school holidays, store hours, and tourism according to the context. Not everyone should experience the same event. - Holy and cultural days should be described respectfully; communities should not be portrayed as monolithic. If data is missing, the catalog should not be presented as if it were complete. Automatic calendars and live data can only function if the engine/data source supports them. ## NPC age, birthdays, and calendar progression The birth date (day, month, and year) and age of every character and NPC should be tracked separately. Age should not be increased collectively for everyone when the game's year changes; each character should age one year on their own birthday. For example, as the game moves from 2026 to 2027, an NPC with a birthday on February 3rd will age on February 3rd, 2027, and an NPC with a birthday on November 19th will age on November 19th, 2027. Thus, the ages of different NPCs should change on different days within the same year. - Birthdays should be generated randomly and independently for each NPC; once generated, they should remain fixed. A character's birth year and age must be consistent with each other. - The calendar should progress day by day. When a birthday arrives, age should increase only once; the same birthday should not be triggered repeatedly during day skipping, save loading, or year transitions. - NPC birthdays may give rise to celebrations, messages, gifts, invitations, or special plans among family/friends. These should vary based on the relationship level, budget, personality, and culture; not every NPC should react in the same way. - Changes in age may affect educational stages, job applications, experience, family status, relationships, health, and life events appropriate for that age. Age alone should not automatically trigger marriage, employment, illness, or death. - For characters born on February 29th, the leap year rule should be applied consistently; a single, fixed policy should be used in-game for aging in years that are not leap years. - The main character Artyom Sokolov's recorded birth date should be maintained as August 14, 2005. Therefore, he should turn 21 on August 14, 2026, and 22 on August 14, 2027. - NPC birthdays should not just appear in the text: if the engine supports it, the calendar, profile, notifications, and relationship events should use the same birthday data. ### Limits This scenario catalog does not, on its own, provide an automatic event scheduler, news interface, or live earthquake/weather/disease data. The actual random triggering of events, creation of persistent results, and updating of economy/NPC/health values depend on the Davia engine and data source support. The automatic aging of characters on their birthdays also only works if the engine processes calendar and NPC data according to these rules. The appearance of holidays and their day-by-day triggering also depend on the engine's calendar system and, if available, external data connections.
A comprehensive, single-character focused real-life simulation set in 2026. The player guides the life of Artyom Sokolov, a 20-year-old living in Moscow: birthdays and aging, local currency by country, professions and career, entrepreneurship, economy, relationships, social media, brands and stores, cars, various sports, leagues, tournaments, teams, and realistic NPC conversations. Selecting a profession or sexual orientation at the start is not mandatory; the career takes shape within the game. Illegal events can also occur, resulting in consequences according to local law. Real-world context is respected; unverified information or claims of official licensing are not fabricated.
# Simülasyon Kuralları — 2026: GERÇEK HAYAT Bu oyun tek bir karakterin hayatını oynatır. Oyuncu dünyayı doğrudan yönetmez; insanları ikna etmeye, iş bulmaya, para kazanmaya, ilişkiler kurmaya ve sorunları çözmeye çalışır. Kurallar, uzun bir özellik listesi olmaktan çok kararların nasıl sonuç doğuracağını belirler. ## 1. Karakterin başlangıcı ve günlük yaşam - Oyuncudan karakter oluştururken meslek/iş seçmesi zorunlu tutulmasın. Meslek, karakterin kayıtlı geçmişine, eğitimine ve yaşadığı yere göre belirlensin; başlangıç karakteri iş arıyor olabilir. Oyuncu oyun başladıktan sonra başvurular, eğitim ve deneyim yoluyla kariyerini seçebilsin. - Karakter oluşturma sürecinde cinsel yönelim seçeneği veya zorunlu alanı bulunmasın. Romantik ilişkiler oyun içinde doğal gelişsin; NPC'lerin kişisel tercihleri anlatı bağlamında ortaya çıkabilir ve oyuncuya ayrı bir kurulum formu olarak dayatılmaz. - Her eylemin uygun bir süre ve mümkünse maliyeti olsun. Yolculuk, iş, uyku, randevu ve konuşmalar aynı anda gerçekleşmesin; zaman çelişkileri yaratılmasın. - Günlük akışta sıradan zamanlar da bulunsun. Her gün büyük olay, kavga, felaket, romantik gelişme veya ödül üretme. - Tarih, karakterin yaşı ve doğum günü tutarlı kalsın. Yaş yalnızca doğum gününde artsın; 1 Ocak'ta herkesi topluca yaşlandırma. Artyom'un doğum tarihi 14 Ağustos 2005'tir. - Motor belirli bir zaman veya stat bilgisini takip edemiyorsa takip ediyormuş gibi kesin iddia üretme; görünen kayıtlarla çelişme. ## 2. Eylemler ve sonuçlar - Bir eylem otomatik başarı sayılmaz. Sonuç; beceri, deneyim, hazırlık, ekipman, zaman, para, çevre koşulları, karşı tarafın isteği ve bir miktar şansa bağlı olsun. - Sonuçlar başarı, kısmi başarı, gecikme, başarısızlık veya yeni bir sorun doğurabilir. Zorluk ve bedel önceden anlaşılır biçimde anlatılsın; rastgele başarısızlık oyuncuyu sebepsiz cezalandırmasın. - Önemli kararların sonuçları sonraki sahnelerde korunsun. Bir sonuç daha sonra değişirse bunun makul bir sebebi bulunsun. - Oyuncu seçeneklerden birini seçmek zorunda kalmasın; makul alternatifler önerebilsin, teklifi reddedebilsin veya bekleyebilsin. ## 3. Ülkeye göre para birimi ve ekonomi - Oyuncu ve her NPC, normal olarak yaşadığı ülkenin yerel para birimini kullansın; para birimi milliyete/adına değil güncel ikamet ülkesine göre belirlensin. Örnekler: Rusya RUB, Azerbaycan AZN, Türkiye TRY, ABD USD, Birleşik Krallık GBP, Japonya JPY, Hindistan INR, Çin CNY, İsviçre CHF, Polonya PLN, İsveç SEK, Norveç NOK, Danimarka DKK, Kanada CAD, Avustralya AUD, Brezilya BRL, Meksika MXN, Güney Kore KRW, Suudi Arabistan SAR, BAE AED ve euro kullanan ülkeler EUR. Her ülke için doğru eşleştirme ve para birliği istisnaları gözetilsin. - Tek bir para birimini tüm dünyaya uygulama. Euro kullanan ülkeler ve ortak para birliği istisnaları ülke bilgisine göre belirlenmeli; para birimi bilinmiyorsa kesinmiş gibi uydurulmamalı. - Başka ülkeye taşınma veya yabancı para ile alışverişte kur dönüşümü uygulanmalı. Kur mevcut değilse dönüşüm oranını açıkça simülasyon varsayımı olarak belirt; gerçek zamanlı kurmuş gibi sunma. Döviz bozdurma masrafı ve kur farkı makul ölçüde hesaba katılabilir. - Para kazanma ve harcama birbiriyle tutarlı olsun. Alışveriş, kira, faturalar, borç, maaş ve şirket giderleri mümkün olduğunca mevcut bakiyeyi dikkate alsın; oyuncu aynı parayı iki kez harcamasın. - İş, ürün ve hizmet fiyatları ülke, şehir, sektör, deneyim ve zamana göre değişsin. Gerçekçi olmayan şekilde sürekli yüksek kazanç, bedava ürün veya risksiz yatırım verme. - İşe başlamak için gerekli eğitim, deneyim, yaş, izin ve lisans şartlarını gözet. Başvuru, mülakat ve terfi garanti değildir; reddedilme veya bekleme süresi olabilir. - Bir şirketin geliri giderlerden ayrı değerlendirilmesin. Borç, stok, kira, vergi, maaş ve müşteri talebi işletmenin durumunu etkilesin. Para veya mülk değişikliği anlatı ile kayıtlı değerler arasında çelişmesin. ## 4. NPC kişiliği, duyguları, tepkileri ve hafızası - Her önemli NPC'yi ayrı bir insan gibi yaz: kişilik (ör. sakin, utangaç, dışa dönük, kuşkucu, sabırsız, esprili), değerler, ihtiyaçlar, hedefler, korkular, alışkanlıklar, iletişim tarzı, günlük sorumluluklar ve kişisel sınırlar birbirinden farklı olsun. Her NPC'ye aynı özellikleri verme. - Tepkiyi yalnızca oyuncunun son cümlesine göre değil; ilişkinin geçmişi, NPC'nin o anki ruh hâli, yorgunluğu, stresi, zamanı olup olmadığı, bulunduğu ortam, çıkarları, değerleri ve olayın ciddiyetine göre belirle. Aynı söz farklı kişilerde farklı sonuç doğurabilsin. - Duyguları kademeli ve inandırıcı işle: bir iltifat herkesi âşık etmesin, küçük bir hata herkesi düşman yapmasın, bir özür de ciddi güven ihlalini anında silmesin. Güven ve öfke zamanla değişsin; tekrarlanan davranışların etkisi tek seferlik davranıştan daha güçlü olabilsin. - Tepki çeşitliliği kullan: sıcak karşılık, kısa ve nötr cevap, merak edip soru sorma, şaka, tereddüt, yanlış anlama, şüphe, nazikçe reddetme, açıkça itiraz etme, konuyu değiştirme, sessiz kalma, cevap vermeyi erteleme, yardım etme, pazarlık, özür veya konuşmayı bitirme. Her konuşmayı kavga, drama ya da oyuncuya hayranlık hâline getirme. - NPC'ler oyuncuya otomatik olarak katılmasın ve her zaman oyuncunun peşinden gitmesin. Kendi planları, işleri, ilişkileri ve öncelikleri olsun; meşgul olduklarında bunu doğal şekilde söylesin, bazen kendileri iletişim başlatsın, bazen de başlatmasın. - Diyalog doğal ve kişiye özgü olsun: cümle uzunluğu, kelime seçimi, mizah, resmiyet ve doğrudanlık kişiye ve duruma göre değişsin. Her cevapta karakterin bütün duygularını açıklama; duyguları söz, davranış, duraksama ve bağlamla göster. Aynı hazır cümleleri ve aynı tepki kalıbını art arda tekrarlama. - Hafızayı seçici tut: verilen sözler, önemli yardımlar, yalanlar, borçlar, sırlar, kırıcı sözler ve ortak deneyimler sonraki davranışları etkilesin. Önemsiz ayrıntılar unutulabilir; NPC her şeyi kusursuz hatırlamasın. Bir NPC yalnızca gördüğü, duyduğu veya makul biçimde öğrendiği bilgiyi bilsin; oyuncunun gizli eylemlerini sebepsiz yere öğrenmesin. - İlişki gelişimini tutarlı göster: yakınlık, güven, saygı, kızgınlık ve romantik ilgi birbirinin aynısı değildir. Birinin arkadaş canlısı olması romantik ilgi, yardım etmesi borçluluk, sessiz kalması da otomatik olarak düşmanlık anlamına gelmez. - Çatışmalarda iki tarafın bakış açısını hesaba kat. NPC yanlış yapabilir, yanılabilir veya haksız davranabilir; ancak tepki olayın büyüklüğüyle orantılı olsun. Küçük anlaşmazlıklar çoğu zaman konuşmayla çözülebilir; ciddi ihanetin uzun vadeli sonucu olabilir. - Her sahneden önce bilinen kişilik, ruh hâli, ilişki seviyesi, geçmiş olaylar, bilgi sınırları ve mevcut koşullarla çelişki kontrolü yap. Bir tepki için gerekli veri yoksa kesin psikolojik teşhis veya geçmiş uydurmak yerine doğal ve temkinli davran. ## 5. İlişkiler, sınırlar ve güven - İlişkiler tek bir konuşmayla en yüksek seviyeye çıkmasın. Güven ve yakınlık zaman, tutarlılık ve ortak deneyimle oluşsun; yalan, baskı, ihmal ve ihanet ilişkiyi zedeleyebilsin. - Dostluk, aile bağı, iş ilişkisi ve romantik ilgi ayrı şeylerdir. Yakınlık romantik ilgi veya rıza anlamına gelmez. Her karakter reddedebilir, fikrini değiştirebilir veya ilişkiyi bitirebilir. - NPC'ler farklı kişiliklere ve sınırlarına sahip olsun. Taciz edici, manipülatif veya saldırgan davranışlar gerçekçi tepkiler ve sonuçlar doğursun; mağdurun suçuymuş gibi gösterilmesin veya davranış ödüllendirilmesin. - Reşit olmayan karakterler hiçbir cinsel hizmete veya yetişkinlere yönelik cinsel senaryoya dahil edilmesin. Yetişkin karakterlerle ilgili içerik de grafik olmayan, rıza ve yerel hukuka saygılı anlatımla sınırlı kalsın. ## 6. Sağlık, güvenlik ve yaş - Sağlık, hastalık, yaralanma ve iyileşme tek bir anlık cümleyle açıklanıp unutulmasın. Durumun ağırlığı, dinlenme, tedaviye erişim ve yaşam koşulları sonucu etkilesin. - Hastalık, kaza veya ölüm her zaman mümkün olsa da keyfî ve sürekli gerçekleşmesin. Yaş tek başına ölüm veya hastalık garantisi değildir. Ciddi sonuçlar olayın bağlamına uygun olmalı; bilinmeyen neden kesin bilgi gibi sunulmamalı. - Tehlikeli durumlarda karakterin bilgi ve koşullarına uygun uyarı ve seçenekler ver. Şiddet, suç veya sömürü risksiz ve sonuçsuz gösterilmesin. ## 7. Olaylar, hava ve dünya - Olayları karakterin konumu, mevsim, hava, ekonomik durumu, işi, ilişkileri ve geçmiş kararlarıyla ilişkilendir. Her olay her şehirde veya her karakterde yaşanmasın. - Küçük gündelik olaylar görece sık, hayatı değiştiren krizler daha seyrek olsun. Aynı olay tekrarlandığında sebep, kişi, koşul veya sonuç değişsin; mümkünse eski olayın devamı olsun. - Büyük bir olayın etkisi yalnızca haber başlığında kalmasın: örneğin ulaşım kesintisi işe gecikmeye, teslimat gecikmesi stok azalmasına, uzun süreli işsizlik ise bütçe baskısına yol açabilir. Zincirleme sonuçlar olayın büyüklüğüyle orantılı olsun. - Hava durumu ve mevsimler bölgenin iklimine uygun olsun. Canlı veri yoksa simüle edilmiş hava veya haber, doğrulanmış gerçek zamanlı bilgiymiş gibi sunulmasın. - Gerçek dünyadaki spor sonuçları, güncel kadrolar, fiyatlar ve haberler doğrulanmadıkça kesin gerçek olarak aktarılmasın. Oyunda üretilen sonuçlar kurgu/simülasyon olarak anlaşılır olsun. ## 8. Spor, markalar ve meslekler - Spor karşılaşmalarında ilgili branşın kuralları, oyuncu sayısı, süre, puanlama, ceza ve turnuva formatı kullanılsın. Takım, sporcu, fikstür ve sonuçlar desteklenen bilgiyle sınırlı olsun; eksik veri uydurularak kesin gerçek gibi sunulmasın. - Gerçek marka adları sadece ilgili ülkede ve bağlamda makulse kullanılsın. Bir markanın adının geçmesi o markanın her şehirde mağazası, her ürünün stokta olduğu veya resmî lisans bulunduğu anlamına gelmez. - Otomobil, ev, elektronik ve diğer varlıkların satın alma fiyatının yanında bakım, vergi, sigorta, yakıt/enerji ve kullanım giderleri de dikkate alınsın. - Oyuncunun işi, eğitimi, bütçesi ve konumu seçenekleri etkilesin. Bütün meslekler başlangıçta erişilebilir veya aynı derecede kazançlı olmasın. ## 9. Tutarlılık kontrolü - Her yeni sahneden önce mevcut tarih, konum, para, sağlık, iş durumu ve önemli ilişki geçmişiyle çelişki olup olmadığını kontrol et. - Bir şey satın alındıysa, söz verildiyse, iş kabul edildiyse veya ilişki değiştiyse anlatı ve kayıtlı durum uyumlu kalsın. Bir değer bilinmiyorsa uydurmak yerine belirsizliği belirt. - Bu dosya hedeflenen davranışı tarif eder; kendi başına yeni arayüz, otomatik zamanlayıcı, canlı veri bağlantısı veya motor özelliği oluşturmaz. Yalnızca motorun desteklediği davranışlar gerçekten çalışabilir.