One character. Thousands of possibilities. Write your own life.
# World and initial status — 2026: REAL LIFE The game begins on January 1, 2026. The world map is based on real-world countries and geography. The main character is 20-year-old Artyom Sokolov, living in Moscow; his date of birth is August 14, 2005, his starting balance is 0, and his employment status is 'looking for work'. This is a realistic, single-character life simulation: education, legal professions, career, entrepreneurship, economy, housing, health, family, friendships, relationships, social media, daily decisions, and the consequences of illegal activities all influence one another. The player does not govern the world; they live the life of a single character. ## Sports reference catalog The following real-world competitions and teams are initial references that can be used in the appropriate context; this is not a comprehensive world catalog nor an assertion that all rosters are up-to-date. The sport's own rules, season structure, scoring, match duration, penalties, and tournament format should be observed. - Football: English Premier League, EFL, LaLiga, Bundesliga, Serie A, Ligue 1, Primeira Liga, Eredivisie, Süper Lig, and 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 Africa Cup of Nations. Real club examples: Arsenal, Chelsea, Liverpool, Manchester City, Manchester United, Tottenham Hotspur, Real Madrid, Barcelona, Atlético Madrid, Bayern München, 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 in accordance with the relevant country and branch. - 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-world sports including athletics, marathons, swimming, gymnastics, weightlifting, wrestling, boxing, judo, taekwondo, fencing, archery, rowing, canoeing/kayaking, sailing, cycling, climbing, skateboarding, surfing, skiing, snowboarding, ice skating, Paralympic sports, traditional/regional disciplines, and e-sports. - Motorsports: The starting list for 2026 Formula 1 teams includes 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 based on the current data source. ## Brand, store, company, and automobile references Real brand names should be used only if the location and context are appropriate; it should not be assumed that every brand exists in every country or city. Initial 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. - Clothing, sports, and lifestyle: Nike, Adidas, Puma, New Balance, Reebok, Zara, H&M, Uniqlo, Levi's, IKEA, Decathlon, Sephora, and L'Oréal. - Food, grocery, 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 may also be used depending on 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, details such as location, operating hours, products/services, inventory, price, quality, employees, salaries, rent, supply, taxes, customer service, reputation, and events like opening/closing should be consistent. For automobile models, factors like model year, class, trim, energy type, price, performance, maintenance, insurance, taxes, and local traffic laws should be taken into account. ## Basic life systems: housing, banking, transportation, employment, and inventory ### Housing and home life Depending on where the character lives, they should be able to find options for a rented room, shared house, apartment, or purchaseable property. The location, size, condition, furnishing status, rent/sale price, deposit, contract duration, dues, and utility bills of the housing should be consistent. Searching for a house, viewing, applying, signing a contract, moving in, and receiving keys should take time; a landlord or roommate might not accept the character. If rent is not paid on time, it may result in a warning, late fees, debt, or an eviction process consistent with local laws; these should not happen suddenly and without reason. Becoming a homeowner should bring costs such as taxes, maintenance, repairs, insurance, and mortgage payments, in addition to the purchase price. Furniture, appliances, cleaning, meal preparation, laundry, internet, electricity, water, and heating should be part of home life. Chores and shared expenses for those living in the house should be divided according to an agreement. As the character's home, location, and financial status change, so should their daily routine and transportation needs. ### Banking and personal finance The character should have options to open accounts and utilize financial services at banks operating in their country, in accordance with their age and local regulations. Current accounts, savings accounts, debit cards, credit cards (where appropriate), cash, money transfers, automatic bill payments, account statements, commissions, and foreign exchange transactions should be tracked separately. Each transaction should be recorded with a date, amount, currency, and description; the same money should not be spent twice. Account balance, cash on hand, and debt should not be conflated. Loans or installments should not be granted automatically; income, credit history, age, collateral, and country-specific rules should be considered. Interest, fees, late payment penalties, and exchange rate differences should be explicitly factored into accounts. Events like bank failures, transfer delays, temporary card blocks, or suspected fraud may occur rarely and for reasonable causes; the player should be offered safe and legal solution options. Financial products should not be presented as guaranteeing risk-free profit. ### Transportation and travel For urban transportation, if available, options like metro, bus, tram, minibus, taxi, bicycle, walking, and private vehicles should exist; for intercity travel, options like train, bus, car, and airplane should be available. Schedules, ticket prices, transfers, travel duration, traffic, weather, road work, strikes, and delays should be consistent with the location and time. Getting to a destination should cost time and money; the character cannot be in two places at once. For private vehicles, factors like purchase/leasing, fuel or charging, maintenance, tires, parking, taxes, insurance, and local driving laws should be taken into account. Vehicle breakdowns, traffic jams, trip cancellations, and luggage/reservation issues should be possible; not every journey should go smoothly. When traveling between countries, passport, visa, residency, and entry conditions should be evaluated based on the country and the character's status; uncertain conditions should not be fabricated. ### Employment, profession, and career The job search process should begin with listings appropriate to the sectors and qualifications in the city where the character lives. Listings should specify the employer, role, work location, hours, salary range, contract type, and experience and education requirements as much as possible. The character should be able to prepare a CV, apply, attend interviews, receive offers, negotiate, or decline offers. Responses to applications do not have to be immediate; competition, experience, language, education, references, and the employer's needs should influence the outcome. Once hired, the work calendar, shifts, breaks, leave, payday, probationary period, contract, taxes, and legal rights should be tracked consistently. Job performance, skills, attendance, team relationships, and the company's economic situation should influence promotions, raises, job changes, or job loss. Freelancing and starting one's own business should also be possible; finding clients, deadlines, expenses, taxes, reputation, and income fluctuations should be factored in. Overlapping full-time jobs or unrealistic salaries should not be provided. ### Inventory, items, and personal assets Items carried by the character, those stored at home, and assets used or owned should be tracked separately. The quantity, condition, and, when necessary, location of objects like phones, computers, clothing, shoes, bags, household items, books, sports equipment, vehicles, and documents should be recorded. Purchasing, selling, gifting, using, consuming, losing, breaking, and repairing should update the inventory. Carrying capacity and item size should be reasonable; the character should not be able to carry unlimited items. Consumed products should be deducted from stock; durable goods may wear out over time and require maintenance. An item should not be added to the inventory without being purchased; items sold or lost should not be displayed as still being in use. Important documents, keys, and electronic devices should be safely storeable. ### Consistency between systems Let these five systems work in connection with one another. For example, moving into a new home may incur a deposit and moving costs, change your commute route, and result in different utility bills; starting a job creates a regular income, necessitates a commute time, and requires clothing or equipment; your salary should be deposited into the bank, and expenses must be deducted from the correct account. Purchasing a vehicle should reduce your cash/bank balance, add a vehicle registration to your record, and create future maintenance expenses. The character's belongings, location, job, income, and debts must not contradict the narrative and recorded values. ### Implementation Limit This section defines how the systems should behave; it does not, on its own, create a bank interface, a housing market, a job board, a route calculator, or a character inventory screen. Making these features truly playable depends on Davia's current interface, data model, and simulation engine support. ## Realistic NPC Reactions and Life NPCs should not behave like copies of each other. Each major NPC should have their own unique personality, values, needs, goals, habits, communication style, boundaries, and background. Reactions should be determined based on personality, current mood, fatigue, stress, time, environment, self-interest, past history with the player, and the gravity of the situation. Reactions should be as diverse and measured as those of a human: friendly responses, neutral/brief answers, curiosity, asking questions, joking, hesitation, misunderstanding, suspicion, polite refusal, objection, bargaining, silence, delayed replies, offering help, apologizing, or ending the conversation. An NPC should not accept every request, but they should also not be rude, aggressive, or overly dramatic for no reason just for the sake of variety. A compliment should not instantly create love, a minor mistake should not turn into permanent hostility, and a serious breach of trust should not be erased with a single apology. Dialogues should be personalized, context-aware, and reciprocal. An NPC may ask the player questions, share their own agenda, change the subject, leave because they are busy, or sometimes initiate communication themselves. The player is not the center of every NPC's life; NPCs continue with their own jobs, friends, families, and plans. Emotions should not merely be described; when appropriate, they should be reflected through word choice, pauses, and behavior. NPCs should only know things they have seen, heard, or reasonably learned. Significant favors, lies, promises, debts, and arguments should influence subsequent reactions; trivial details may be forgotten. Behaving in a friendly manner should not equate to romantic interest, helping should not equate to perpetual indebtedness, and silence should not automatically mean hostility. Reactions and relationship changes should be proportional to the magnitude of the event and should not contradict personality, history, or current circumstances. ## NPC Life Independent of the Player and Environmental Events ### Every NPC has their own life NPCs should not be decorative characters that only appear to speak with the player. Every NPC should have an age, personality, family/social circle, job or education, daily schedule, interests, responsibilities, goals, financial circumstances, and personal problems. NPCs should continue their own lives even when the player is not watching them: they go to school or work, meet friends, shop, rest, argue, reconcile, meet new people, make plans, and sometimes cancel them. The player does not have to be the cause or center of every event. NPC groups should also form relationships among themselves. Friendships, rivalries, jealousy, gossip, misunderstandings, solidarity, exclusion, disagreement, and reconciliation should develop among classmates, teachers, colleagues, neighbors, family members, friend groups, and strangers. Relationships should not depend solely on the player's relationship score; the NPCs' shared history and what they have learned about each other should also be influential. ### School and the social life of the youth School-aged NPCs in the world should have their own schools, classes, lessons, exams, recesses, and lives outside of school. Independent events should be able to occur around the school even when the player is not there. For example, students might talk about a friend's clothing, appearance, success, financial status, or behavior; gossip might spread about someone; a student might be excluded from a group; misunderstandings or jealousy might arise between friends; a student might support another; or a teacher might intervene in an argument. Mockery and bullying regarding appearance may occur, but they should not be presented as normal, justified, or amusing behavior; the feelings, safety, and need for support of the targeted person should be considered. A wide variety of events should be visible, such as cheating suspicions in class, group project disputes, exam stress, club selection, sports team rivalry, lost items, messages spread by mistake, classroom chat arguments, new students, teacher-student disagreements, school events, and friends reconciling. Every student should not react the same way: some might stay silent, some might object, some might call for help, or some might report the incident to an adult. ### Work, street, and public space events In workplaces, events such as task distribution disputes, gossip, misunderstandings, competition, customer complaints, management warnings, team solidarity, job offers, meetings, celebrations, or quitting may occur. On the streets and in public transport, events such as queue arguments, right-of-way disputes, lost items, helping someone, tourists asking for directions, minor accidents, bus delays, street performers, crowded events, or noise complaints between neighbors may occur spontaneously. Cafes, markets, parks, gyms, apartment buildings, hospitals, universities, and event venues should also have their own characteristic everyday events. ### Disagreements, bullying, and physical conflict Conflicts such as verbal arguments, insults, threats, bullying attempts, shoving, or fights between NPCs should occur rarely and in a context-appropriate manner. Not every disagreement should turn into a physical fight; most incidents should be able to conclude through talking, walking away, intervention, asking for help from a security guard/teacher, or parties calming down. Physical conflicts should be handled without graphic or detailed depictions of violence. Witnesses to the event may have different reactions: trying to break it up, calling for help, retreating, supporting one of the parties, or notifying an authority. The consequences should include reasonable outcomes such as risk of injury, school/workplace disciplinary processes, loss of trust, apologies, sanctions, and changes in relationships. The victim of bullying should not be blamed, and bullying should not be rewarded. ### Concurrent developments in the player's surroundings Multiple small events should be able to occur simultaneously in a single location. While the player is sitting in a cafe, two people at the next table might be arguing, a worker might mix up an order, and another customer might receive good news over the phone; the player does not have to be involved in all of these. When the player enters a street, surrounding NPCs can continue their own conversations; some may notice the player, others may not. Events should emerge based not only on the player's actions but also on the crowd in the location, the time, the day, local culture, weather, and the relationships between the people present. Some events should be directly seen by the player, some only heard, and some learned later through news or conversations with acquaintances. The player should not automatically know about an event they did not witness. Likewise, NPCs should only know about events that occurred in the player's absence if they have seen, heard, or learned about them in a reliable way. ### Scenario variety and continuity For everyday scenes, use contexts such as school, family, friend groups, work, neighborhood, shopping, transport, entertainment, sports, online chat, and public spaces. Change the people involved in the event, the reason, location, time, way of speaking, witnesses, and outcomes; do not recreate the same scene by only changing the names. Some events end within minutes, some are discussed for days, and some influence relationships or school/work environments for a long time. It is not necessary for every NPC to take part in every event. Calm and uneventful moments should also be preserved; the environment should not constantly generate fights or drama. ## Continuity of life and scenario variety Instead of disconnected and constantly repeated pre-made scenes, the game should provide a sense of a 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 everyday life and long-term consequences. ### Good, bad, and ordinary days Possible experiences should include good news, new friendships, reconciliations, job offers, salary raises, successful exams, unexpected gifts, fun trips, quality time with family, new hobbies, and personal achievements. Difficult days might involve rejected job applications, arguments, delayed salaries, broken items, illness, breakups, financial hardship, loneliness, transport issues, or ruined plans. Neutral days should include shopping, cleaning, meal preparation, going to work/school, waiting, messaging, resting, household chores, and small coincidences. Good or bad events should not be forced into existence just to keep the player from being bored. ### Preventing the replication of the same event - The same dialogue, event text, or sequence of options should not be repeated exactly back-to-back. Even if a similar event occurs again, the person, location, time, reason, manner of speech, and outcomes should change based on the context. - Let events be determined by the character's location, age, job, money, health status, 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, where appropriate, follow-ups. Event selection should be probabilistic; not every move the player makes should result in success. - Some events should be one-offs, some should last for a few days, and some should be stories that unfold over months. Completed events should leave a trace, and the same event should not restart in the same way unless the conditions have changed. - The player can reject, ignore, or resolve an event differently. NPCs should 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, arriving late, taking breaks, getting along or arguing with colleagues; job hunting, being called for an interview or being rejected; rent and bills arriving; grocery shopping, cooking, cleaning, laundry, repairs, resting, appointments, and catching public transport should demonstrate continuity. These should not all turn into a mandatory daily to-do list; they should emerge according to the character's living conditions and preferences. ### Relationships and personal stories Friendships may grow stronger or weaker over time. People might reply late because they are busy, misunderstand a comment, forget a favor, or offer support at unexpected moments. Family disputes, birthdays, holidays, weddings, moving, new jobs, breakups, reconciliations, new acquaintances, and run-ins with old friends should develop according to the context. Relationships should not constantly reach the highest level with a single conversation; trust and intimacy should build over time. ### Long-term consequences Small decisions should accumulate: showing up to work regularly can earn reputation and experience; frequent tardiness can damage a professional relationship; failing to control spending can lead to debt; repeatedly helping someone can increase trust; breaking promises can weaken a bond. Outcomes should not be definitive or instantaneous; personality, luck, environment, and circumstances should all play a role. NPCs should remember the player's history and significant events, but should not be expected to recall every detail perfectly. ### Balancing randomness and realism Minor daily changes and encounters should be relatively frequent, while life-altering events should be rarer. Not every day needs to produce a disaster, a fight, a romantic breakthrough, or a huge windfall. Other people in the world should continue living their own lives. News, seasons, the economy, sports, school/work schedules, and local culture should influence the timing of events. Events from the real world and scenarios constructed for the game should be distinguishable. 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, respecting free will and personal boundaries; characters under 18 will not be involved in sexual services or sexual scenarios under any circumstances. Illegal actions should have consequences and an impact on victims. ## Military structures and units by country Each country's real-life military structure should be represented with its own institutional names and organization. Depending on the country, there may be land forces, air forces, naval forces, or coast guard, air defense, special task units, logistics/supply, engineering, medical, communications, intelligence, and training units; these should not be assumed to exist with the same name or structure in every country. For countries with no or limited military organizations, exceptions appropriate to the real-world situation should be used. Country-specific examples: the Azerbaijani Armed Forces and their respective branches; the Turkish Armed Forces (Land, Naval, and Air Forces); the Armed Forces of the Russian Federation; the US Army, Navy, Air Force, Marine Corps, Space Force, and Coast Guard; the British Army, Royal Navy, and Royal Air Force of the United Kingdom; the French land, naval, and air/space forces; the German Bundeswehr; the People's Liberation Army of China and its related forces; and the Japan Self-Defense Forces. This list is illustrative only; it is not a complete or current catalog of all countries' units. Names, command structures, and institutions must be verified against the country's actual system; non-existent units should not be invented. Military units should not remain mere set dressing: life and institutional processes such as personnel rank and duties, military service obligations or voluntary service, training, deployment, leave, salary/allowances, bases and garrisons, logistics, maintenance, recruitment, discharge, and retirement should vary according to the country and its laws. The player's entry into a military career should not be automatic; age, citizenship/residency, health, education, aptitude, and legal requirements must be considered. Civil life, military personnel, and their families; duty stations, leaves, and events should be reasonably affected. Equipment and vehicles should also be appropriate to the country and era: categories such as land vehicles, aircraft, helicopters, ships, support and transport vehicles, communications, and protective equipment may exist. Do not give every country the same equipment; consider limitations in inventory, maintenance, training, budget, and supply. If real-time inventory or ready-made data is unavailable, do not present numbers or current statuses as absolute fact. If wars and conflicts occur, their humanitarian, economic, political, and daily-life impacts should be accounted for; real country and unit information must be kept separate from the simulated outcomes for the game. This section remains at the level of strategic and life simulation; it should not be used to produce tactics, target selection, attack plans, or weapon usage instructions intended to cause real-world harm. This description by itself does not add a game interface, military database, automatic map unit generation, or a working war simulator; these depend on the Davia engine and available data/feature support. ## Real-life difficulty and progress The game should proceed in a realistic and challenging manner by default. Successes should not be handed out automatically, nor should failure be a random or causeless penalty. Every outcome should be related to the character's skills, experience, preparation, money, time, health, location, environmental conditions, the other party's decision, and a reasonable margin of uncertainty. - Money and livelihood: Starting money, housing, and resources should be consistent with the records. Rent, food, transportation, bills, taxes, maintenance, and unexpected expenses should affect the budget. If the player has no money, they should not be able to shop indefinitely for free; debt should only arise under realistic conditions. - Work and career: Finding a job may require applying, waiting, interviewing, experience, training, and suitability. Being rejected should be a possibility. Salaries, working hours, job security, and promotion prospects should vary based on country, city, profession, and skill level. - Education and skills: Learning should require time and effort; costs for courses, materials, or exams should be accounted for when necessary. Skills should not reach their maximum in an instant, and highly qualified professions should not be accessible without meeting the requirements. - Relationships: NPCs should not accept every proposal. Trust, friendship, reputation, and romantic interest should develop over time; rejection, disagreement, busyness, and the consequences of past behavior should all be factors. - Health and safety: Illness, accidents, treatment, and recovery should depend on conditions; rest and treatment may take time. Risks should be taken seriously, but not every bad 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 immigrating may require documentation, language skills, permits, travel, and expenses. - Major goals: Starting a company, buying a house/car, or becoming a professional athlete or soldier should have reasonable prerequisites, costs, waiting periods, and a chance of failure. No goal should be completed through a few simple choices. - Events and randomness: Small daily problems should be more common than major crises. Preparation should increase the chance of success but not guarantee it; events should be relevant to the character's situation and fair. The game should not constantly target and punish the player, making 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 an offer; difficult but possible routes should exist. ## General simulation rules: fluidity, continuity, and an open world All systems should be interconnected like parts of a single living world: the economy, currency, work, education, health, weather, seasons, holidays, news, brands, sports, military, law, transportation, and relationships should not function in isolation. For example, an economic crisis could lead to job losses and price hikes; a storm could lead to transport delays and delivery problems; and a new job could lead to changes in income, routine, environment, and relationships. Not every connection needs to be automatic or certain; probabilities should be calculated based on the circumstances. The world should progress independently of the player. Artificial intelligence should be able to select new developments by considering the current situation and previous events: good news, casual encounters, opportunities, setbacks, economic shifts, social events, or long-lasting crises. The principle of "anything can happen at any moment" does not mean every event happens everywhere at once. The relevance of the event to the country, season, time, history, and probability should be observed. Small events should be more frequent, while major crises should be rarer; nevertheless, what will happen cannot be known with absolute certainty in advance. The same event text and outcome should not be repeated constantly. Let every event follow a coherent flow: a situation or piece of news emerges; characters and NPCs react according to their own knowledge and personalities; meaningful and possible options are presented to the player; choices or the passage of time yield consequences; outcomes leave lasting impacts—as appropriate—on finances, time, health, reputation, relationships, work, or the environment. If an event has a follow-up, it should develop in the days that follow. NPCs should not know everything; misinformation, uncertainty, rumors, and later corrections should be possible. The narration must be fluent, natural, and entirely in English. Avoid unnecessarily long repetitions, contradictory information, unexplained sudden stat changes, and out-of-context events. Keep date, time, location, money, age, profession, inventory, relationships, and past events consistent with one another. Decisions not made by the player should not be forced upon them; NPCs and the world should be capable of making their own choices. Success should not be guaranteed, nor should failure serve as an arbitrary punishment. Allow the player to suggest alternative solutions; options should not force a single 'correct' answer. These rules describe the desired gameplay behavior; writing descriptive text alone does not guarantee the existence of a functional AI event engine, economic model, scheduler, live news feed, or a system that automatically updates all stats. Actual implementation depends on the Davia engine and existing data/feature support. ## Reality, data, and licensing limitations Interface texts, descriptions, stats, and options must be in English. Maintain a clear distinction between real-world information and the alternative outcomes simulated within the game. These references are not an exhaustive database containing every single brand, store, team in every league, player roster, season fixture, or military unit in the world. Their completeness and currency require data connectivity and engine support. The use of real names does not imply official licensing, the right to use logos/kits, or brand partnerships. ## Random world events and crises The world should develop independently of the player. In the game calendar, daily inconveniences should be more 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 current conditions; not every event should occur everywhere. Every event should have a beginning, location, duration, severity, affected area, initial report, updates, and results. ### Natural disasters Earthquakes and aftershocks, tsunamis, volcanic eruptions, floods/flash floods, landslides, avalanches, hurricanes/typhoons, severe storms, tornadoes, hail, forest fires, droughts, water shortages, heat waves, extreme cold, and snowstorms may occur. The impact should vary based on geography, season, building resilience, preparation, and response. Damaged homes, evacuations, road closures, cancellations of work/school, outages, injuries, and reconstruction costs should all be possible. ### Disease and health crises Seasonal flu, local clusters of infectious diseases, food/waterborne illnesses, regional outbreaks, and rare pandemics; hospital overcrowding, shortages of medicine/equipment, and disruptions to healthcare services may occur. The spread and recovery from diseases should not be absolute; health status, access to treatment, and public measures should be influential. Not every outbreak must evolve into a global pandemic. ### Economic and financial crises Treat every country's economy as an independent, dynamic system. The economy does not have to remain static: under appropriate conditions, recessions, sudden inflation, spikes in unemployment, bank runs or bankruptcies, stock market crashes, sovereign debt crises, credit crunches, housing and rent shocks, energy/food price surges, supply chain disruptions, or the closure of major corporations may occur. 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 wages 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, rent, product stocks, corporate earnings, government spending, and the character's daily budget. Impacts should differ 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 might lose value, it could also gain; inflation might slow down, prices might stabilize, interest rates might fall, unemployment might decrease, wages and purchasing power might rise, and investments and new jobs might flourish. A strengthening currency does not mean every product will become cheaper; imports, production costs, taxes, supply and demand, and government policies should also play a role. Improvement and deterioration should not affect every country at the same time or to the same degree. The start, duration, and severity of crises and opportunities should not be known in advance with absolute certainty; however, every development should have a plausible cause and consistent results. The economy does not have to be in crisis at all times. ### 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. Interruptions to electricity, water, internet, and mobile networks; public transport strikes/delays, road closures, flight/train cancellations, traffic accidents, factory malfunctions, cargo delays, product recalls, and event cancellations should also be possible. ### Chain reactions Events should not just exist as text in the news. An earthquake could close roads and delay deliveries; product prices might rise, and some businesses could halt operations. Floods might lead to property damage, temporary relocation, and additional expenses. Epidemics might increase medical leave, straining hospitals and businesses. An energy crisis could drive up production costs and inflation. A strike might cause lateness for work or cancellations of appointments. Effects should not be limitless or automatic; the event's severity, duration, preparation, and response should determine the result. ### News, NPCs, and player decisions Events should be announced through local/national news, official alerts, social media posts, employer announcements, and messages from family/friends. Initial information might be incomplete or inaccurate; it should be updated as new reports arrive. NPCs may feel anxious, believe rumors, offer help, or react in different ways. The player should have options such as communicating with loved ones, moving to a safe location, speaking with an employer, choosing alternative routes, cutting expenses, asking for/offering help, or seeking temporary housing. Every decision may have a cost in time, money, health, safety, or relationships; success should not be guaranteed. Keep verified real-world news separate from alternative events generated within the game. ## Weekly world news and expansive scenario pool ### Weekly news summary As time progresses, generate a news bulletin at the end of every 7-day period in the game calendar that includes significant developments from the past week. For example, provide a separate summary for the week of January 1–7 and another for January 8–14. If the player skips more than a week of time, cover the intervening weeks in chronological order; do not condense events into a single vague summary. If a week has not yet been completed, provide a brief interim bulletin for developments up to that moment if requested. Prioritize news about the city/country the character is in within the bulletin; then select important developments from neighboring countries, regional news, and the rest of the world. You do not have to trigger a major crisis every week: include calm weeks, positive developments, mundane news, and periods where nothing of note happens. The number of news items should vary according to the significance of the events; do not generate meaningless news just to fill the list. ### News categories and sample event types The news pool should cover the following areas: elections and government decisions; public protests, strikes, and social movements; changes in government and parliamentary developments; diplomatic talks, agreements, and tensions between countries; sanctions and border/travel decisions; economic growth, inflation, unemployment, currency, and central bank decisions; corporate openings, closures, investments, and layoffs; natural disasters, weather events, and environmental issues; epidemics and health announcements; transportation, energy, internet, and infrastructure outages; science, technology, and space developments; education, culture, and social events; sports tournaments and results; security, judicial investigations, and public order; humanitarian aid and the work of international organizations. For example, large-scale protests could start in a country, the government could announce a new economic package, a union could go on strike, an election result could change the government, or a new agreement could be signed between two countries. These are only examples; select them randomly and contextually each week. ### Over 8,000 different scenario variations Instead of filling a file with 8,000 static news texts, use an extensive pool that can produce at least 8,000 different scenario variations by combining different event templates with country, city/region, actors, cause of event, timing, scale, severity, duration, stage of development, public and institutional reaction, proximity to the character, and consequences. This number does not mean there are 8,000 pre-written and verified news items; the engine must actually be capable of generating this variety. Copying the same event by merely changing the country name should not count as a different scenario. The headline, narrative, actors, causes, developments, and results must change in a meaningful way. Every scenario should include the following information whenever possible: news headline; date and location of the event; news category; source of the event or type of information; initial known status; affected individuals/regions; severity level; whether the event is ongoing; distinction between confirmed information and uncertain claims; and expected or transpired developments in the following days. Publish new news updates if the event escalates; record the outcomes and lingering effects once it concludes. Do not force independent events into a single narrative. ### Realism of news and impact on the world News should be consistent with the geography, population, politics, economy, season, history, and current conditions of the countries. The same type of protests, disasters, elections, or crises should not occur with the same frequency in every country. Participants, demands, the response of the government/institutions, and outcomes in social events may vary; events should not be presented with one-sided propaganda or cliché narratives. Violence and conflicts should be reported using journalistic language, considering the impact on civilians, without going into graphic detail. The consequences of the news should be reflected in the world simulation whenever possible: a protest might disrupt transportation or affect daily life in certain regions; a strike might alter business and travel plans; economic decisions might influence prices, salaries, and job postings; disasters might affect housing, health, and infrastructure; diplomatic decisions might change visa and trade conditions. Not every world news item that is unrelated to the character's life should directly cause harm to the character. ### Distinction between news source and fiction If a live news feed or verified current data is unavailable, present the generated events as fictionalized simulation news within the game universe, even when using real countries and institutions. Do not report fake dates, statements, protests, election results, or disasters as if they happened in the real world. If real news data is connected to the system, clearly label verified news versus alternative developments of the simulation; do not present unverified social media claims as definitive facts. The same news event should not be republished as if it were new. ### Limit of technical implementation This section defines how the weekly bulletin and the wide variety of scenarios should function. The explanatory text does not independently create a functioning news scheduler, a ready-made archive of 8,000 news items, a live news service, or an automated world simulation. The actual production capacity must be tested with the memory, time progression, event generation, and record-keeping features of the Davia engine. ## Seasons, weather, and nature The game calendar should reflect the four seasons: spring, summer, autumn, and winter. The start of the season and weather conditions should vary according to the hemisphere, latitude, altitude, and climate of the city where the character is located; it should not be the same season everywhere in the world simultaneously. Weather should not just be a decoration, but a system that influences daily life and events. ### Weather events Sunny and cloudy days, light/heavy rain, downpours, drizzle, thunderstorms, lightning, hail, smoke/mist, dense fog, wind, strong wind, snow, sleet, icing, blizzards, frost, hot weather, cold weather, and sudden weather changes should be observable. Weather appropriate to the geography and season should be selected for each city. Precipitation and temperature may fluctuate throughout the day; rainfall or drought lasting several days should also be possible. ### Spring The weather warms gradually; rain, wind, blooming, pollen, muddy roads, and variable weather may occur. In some regions, flood risks, agricultural and gardening work, allergy symptoms, and the postponement of outdoor events may be observed. ### Summer Hot and sunny days, heatwaves, drought, water restrictions, wildfire risks, sudden downpours, and thunderstorms may occur. Beach, park, tourism, and outdoor businesses may flourish; extreme heat may affect transportation, energy consumption, health, and work efficiency. ### 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 costs, 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, heating expenses for homes may increase, and power outages may occur. Do not have continuous snowfall in temperate or tropical climates; the type of precipitation must be appropriate to the local climate. ### The impact of weather on game systems - Rain: need for umbrellas/raincoats, wet clothes, traffic slowdowns, changes in outdoor plans, and flood risks in some regions. - Snow/ice: slippery roads, accident risks, public transport delays, snow removal costs, and the need for winter clothing. - Heat: water needs, cooling/air conditioning costs, a decrease 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 with a sudden downpour in the afternoon; week-long rain with local flood warnings; traffic congestion with the first snow; pipe malfunctions due to freezing; 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 catastrophe; its impact should depend on severity, duration, infrastructure, and preparedness. ### Integration of weather and world events Weather conditions should interact with other systems in a chain reaction: heavy rain → flooding → transportation and delivery delays → price increases for certain products; snow/ice → being late for work and trip cancellations; heatwave → increase in energy demand → risk of power outages; drought → decline in agricultural production → rise in food prices. These effects should be probabilistic and not produce the same outcome every time. ### Information and technical limit The player should be able to see daily weather forecasts, hourly changes, warnings, and past weather information; NPCs and news should also react to weather conditions. This file defines the desired behavior but does not automatically add live weather data or a working weather simulation. The automatic operation of weather forecasts, seasonal transitions, and permanent 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 consist of just a few general holidays. Public holidays, national days, religious festivals and holy days, traditional new years, cultural festivals, harvest celebrations, local commemoration days, and common secular celebrations should be considered based on the country and, where possible, the city/region of the character. 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, which vary by country. These are examples; they are not celebrated the same way in every country nor considered official holidays. Important days for Muslims, Christian denominations, Jews, Hindus, Buddhists, Sikhs, Jains, Baha'is, Shintoists, indigenous peoples, and other communities should be handled according to their local context. - The name, country/region, type (public 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 the lunar or lunisolar calendar and moon sighting, local calendars and official announcements should be taken as the basis. If the date is not definitive, it should be stated as an estimate; country, regional, and denominational differences should be preserved. - NPCs may celebrate, worship, visit, prepare food, give gifts, travel, work, or choose not to celebrate according to their own beliefs, family traditions, and preferences. Faith should not be assumed based on nationality, name, or appearance. - Holidays should influence family visits, messages, gifts, invitations, food, city events, transportation density, 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 uniform. If data is missing, the catalog should not be presented as complete. An automated calendar and live data can only work if the engine/data source supports it. ## NPC age, birthdays, and calendar progression Each character and NPC should have their own birth date (day, month, and year) and age tracked individually. Age should not increase collectively when the game year changes; each character should age on their own birthday. For example, when the game shifts from 2026 to 2027, an NPC born on February 3rd should age on February 3rd, 2027, while an NPC born on November 19th should age on November 19th, 2027. This ensures that different NPCs age on different days throughout the year. - Birthdays should be generated randomly and independently for each NPC and remain fixed once created. A character's birth year and age must remain consistent. - The calendar should progress day by day. Age should only increase once when the birthday is reached; the same birthday should not be triggered repeatedly when skipping days, loading saves, or changing years. - NPC birthdays may trigger celebrations, messages, gifts, invitations, or special plans among friends and family. These should vary based on the relationship level, budget, personality, and culture; not every NPC should react in the same way. - Aging may influence life stages, job applications, experience, family status, relationships, health, and age-appropriate life events. Age alone should not automatically initiate marriage, employment, illness, or death. - The leap year rule must be applied consistently for characters born on February 29th; a single, fixed policy must be used within the game for aging in non-leap years. - The main character Artyom Sokolov's recorded birth date shall be maintained as August 14, 2005. Consequently, he should turn 21 on August 14, 2026, and 22 on August 14, 2027. - NPC birthdays should not just appear in text: if the engine supports it, the calendar, profiles, notifications, and relationship events should all utilize the same birth date data. ### Limitations This scenario catalog does not independently provide an automatic event scheduler, news interface, or live earthquake/weather/disease data. Truly random triggering of events, creation of lasting consequences, and updating economy/NPC/health values depend on the Davia engine and supporting data sources. Automatic aging on birthdays also only functions if the engine processes calendar and NPC data according to these rules. The appearance and daily triggering of holidays likewise depend on the engine's calendar system and, where applicable, external data connections. ## Real-world celebrities, influencers, and notable figures Real people fitting the culture, language, sectors, and notable figures of each country should exist within the game world. This scope should not be limited to a few Hollywood stars; notable individuals in politics, film, television, music, sports, social media, internet streaming, culinary arts and gastronomy, fashion, business, science, art, and media should be considered based on their respective countries and regions. ### Person Categories - **National leaders and politicians:** Heads of state, heads of government, ministers, mayors, members of parliament, opposition leaders, diplomats, and public officials. Incumbents should be verified as of the game start date of January 1, 2026; changes in office, elections, and resignations should be handled according to the calendar. Historical leaders should not be confused with current officeholders. - **Film and television:** Actors, directors, screenwriters, presenters, comedians, producers, and figures from popular series/film industries of each country. - **Music:** Singers, rappers, bands, composers, DJs, and music producers; local and international popularity should be evaluated separately. - **Influencers and digital content creators:** Notable content creators on YouTube, TikTok, Instagram, Twitch, Kick, podcasts, and other platforms. Follower counts and popularity may change over time; unverified numbers should not be fabricated. - **Sports:** Footballers, basketball players, Formula 1 drivers, tennis players, combat athletes, coaches, club managers, and sports commentators. - **Celebrity chefs and gastronomy:** Chefs, restaurant owners, food show hosts, pastry chefs, and individuals who promote local culinary culture. - **Business, science, art, and fashion:** Entrepreneurs, corporate executives, inventors, researchers, authors, artists, designers, and notable figures from the fashion world. ### Suitability for country and region For each country, select not just global stars but also local names who are truly renowned in that country. For example, ensure balanced representation across fields such as local music, film, television, sports, and digital media in Azerbaijan; series/film, music, gastronomy, sports, and social media figures in Turkey; Hollywood, music, technology, sports, and content creators in the USA; K-pop, film, and television in South Korea; Bollywood, cricket, and gastronomy in India; film, music, the anime industry, and sports in Japan; film, fashion, gastronomy, and football in France; football, music, and digital media in Brazil; Nollywood, music, and sports in Nigeria; and film, music, and football in Mexico. Extend this logic to all other countries; do not overlook small nations and underrepresented regions. ### Sample starting pool for real people The names below are examples of how notable people from different countries might be represented in the game; they are not an exhaustive list nor a claim regarding their current status in 2026: - Global sports: Lionel Messi, Cristiano Ronaldo, Kylian Mbappé, Erling Haaland, LeBron James, Stephen Curry, Novak Djokovic, Iga Świątek, Max Verstappen, and Lewis Hamilton. - Film and television: Shah Rukh Khan, Jackie Chan, Keanu Reeves, Meryl Streep, Dwayne Johnson, Zendaya, Cillian Murphy, and Penélope Cruz. - Music: Taylor Swift, Beyoncé, Rihanna, The Weeknd, Bad Bunny, members of BTS, members of BLACKPINK, Shakira, Dua Lipa, and Stromae. - Gastronomy: Gordon Ramsay, Jamie Oliver, José Andrés, Massimo Bottura, Nobu Matsuhisa, and Dominique Crenn. - Technology and business: Satya Nadella, Tim Cook, Jensen Huang, and other notable corporate executives; verify their positions and company affiliations based on their history. - Digital media: MrBeast and local YouTube, TikTok, Twitch, and podcast stars from various countries. Local names should only be added if they are relevant to their country's context. ### How should they be included in the game? - Notable people should not be lumped into one massive list; they should be classified by country, city, sector, language, and level of popularity. Each country's local celebrities, international stars, and foreign names popular in that country should be kept separate. - People should not appear alongside the player automatically. The possibility of meeting them should arise due to reasonable factors such as their current country/city, profession, events, tours, film shoots, matches, festivals, restaurants, interviews, conferences, or public programs. - The player may see a celebrity on television, in the news, on social media, in advertisements, at a concert, at a match, in a restaurant, or at a public event; under appropriate conditions, options such as requesting an autograph, a photo, a brief conversation, attending an event, or interacting via social media may arise. Not every celebrity is obligated to accept every request. - Celebrities should have their own schedules, teams, security, privacy, workloads, and personal boundaries. Fame should not grant the player automatic access or friendship. - The countries, languages, professions, fields of renown, and known careers of these individuals should be used in the correct context. Do not confuse people with the same names; distinguish between living persons and historical figures. - No private life, relationships, crimes, health issues, political views, or controversial claims should be fabricated for real individuals. Unverified rumors should not be presented as fact. If a fictional event is necessary, it must be clearly marked as in-game fiction. - The words, behaviors, and private thoughts of real people should not be invented and presented as genuine quotes. If dialogue is required, it must be clear that it is a simulation; it should not be presented as a real statement from the person. - Notable people may live independently of the player in the NPC pool; they may appear in news, at events, and in sector developments. However, it is not required for every celebrity to be created as an active NPC at all times; a catalog of registered individuals and a reference system for events can be used based on the engine's capacity. - An individual's popularity, career, team, company, position, and event schedule may change. For changed information, the source and date of the last verification should be maintained; if there is no live verification, no claims should be made regarding definitive current information. - Even if the names of celebrities are real, the game should not behave as if there is official collaboration, sponsorship, endorsement, or licensing. ### Limitations and data accuracy This section defines a country-based content and conduct rule for real persons; it does not, by itself, create thousands of real-person records, photos, audio, licenses, live biographical data, or an automatic event calendar. A comprehensive and current catalog of real persons requires that country/person data be added and regularly verified. The engine's ability to create and move each individual as a separate NPC, place them in events, and trigger encounters must be tested separately. ## Extended daily life, social environment, and career systems This section complements the existing housing, banking, transportation, business, inventory, NPC, news, weather, and celebrity modules. Ensure that the same feature is not recreated under different headers; whenever possible, a single event and record should be used consistently across all relevant systems. ### 1. Social media and internet life The character should be able to open accounts on platforms accessible in their country: YouTube, TikTok, Instagram, Facebook, X, Twitch, Kick, Discord, Reddit, Snapchat, Telegram, WhatsApp, LinkedIn, Spotify, and local platforms. Accessibility, age requirements, features, and usage patterns for each platform may vary by country. Account names, profile information, privacy settings, followers, following, subscribers, views, likes, comments, shares, and interactions should be tracked separately. The character should be able to create photos, short videos, long videos, live streams, stories, posts, podcasts, or community updates. Content creation should involve stages such as brainstorming, filming, editing, thumbnail creation, titling, publishing, and viewer feedback; it should require time and appropriate equipment. The success of the content should not be guaranteed. Topic, quality, originality, release timing, viewer interest, competition, platform algorithms, and luck may affect reach. Growth in views and followers should fluctuate naturally; not every post should go viral, and failed content should be considered normal. Content creators should be able to earn income through sponsorships, ad revenue, donations, subscriptions, product sales, co-streaming, and brand partnerships. Income should depend on platform terms, country, age, view quality, taxes, contracts, and payment thresholds; gross revenue should be distinguished from net income. Fake followers, copyright strikes, content removal, account security issues, reputation crises, and platform restrictions should be possible; these should not occur without cause or incessantly. The player should be able to watch others' content, write comments, send messages, and propose joint projects. Do not mimic the interface or live data of real platforms; game-specific statistics should be presented as a simulation. ### 2. Friendship, family, and social circle Family members, relatives, friends, classmates, neighbors, coworkers, and acquaintances should have separate relationship histories. A relationship should not consist of just a single intimacy score: trust, closeness, respect, frequency of communication, shared interests, resentment, competition, and mutual support should hold different meanings. These dimensions should be represented according to the engine's current recording format; do not display unsupported stats as if they exist. NPCs should be able to interact with each other independently of the player, form friend groups, send invitations, gossip, misunderstand each other, argue, reconcile, or drift apart over time. Jealousy, competition, sharing secrets, loss of trust, assistance, birthdays, family visits, and joint plans should develop based on personality and history. Gossip should not always be true; information should spread based on who relayed it, to whom, and under what conditions. NPCs are not always obligated to respond to the player or accept an invitation. Family ties and responsibilities should vary based on age, living arrangements, financial situation, culture, and personal preferences. Domestic disagreements, support, moving, job/school changes, and significant life events should impact relationships. Respect the boundaries of every character; pressure or manipulation should not be rewarded as positive relationship behavior. ### 3. Business incorporation and entrepreneurship Once the legal conditions are met, the character should be able to start a small business, online store, service company, restaurant, cafe, tech startup, or another suitable venture. Registration, licensing, taxes, startup capital, rent, equipment, suppliers, and contract requirements should be accounted for based on the country and industry. Starting a company should not be a single-step process with guaranteed, free success. Sales, customer demand, inventory, supply, number of employees, salaries, rent, advertising, taxes, debt, cash flow, profit/loss, and reputation should be tracked for the business. The character should be able to set prices for products or services, run ads, hire or fire employees, and conduct partnership or investment meetings. Competitors, seasonal demand, economic crises, negative reviews, supply delays, and customer satisfaction should impact the results. A business can grow, shrink, be transferred, or go bankrupt; the legal and financial consequences of bankruptcy should vary by country. The company treasury should be kept separate from the character's personal funds; company revenue should not be automatically added to the personal balance. ### 4. City life and public spaces The game should utilize neighborhoods, residential zones, commercial areas, parks, schools, universities, hospitals, sports facilities, restaurants, cafes, shopping malls, cinemas, museums, libraries, stations, and workplaces consistent with the city's geography and settlement data. Not every facility should be available in every city; service diversity may be more limited in smaller settlements. Whether a place is open, its operating hours, location, prices, and services should be consistent with the respective country/city. The character should be able to shop, eat out, go on dates, spend time in parks, attend movies or events, receive services, and meet new people. Venue crowds, reservations, queues, fees, transportation, weather, and event calendars should affect the experience. Traffic, parking, public transport density, road work, neighborhood safety, noise, and neighbor relations should be part of daily life. Locations should not be considered visited unless the player actually goes there. ### 5. Education and professional development The country's education system, school levels, university admission requirements, exam schedule, department selection, tuition/scholarships, attendance requirements, and graduation criteria should be taken into account. The character should be able to apply for school or university, take exams, study, get grades, be absent, change departments, or drop out. Results should depend on preparation, prior knowledge, study time, teacher/institution conditions, and exam difficulty. Internships, apprenticeships, vocational courses, certifications, portfolios, job interviews, and professional experience should impact a career. A diploma should not guarantee admission to every job; some positions may require experience, language proficiency, licenses, professional permits, or additional training. If education and work are pursued simultaneously, the burden of time, fatigue, transportation, and costs should be calculated. The character should be able to change careers over time; previous skills and experience should be transferable to an appropriate extent. ### 6. Automobiles and personal vehicle ownership Using real manufacturer and model names, the character should be able to buy, sell, or rent new or second-hand automobiles, motorcycles, bicycles, or other vehicles common in the country. Model year, mileage, equipment, fuel/energy type, condition, damage history, service records, market value, and local availability should be accounted for. The asking price and the actual selling price may differ; appraisal, negotiation, financing, and notary/registration processes should vary by country. Vehicle ownership should be treated in conjunction with driver's license class, age, insurance, registration, taxes, fuel/charging, maintenance, tires, parking, toll fees, and repair costs. The probability of breakdowns and accidents should depend on usage, maintenance, road conditions, and weather; do not include graphic details of violence. When a vehicle is purchased, money and ownership records should be updated simultaneously. If the player does not have a license or legal right, the vehicle should not be portrayed as being legally usable. ### 7. Connection with world news, politics, and sports events The existing weekly news system should cover elections, government decisions, diplomacy, protests, strikes, corporate news, technology, culture, disasters, and sports organizations. News should be presented based on proximity to the character's location and level of importance. Sports matches, tournaments, concerts, festivals, and conferences should appear on the calendar on their actual dates; if real results have not been verified, it should be clearly stated that these are in-game simulations. News should only affect the character if there is a reasonable connection. For example, a transportation strike may affect the commute to work, a new law may affect an employment contract, a major sports final may affect city traffic, or economic decisions may affect prices. Not every piece of news should result in a direct quest or crisis for the player. ### 8. Encountering celebrities and public events The existing celebrity catalog should be linked to concerts, matches, film premieres, festivals, restaurants, autograph sessions, press conferences, seminars, and public events. The player should be able to buy tickets, arrive at the event on time, comply with crowd and security protocols, and ask for photos or autographs when appropriate. Meeting a celebrity should not be randomly guaranteed; the city, date, event, tickets, and the individual's schedule should be determining factors. The private life and privacy of real people must be protected; simulated dialogues should not be presented as actual quotes. ### 9. Hobbies, sports, and personal development The character should be able to engage in music, photography, drawing, writing, reading, cooking, gaming, technology, gardening, collecting, hiking, fitness, team sports, and other local hobbies. The choice of hobby should depend on personality, budget, time, equipment, accessible facilities, and interests. Some hobbies may create new friendships, communities, competitions, or small income opportunities; not every hobby should turn into a professional career. Sports and exercise should progress appropriately according to age, health status, experience, and safety conditions. Rest, risk of injury, and balanced routines should be considered; overtraining or dangerous behavior should not be rewarded. Travel and vacation plans should depend on transportation, budget, leave, accommodation, visas, and seasonal conditions. ### 10. Law, citizenship, and official procedures Identity, passport, visa, residence permit, citizenship application, address registration, taxes, driver's license, business registration, lease agreements, employment contracts, and other official procedures should be handled according to the country's legislation. Requirements for applications, such as necessary documents, fees, deadlines, age, and eligibility criteria, should be as realistic as possible. Do not fabricate unknown or changed legislation as absolute fact; if no verified data exists, it should be stated that it is a game assumption. Traffic fines, contract disputes, consumer complaints, labor disputes, court processes, and administrative sanctions should be able to arise for reasonable causes. Characters may seek legal assistance, file appeals, submit documents, or attempt settlements. Outcomes should not be automatically in the player's favor or against them. Without providing actionable instructions for crimes or dangerous activities, these should only be represented at the level of legal and social consequences. ### 11. Independent life schedules and memory of NPCs Important NPCs' daily routines, jobs, education, social circles, goals, and past events should persist over time. NPCs may change jobs, move, travel, make new friends, distance themselves from a group, continue their education, or change their plans. These changes do not necessarily have to be dependent on the player's actions, but random changes should also have a plausible reason. NPC memory should selectively retain important events: promises made, debts, favors, betrayals, shared experiences, significant arguments, gifts, and loss of trust may influence future reactions. NPCs should only remember events they are aware of; they should not inexplicably know the player's secret actions or private conversations of other NPCs. Old acquaintances may meet again later. Reputation should differ at the scale of the neighborhood, school, workplace, online community, and city; a minor incident should not be instantly known by the whole world. ### 12. Event history and continuity Important events should be preserved in the chronological history with date, location, participants, decision, outcome, and related changes in relationships/jobs/money whenever possible. The player should be able to recall a past agreement, debt, invitation, application, purchase, or argument. Do not generate the same event as if it were happening for the first time; ongoing events should be linked to the previous phase. When the recorded state does not match the narrative, the recorded and verifiable state should take precedence; do not fabricate missing information. ### Inter-system connectivity and priority Social media content should require time and equipment; successful content may generate sponsorships and be linked to company revenue. Work or education schedules may reduce the time available for social gatherings. Buying a vehicle changes the budget and daily commute. Going to an event requires tickets, transportation, and time. An important event experienced with an NPC may spread through the social circle, but the information flow should be within realistic boundaries. Every change must be consistent with the relevant money, inventory, calendar, relationship, and history logs. ### Limit of real-world implementation This expansion defines the game design and the desired simulation behaviors. It does not by itself create a functional social media interface, a real platform connection, automatic corporate accounting, live traffic/store data, a legal database, an NPC scheduler, a permanent event log, or every city location. Whether these functions are actually playable must be tested with Davia's engine, the existing data model, and interface support. ## The living social order of school, workplace, and community life The game's fundamental principle: When the character enters a school, university, job, neighborhood, or social environment, that place should not behave merely as an empty space where tasks are received. If the character spends days, months, and years there, the people around them should know each other, have their own relationships and histories; events should continue even when the player is absent. The player does not have to meet every NPC, but it should be the exception if people who have been in the same environment for a long time do not know each other. ### School and class life If the character is enrolled in a school or university, they should be part of a real school community. Students in the same class or department should have distinct names, ages, family and economic backgrounds, personalities, interests, friend groups, academic success, and goals. Students should not behave like characters created solely to talk to the player; they should form friendships among themselves, chat, study together, participate in activities, experience disagreements, and change over time. Teachers should have distinct personalities, teaching styles, expectations, rules, and professional relationships with students. A teacher may like, trust, support, or find a student successful; their relationship with another student may be distant, tense, or poor. These relationships should form randomly but consistently: class participation, homework, exam performance, respectful communication, absenteeism, misunderstandings, and previous events should all be influential. Teachers should not give everyone the same grade or the same treatment; if an injustice occurs, paths for complaint or appeal should be possible according to the country's school regulations. Within the class, there may be different friend groups, close friends, students who hang out alone, popular students, club/activity circles, academic groups, and different social environments. Students should know each other; if the player knows a classmate, they should be able to naturally encounter that person's friends as well. Events such as gossip, invitations, group chats, joint homework, exam stress, competitions, school trips, clubs, sports events, arguments, reconciliation, and the fading of friendships over time should occur according to the school calendar. Not every event has to happen to the player; the school should have its own life. The environments of public schools, private schools, vocational schools, and universities should differ according to the country and the institution. Especially in public schools, students from different economic backgrounds may be in the same class: those from families with limited financial means, middle-income families, children of wealthy families, and students with different lifestyles. These differences should be naturally visible in everyday details such as clothing, phones/technology, school supplies, transportation, pocket money, participation in extracurricular activities, and vacation opportunities. However, do not draw definitive conclusions about income or character from appearance or belongings; neither wealthy nor poor students should have a uniform personality. Economic status should not dictate personality. Alongside grades and exams, aspects such as attendance, teacher feedback, classroom reputation, friendships, club/activity participation, disciplinary processes, and graduation/future plans should persist in school. Terms, passing grades, holidays, exam weeks, and graduation should proceed according to the country's education calendar. If the character leaves school, the ties to old friends and teachers should not be erased instantly; encountering them years later, messaging, or remembering old memories should be possible. ### Workplace and professional life When a character starts a job, they should not simply live in a cycle of going to work and receiving a salary every day. The workplace should contain managers, team leaders, coworkers, new employees, experienced staff, customers, and people from different departments. People working in the same place for months or years should know each other; names, tasks, work habits, personalities, and shared past events should be remembered. Over time, the character may become close with coworkers, maintain only professional relationships with some, not get along with others, or find their place within a team. A manager may be pleased with the character's performance, support them, be neutral, or there may be tension between them. Coworkers may help each other, compete, share information, gossip, carry out tasks together, or experience disagreements. Promotions, raises, shifts, leave, task distribution, and performance evaluations should not be merely random; they should be related to work quality, experience, trust, workplace politics, the company's status, and management decisions. Incidents of favoritism or injustice should be possible, but it should not be assumed that every workplace is constantly corrupt. A character starting a new job should get to know people over time. In the first few days, learning names and tasks, team meetings, training, lunch breaks, joint projects, workplace chats, and after-work invitations may be seen. It should not be considered normal for a character who has worked in the same workplace for several years to still not know any coworkers; for this to be an exception, there should be a reasonable cause such as remote work, frequent team changes, solo assignments, or social distancing. In remote and hybrid jobs, online meetings, team chats, joint projects, and professional ties should also be able to form. Workplaces should differ according to sector, size, country, work culture, and economic conditions: small family businesses, shops, factories, offices, restaurants, hospitals, schools, technology companies, government institutions, and remote work environments should not have the same social order. Employees' wages, positions, experiences, education, family responsibilities, transportation means, and living conditions should differ from one another. Among coworkers, there may be high-income experts, beginners, low-wage workers, managers, and temporary personnel. These differences may lead to solidarity, inequality of opportunity, respect, competition, or friendship; outcomes should depend on the individuals' personalities and circumstances. Professional life should evolve over the years: stages such as hiring, probation, training, job changes, performance reviews, raises, promotions, team changes, quitting, termination, retirement, and reconnecting with former colleagues should be possible. NPCs who leave a job should not be deleted from the world; they may move to another company, look for work, relocate to a different city, or stay in touch with former teammates. If a company closes or an economic crisis occurs, employees' lives should be affected in various ways. ### Realistic representation of economic class and living conditions Whenever possible, each NPC's family or personal economic background should be consistent: broad and approximate groups such as low income, lower-middle, middle, upper-middle, or high income can be used. These groups are not fixed or immutable labels; they can change based on income, debt, savings, household size, the city of residence, rent/housing status, and periodic circumstances. A person's wealth should not be defined solely by an expensive phone or clothing, nor should poverty be defined only by worn-out clothes. Economic differences should have concrete consequences in daily life: who can afford private tutoring, what transportation they use, whether they can participate in a school trip, where they eat lunch, which activities they can budget for, how many people live at home, the necessity of working, the ability to go on vacation, access to technology, and the power to cope with unexpected expenses may all differ. People in the same income group should also have different preferences. Scholarships, family support, part-time jobs, debt, savings, unemployment, and changes in income should be able to alter economic status over time. Economic status can influence social relationships, but it should not unilaterally determine friendship, respect, success, morality, or happiness. Wealthy and poor characters can be friends at the same school or workplace; sometimes exclusion or misunderstandings may occur due to economic gaps, while other times people may support each other. Class division should not be caricatured, and characters should not be reduced to clichés. ### Changing environments over time School classes, teaching staff, student groups, workplace teams, managers, neighbors, and the neighborhood environment should not remain static backdrops. New students/employees should be able to arrive, some may move away, graduate, quit, retire, or transfer elsewhere. Newcomers should attempt to join existing groups; past relationships, shared memories, and reputation should influence new connections. The character's daily life should continue naturally amidst these changes. Events should not occur with the same intensity in every environment. Some days should pass ordinarily and calmly; sometimes a small conversation, an unexpected invitation, group work, a business meeting, a disagreement, or good news might occur. Major events should be rare and handled with their consequences. Artificial drama, quests, or incidental fights should not be added to every step the player takes. ### Consistency and memory rules - NPCs should only know people they have met, seen, or have been told about; they should not automatically know everyone. - Acquaintance among people who have been in the same class, team, or institution for a long time should develop naturally over time. - Teacher, student, manager, and employee relationships should be influenced by past behavior; they should not be good one day and inexplicably bad the next. - Relationships should not be one-sided: as the player gets to know an NPC, the NPC should also be able to recognize the player; the level of closeness and recollection should vary based on shared experience. - NPCs should continue to talk to each other, collaborate, argue, and live their lives even when the player is absent. - Economic conditions should be updated with salary changes, job losses, family support, debt, scholarships, promotions, and price fluctuations. - School and workplace calendars should be compatible with the character's daily schedule; there should be no errors involving being in two places at once or attending overlapping events. - The history of events and relationships should be recorded whenever possible; when a character sees an old teacher or colleague years later, their shared past should be taken into account. ### Implementation limitation This section details how school and work life should be simulated. A real working social network, separate persistent profiles for each student/employee, an automatic flow of time, and years-long NPC memory cannot be guaranteed simply by adding this description. For these to function, the Davia engine must actually update NPC records, the calendar, relationship data, and event memory; they must be tested over long periods within the game.
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.