เกมจำลองชีวิตอิสระในจีนยุคปัจจุบัน | Thai · 简体中文 · English
# Life Simulator: China (中国人生模拟) ## World and opening A contemporary, fictionalized but plausible China-inspired setting. Play begins on 1 January 2026 at 08:00 with a player character aged 18. Before play begins, the player should configure family status, family lineage, both parents' occupations, education, major or vocational specialty when applicable, starting city, and preferred life path. These are character-creation choices, not fixed assumptions about the protagonist. ## Simulation pillars 1. Time and needs: time advances through actions; sleep, food, hygiene, stress, illness, injuries, and travel affect capacity and outcomes. 2. Money and property: income, spending, rent, deposits, savings, assets, taxes/fees, loans, interest, and due dates must reconcile. Avoid money creation without a stated source. 3. Education and skills: credentials require time, prerequisites, costs, attendance or study effort, and assessments. Skills improve through practice and work experience. 4. Careers: jobs have entry requirements, schedules, pay, probation, performance, workplace relationships, promotion paths, and the risk of dismissal. 5. Relationships and family: each person has trust, affection, respect, conflict, obligations, and boundaries; changes depend on shared events and credible information. 6. NPC autonomy and memory: NPCs have personality, goals, schedules, resources, relationships, and finite attention. They remember what they personally observe or hear through a plausible source; rumors have uncertainty and may be wrong. 7. Law and evidence: legal consequences depend on jurisdiction, applicable rules, evidence quality, witnesses, records, due process, and uncertainty. Suspicion alone is not proof. 8. City and economy: regions differ in living costs, wages, opportunities, commuting, housing, public services, and labor demand. Prices and opportunities shift gradually in response to supply, demand, events, and policy. 9. Mobility and information: travel consumes time and money; news, messages, and social networks spread at different speeds and with different reliability. 10. Reputation and long consequences: reputation is contextual, not a universal score; employers, family, friends, and officials may react differently to the same event. ## Regions and selectable cities The map currently contains 297 landmark files intended to represent the four directly administered municipalities and 293 prefecture-level cities. This count is a file count, not yet a verified administrative roster: classification, omissions, duplicate/legacy entries, and geographic placement still require reconciliation. City profiles are broad tendencies, not deterministic rules; neighborhood, employer, household, and individual variation matter. A city landmark does not by itself create a separate map cell, local institutions, NPC population, transport route, or a running local economy. ### Original starting regions - Shanghai (上海): finance, trade, services, technology, expensive housing and strong competition. - Beijing (北京): government, education, research, culture, technology, and high competition. - Guangzhou (广州): trade, manufacturing, logistics, services, and a major southern urban economy. - Chengdu (成都): technology, services, culture, food, and a large regional labor market. - Rural China (中国农村): lower-density communities, agriculture and local businesses, stronger local ties in some contexts, and potentially fewer specialized jobs and services. ### Additional cities — first expansion - Shenzhen (深圳): technology, electronics, startups, manufacturing, export trade, high wages in some sectors, and high housing costs. - Hangzhou (杭州): digital commerce, technology, private enterprise, services, and a competitive skilled labor market. - Wuhan (武汉): universities, research, automotive and manufacturing industries, logistics, and a major central-China transport hub. - Nanjing (南京): higher education, research, electronics, manufacturing, and public-sector opportunities. - Chongqing (重庆): automotive and electronics manufacturing, logistics, services, and a large inland urban region with varied living costs. - Xi'an (西安): universities, aerospace, technology, tourism, and research. - Tianjin (天津): port logistics, manufacturing, petrochemicals, education, and links to the Beijing-Tianjin-Hebei region. - Suzhou (苏州): advanced manufacturing, industrial parks, foreign-invested firms, and commuter links to the Yangtze River Delta. - Qingdao (青岛): port trade, shipping, manufacturing, household appliances, tourism, and coastal services. - Xiamen (厦门): port commerce, logistics, tourism, services, and coastal living costs. - Changsha (长沙): media, entertainment, universities, construction machinery, and consumer services. - Zhengzhou (郑州): rail logistics, manufacturing, commerce, and a central-China transport hub. - Kunming (昆明): regional services, tourism, trade, and transport links to southwest China. - Harbin (哈尔滨): universities, equipment manufacturing, winter tourism, and colder seasonal conditions. - Jinan (济南): provincial services, education, manufacturing, and regional commerce. - Fuzhou (福州): provincial services, manufacturing, digital industries, and coastal commerce. ### Additional cities — second expansion - Dongguan (东莞): electronics, precision manufacturing, factories, supply chains, and migrant-worker communities. - Foshan (佛山): home appliances, furniture, ceramics, machinery, and manufacturing clusters. - Wuxi (无锡): advanced manufacturing, IoT, electronics, and industrial technology. - Ningbo (宁波): major port, export manufacturing, logistics, and private enterprises. - Wenzhou (温州): private businesses, light manufacturing, trade networks, and entrepreneurship. - Zhuhai (珠海): electronics, high-tech manufacturing, tourism, and cross-border regional links. - Nanning (南宁): regional services, commerce, logistics, and links to Southeast Asia. - Guiyang (贵阳): data centers, digital services, regional transport, and tourism. - Lanzhou (兰州): transport corridor, petrochemicals, universities, and regional services. - Urumqi (乌鲁木齐): regional trade, logistics, services, and links across western China. - Yinchuan (银川): regional services, agriculture-related business, energy, and logistics. - Haikou (海口): tourism, services, island logistics, and seasonal demand. - Sanya (三亚): tourism, hospitality, property services, and strong seasonal employment variation. - Lhasa (拉萨): tourism, public services, local commerce, and high-altitude environment considerations. ### Additional cities — third expansion - Dalian (大连): northeast China coastal port, shipping and logistics, shipbuilding, petrochemicals, software services, universities, and seasonal coastal tourism. Its maritime climate, port economy, and links to northeast Asian trade should shape local jobs, commuting, weather, and business events. ### Additional cities — fourth expansion: northeast and north - Shenyang (沈阳): automotive and equipment manufacturing, aerospace, universities, and regional headquarters. - Changchun (长春): automotive production, rail equipment, film culture, and universities. - Jilin City (吉林市): chemicals, manufacturing, riverfront services, and winter tourism. - Daqing (大庆): oil and gas, energy services, engineering, and industrial support jobs. - Qiqihar (齐齐哈尔): machinery, agriculture-related industry, rail links, and regional services. - Anshan (鞍山): steel, metallurgy, industrial maintenance, and manufacturing supply chains. - Shijiazhuang (石家庄): pharmaceuticals, textiles, logistics, provincial services, and rail connections. - Tangshan (唐山): steel, heavy industry, port logistics, and industrial engineering. - Qinhuangdao (秦皇岛): port services, tourism, food processing, and coastal seasonal work. - Baoding (保定): automotive components, manufacturing, education, and links to the Beijing-Tianjin-Hebei region. - Handan (邯郸): steel, industrial manufacturing, commerce, and regional transport. - Taiyuan (太原): energy, heavy industry, equipment manufacturing, and universities. - Datong (大同): energy, rail logistics, historic tourism, and regional services. - Hohhot (呼和浩特): dairy and food processing, regional administration, logistics, and grassland tourism. - Baotou (包头): steel, rare-earth-related industry, equipment manufacturing, and energy supply chains. ### Additional cities — fifth expansion: east and central China - Xining (西宁): regional transport, clean-energy projects, universities, and plateau services. - Xuzhou (徐州): construction machinery, rail logistics, manufacturing, and regional commerce. - Nantong (南通): shipbuilding, textiles, advanced manufacturing, and cross-river links to Shanghai. - Yangzhou (扬州): machinery, automotive components, tourism, and cultural services. - Changzhou (常州): electric vehicles, machinery, new materials, and advanced manufacturing. - Jiaxing (嘉兴): textiles, electronics, manufacturing, and commuter links in the Yangtze River Delta. - Jinhua (金华): wholesale trade, logistics, small commodities, and private enterprise. - Taizhou, Zhejiang (浙江台州): private manufacturing, auto parts, molds, and coastal commerce. - Linyi (临沂): wholesale markets, logistics, food distribution, and small businesses. - Weifang (潍坊): agricultural machinery, manufacturing, food processing, and logistics. - Yantai (烟台): port trade, automotive manufacturing, food processing, and coastal services. - Weihai (威海): marine industries, electronics, tourism, and cross-border commerce. ### Additional cities — sixth expansion: southeast coast and Jiangxi - Quanzhou (泉州): footwear, textiles, private manufacturing, trade, and family-run businesses. - Putian (莆田): footwear, medical services, manufacturing, and regional commerce. - Nanchang (南昌): aviation, electronics, universities, manufacturing, and provincial services. - Ganzhou (赣州): electronics, rare-earth-related supply chains, agriculture, and regional logistics. ### Additional cities — seventh expansion: Hunan, Guangdong, Guangxi, and southwest - Zhuzhou (株洲): rail transit equipment, aviation components, and industrial engineering. - Xiangtan (湘潭): machinery, steel, manufacturing, and university-linked jobs. - Shantou (汕头): port trade, textiles, toys, food processing, and overseas business networks. - Huizhou (惠州): electronics, petrochemicals, manufacturing, and links to the Pearl River Delta. - Zhongshan (中山): lighting, appliances, medical devices, and export-oriented small businesses. - Jiangmen (江门): machinery, household goods, food processing, and overseas Chinese business links. - Zhanjiang (湛江): deep-water port activity, fisheries, agriculture, petrochemicals, and coastal logistics. - Guilin (桂林): tourism, hospitality, education, and services with strong seasonal variation. - Liuzhou (柳州): automotive production, machinery, steel, and industrial supply chains. - Mianyang (绵阳): electronics, engineering, research institutions, and technology manufacturing. - Leshan (乐山): tourism, food processing, manufacturing, and regional services. - Yibin (宜宾): food and beverage production, automotive batteries, manufacturing, and river logistics. - Dali (大理): tourism, hospitality, local crafts, agriculture, and seasonal service work. ### Additional cities — eighth expansion: western frontier - Kashgar (喀什): regional commerce, logistics, agriculture, tourism, and cross-border trade routes. ## Regional simulation requirements A selected city should influence starting costs, job markets, commuting, housing, available institutions, local events, climate and NPC routines. Regional descriptions are tendencies, not guaranteed wages or universal traits. Avoid assigning precise prices or wages until city-specific economic parameters are configured and tested. Travel must use plausible distances, time, cost, transport availability, and any relevant route constraints. Do not assume every listed city is already represented by a playable map cell. ## Playable character and setup At creation, select family circumstances, education stage, starting region, initial funds/support, and a personal goal. The player is always 18 at the opening. Background modifies starting conditions but never locks the player into one occupation or life path. Do not assume the protagonist's gender, hukou, political connections, family wealth, or legal status unless selected or established in play. ## Languages Player-facing content should be available in Thai, Simplified Chinese, and English. Preserve names and culturally meaningful terms consistently across languages. If a line is not translated, keep the underlying game state language-neutral rather than changing mechanics. ## Map reference and geographic placement Use the creator-provided political/administrative map of China as the visual reference for the game's geographic layout. Preserve the recognizable mainland outline, provincial and autonomous-region boundaries, municipalities, coastline, Hainan, and Taiwan as shown in that reference. City markers must use their supplied longitude/latitude, not be distributed evenly or moved to province centroids. Show bilingual labels in the form English name + Chinese name where the map interface supports it. Keep city markers distinct from province/cell labels. The reference image itself is a visual guide supplied in chat; this text records the map specification but does not embed or assign the image as a game asset. ### Confirmed city coordinates supplied by the creator - Beijing (北京): 39.9042, 116.4074 - Tianjin (天津): 39.3434, 117.3616 - Pingyao (平遥): 37.1910, 112.1760 - Harbin (哈尔滨): 45.8038, 126.5350 - Dalian (大连): 38.9140, 121.6147 - Shenyang (沈阳): 41.8057, 123.4315 - Shanghai (上海): 31.2304, 121.4737 - Hangzhou (杭州): 30.2741, 120.1551 - Suzhou (苏州): 31.2990, 120.5853 - Nanjing (南京): 32.0603, 118.7969 - Huangshan (黄山): 29.7150, 118.3370 - Shaoxing (绍兴): 30.0024, 120.5821 - Wuhan (武汉): 30.5928, 114.3055 - Changsha (长沙): 28.2282, 112.9388 - Fenghuang (凤凰): 27.9480, 109.5980 - Zhangjiajie (张家界): 29.3500, 110.4870 - Luoyang (洛阳): 34.6181, 112.4540 - Xi'an (西安): 34.3416, 108.9398 - Dunhuang (敦煌): 40.1421, 94.6620 - Zhangye (张掖): 38.9350, 100.4500 - Turpan (吐鲁番): 42.9500, 89.1830 - Kashgar (喀什): 39.4700, 75.9930 - Guangzhou (广州): 23.1291, 113.2644 - Shenzhen (深圳): 22.5431, 114.0579 - Guilin (桂林): 25.2736, 110.2900 - Yangshuo (阳朔): 24.7743, 110.4940 - Xiamen (厦门): 24.4798, 118.0894 - Chengdu (成都): 30.5728, 104.0668 - Chongqing (重庆): 29.4316, 106.9123 - Kunming (昆明): 25.0389, 102.7183 - Lijiang (丽江): 26.8721, 100.2299 - Dali (大理): 25.5916, 100.2299 - Guiyang (贵阳): 26.6470, 106.6302 - Jiuzhaigou (九寨沟): latitude 33.2420; longitude was incomplete in the supplied message and must be confirmed before placing its marker. These coordinates are source data for future map placement; recording them here does not by itself create map markers or change cell geometry. For every on-map landmark, use the actual containing cell and verify the saved placement afterward. Do not claim a city is displayed until its landmark/marker exists and has been checked. ## Development status Private draft only. Do not publish until data integrity checks pass and the time, finance, NPC memory, employment, legal evidence, travel, city selection, and long-run world simulation scenarios have been tested. A clean file validator is not proof of runtime stability. For each test, record initial state, actions, expected and observed results, final state, and save/load result; repeat from clean state at least three times. Mark PASS only from actual runtime evidence; otherwise mark NOT RUN. Invalid or duplicate actions must not mutate state or apply effects twice. Each action must validate first and commit atomically; failures roll back fully and preserve the last valid state. Use canonical financial ledgers, one shared clock, chronological exactly-once events, save/load consistency, plausible NPC knowledge, valid travel routes, funded payroll, bounded market changes, and geographic checks against an authoritative roster. If runtime tests are unavailable or any required test is NOT RUN/FAIL, keep the draft private. ## Structured city economy profiles One fictional game-balance profile per city landmark below; indices are relative modifiers, not official statistics or live prices. Market state changes dynamically using supply, demand, inventory, jobs, rent, cash flow, seasonality and dated events. ```json { "currency": "CNY", "defaults": { "market_tick_hours": 24, "ordinary_daily_price_cap": 0.02, "documented_shock_cap": 0.05, "base_index": 1 }, "profiles": { "aksu-xinjiang-prefecture-level-city": { "province": "xinjiang", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "energy", "agriculture", "regional_trade" ], "market": "mixed", "volatility": "medium_high" }, "altay-xinjiang-prefecture-level-city": { "province": "xinjiang", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "energy", "agriculture", "regional_trade" ], "market": "mixed", "volatility": "medium_high" }, "ankang-shaanxi-prefecture-level-city": { "province": "shaanxi", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "education", "aerospace", "energy" ], "market": "skilled", "volatility": "medium_high" }, "anqing-anhui-prefecture-level-city": { "province": "anhui", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "automotive", "electronics", "manufacturing" ], "market": "skilled", "volatility": "medium" }, "anshun-guizhou-prefecture-level-city": { "province": "guizhou", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "digital_services", "mining", "manufacturing" ], "market": "mixed", "volatility": "medium_high" }, "anyang-henan-prefecture-level-city": { "province": "henan", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "manufacturing", "food_processing", "logistics" ], "market": "mixed", "volatility": "medium" }, "baicheng-jilin-prefecture-level-city": { "province": "jilin", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "automotive", "agriculture", "equipment" ], "market": "mixed", "volatility": "medium_high" }, "baise-guangxi-prefecture-level-city": { "province": "guangxi", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "regional_trade", "agriculture", "tourism" ], "market": "seasonal", "volatility": "medium_high" }, "baishan-jilin-prefecture-level-city": { "province": "jilin", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "automotive", "agriculture", "equipment" ], "market": "mixed", "volatility": "medium_high" }, "baiyin-gansu-prefecture-level-city": { "province": "gansu", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "energy", "mining", "logistics" ], "market": "mixed", "volatility": "medium_high" }, "baoding-hebei-prefecture-level-city": { "province": "hebei", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "steel", "manufacturing", "logistics" ], "market": "mixed", "volatility": "medium" }, "baoji-shaanxi-prefecture-level-city": { "province": "shaanxi", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "education", "aerospace", "energy" ], "market": "skilled", "volatility": "medium_high" }, "baoshan-yunnan-prefecture-level-city": { "province": "yunnan", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "tourism", "agriculture", "regional_trade" ], "market": "seasonal", "volatility": "medium_high" }, "baotou-inner-mongolia-prefecture-level-city": { "province": "inner-mongolia", "tier": "regional", "cost": 1.12, "wage": 1.14, "rent": 1.12, "industries": [ "energy", "mining", "dairy" ], "market": "mixed", "volatility": "medium_high" }, "bayannur-inner-mongolia-prefecture-level-city": { "province": "inner-mongolia", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "energy", "mining", "dairy" ], "market": "mixed", "volatility": "medium_high" }, "bazhong-sichuan-prefecture-level-city": { "province": "sichuan", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "electronics", "food", "manufacturing" ], "market": "skilled", "volatility": "medium" }, "beihai-guangxi-prefecture-level-city": { "province": "guangxi", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "regional_trade", "agriculture", "tourism" ], "market": "seasonal", "volatility": "medium_high" }, "beijing": { "province": "other", "tier": "national", "cost": 1.45, "wage": 1.47, "rent": 1.67, "industries": [ "government", "education", "technology" ], "market": "skilled", "volatility": "medium" }, "bengbu-anhui-prefecture-level-city": { "province": "anhui", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "automotive", "electronics", "manufacturing" ], "market": "skilled", "volatility": "medium" }, "benxi-liaoning-prefecture-level-city": { "province": "liaoning", "tier": "local", "cost": 0.96, "wage": 0.94, "rent": 0.96, "industries": [ "heavy_industry", "equipment", "port_logistics" ], "market": "mixed", "volatility": "medium" }, "bijie-guizhou-prefecture-level-city": { "province": "guizhou", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "digital_services", "mining", "manufacturing" ], "market": "mixed", "volatility": "medium_high" }, "binzhou-shandong-prefecture-level-city": { "province": "shandong", "tier": "local", "cost": 0.96, "wage": 0.94, "rent": 0.96, "industries": [ "manufacturing", "port_logistics", "food_processing" ], "market": "mixed", "volatility": "medium" }, "bortala-xinjiang-prefecture-level-city": { "province": "xinjiang", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "energy", "agriculture", "regional_trade" ], "market": "mixed", "volatility": "medium_high" }, "bozhou-anhui-prefecture-level-city": { "province": "anhui", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "automotive", "electronics", "manufacturing" ], "market": "skilled", "volatility": "medium" }, "cangzhou-hebei-prefecture-level-city": { "province": "hebei", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "steel", "manufacturing", "logistics" ], "market": "mixed", "volatility": "medium" }, "changchun-jilin-provincial-capital": { "province": "jilin", "tier": "regional", "cost": 1.12, "wage": 1.14, "rent": 1.12, "industries": [ "automotive", "agriculture", "equipment" ], "market": "mixed", "volatility": "medium_high" }, "changde-hunan-prefecture-level-city": { "province": "hunan", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "machinery", "manufacturing", "food" ], "market": "mixed", "volatility": "medium" }, "changji-xinjiang-prefecture-level-city": { "province": "xinjiang", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "energy", "agriculture", "regional_trade" ], "market": "mixed", "volatility": "medium_high" }, "changsha": { "province": "other", "tier": "national", "cost": 1.3, "wage": 1.32, "rent": 1.3, "industries": [ "local_services", "retail", "construction" ], "market": "mixed", "volatility": "medium" }, "changzhi-shanxi-prefecture-level-city": { "province": "shanxi", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "energy", "heavy_industry", "equipment" ], "market": "mixed", "volatility": "medium_high" }, "changzhou-jiangsu-prefecture-level-city": { "province": "jiangsu", "tier": "local", "cost": 0.96, "wage": 0.94, "rent": 0.96, "industries": [ "advanced_manufacturing", "electronics", "logistics" ], "market": "skilled", "volatility": "medium" }, "chaozhou-guangdong-prefecture-level-city": { "province": "guangdong", "tier": "local", "cost": 0.96, "wage": 0.94, "rent": 0.96, "industries": [ "electronics", "export_manufacturing", "trade" ], "market": "skilled", "volatility": "medium" }, "chengde-hebei-prefecture-level-city": { "province": "hebei", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "steel", "manufacturing", "logistics" ], "market": "mixed", "volatility": "medium" }, "chengdu": { "province": "other", "tier": "national", "cost": 1.3, "wage": 1.32, "rent": 1.3, "industries": [ "technology", "services", "food" ], "market": "skilled", "volatility": "medium" }, "chenzhou-hunan-prefecture-level-city": { "province": "hunan", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "machinery", "manufacturing", "food" ], "market": "mixed", "volatility": "medium" }, "chifeng-inner-mongolia-prefecture-level-city": { "province": "inner-mongolia", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "energy", "mining", "dairy" ], "market": "mixed", "volatility": "medium_high" }, "chizhou-anhui-prefecture-level-city": { "province": "anhui", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "automotive", "electronics", "manufacturing" ], "market": "skilled", "volatility": "medium" }, "chongqing": { "province": "other", "tier": "national", "cost": 1.3, "wage": 1.32, "rent": 1.3, "industries": [ "automotive", "electronics", "logistics" ], "market": "skilled", "volatility": "medium" }, "chongzuo-guangxi-prefecture-level-city": { "province": "guangxi", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "regional_trade", "agriculture", "tourism" ], "market": "seasonal", "volatility": "medium_high" }, "chuxiong-yunnan-prefecture-level-city": { "province": "yunnan", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "tourism", "agriculture", "regional_trade" ], "market": "seasonal", "volatility": "medium_high" }, "chuzhou-anhui-prefecture-level-city": { "province": "anhui", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "automotive", "electronics", "manufacturing" ], "market": "skilled", "volatility": "medium" }, "dali-yunnan-prefecture-level-city": { "province": "yunnan", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "tourism", "agriculture", "regional_trade" ], "market": "seasonal", "volatility": "medium_high" }, "dalian": { "province": "other", "tier": "national", "cost": 1.3, "wage": 1.32, "rent": 1.3, "industries": [ "port_logistics", "shipbuilding", "software" ], "market": "mixed", "volatility": "medium" }, "dandong-liaoning-prefecture-level-city": { "province": "liaoning", "tier": "local", "cost": 0.96, "wage": 0.94, "rent": 0.96, "industries": [ "heavy_industry", "equipment", "port_logistics" ], "market": "mixed", "volatility": "medium" }, "daqing-heilongjiang-prefecture-level-city": { "province": "heilongjiang", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "agriculture", "energy", "equipment" ], "market": "mixed", "volatility": "medium_high" }, "datong-shanxi-prefecture-level-city": { "province": "shanxi", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "energy", "heavy_industry", "equipment" ], "market": "mixed", "volatility": "medium_high" }, "dazhou-sichuan-prefecture-level-city": { "province": "sichuan", "tier": "local", 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"agriculture", "regional_trade" ], "market": "seasonal", "volatility": "medium_high" }, "zhengzhou-henan-provincial-capital": { "province": "henan", "tier": "national", "cost": 1.3, "wage": 1.32, "rent": 1.3, "industries": [ "manufacturing", "food_processing", "logistics" ], "market": "mixed", "volatility": "medium" }, "zhenjiang-jiangsu-prefecture-level-city": { "province": "jiangsu", "tier": "local", "cost": 0.96, "wage": 0.94, "rent": 0.96, "industries": [ "advanced_manufacturing", "electronics", "logistics" ], "market": "skilled", "volatility": "medium" }, "zhongshan-guangdong-prefecture-level-city": { "province": "guangdong", "tier": "local", "cost": 0.96, "wage": 0.94, "rent": 0.96, "industries": [ "electronics", "export_manufacturing", "trade" ], "market": "skilled", "volatility": "medium" }, "zhoukou-henan-prefecture-level-city": { "province": "henan", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "manufacturing", "food_processing", "logistics" ], "market": "mixed", "volatility": "medium" }, "zhoushan-zhejiang-prefecture-level-city": { "province": "zhejiang", "tier": "local", "cost": 0.96, "wage": 0.94, "rent": 0.96, "industries": [ "private_manufacturing", "e_commerce", "technology" ], "market": "skilled", "volatility": "medium" }, "zhuhai-guangdong-prefecture-level-city": { "province": "guangdong", "tier": "regional", "cost": 1.16, "wage": 1.14, "rent": 1.16, "industries": [ "electronics", "export_manufacturing", "trade" ], "market": "skilled", "volatility": "medium" }, "zhumadian-henan-prefecture-level-city": { "province": "henan", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "manufacturing", "food_processing", "logistics" ], "market": "mixed", "volatility": "medium" }, "zhuzhou-hunan-prefecture-level-city": { "province": "hunan", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "machinery", "manufacturing", "food" ], "market": "mixed", "volatility": "medium" }, "zibo-shandong-prefecture-level-city": { "province": "shandong", "tier": "local", "cost": 0.96, "wage": 0.94, "rent": 0.96, "industries": [ "manufacturing", "port_logistics", "food_processing" ], "market": "mixed", "volatility": "medium" }, "zigong-sichuan-prefecture-level-city": { "province": "sichuan", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "electronics", "food", "manufacturing" ], "market": "skilled", "volatility": "medium" }, "ziyang-sichuan-prefecture-level-city": { "province": "sichuan", "tier": "local", "cost": 0.92, "wage": 0.94, "rent": 0.92, "industries": [ "electronics", "food", "manufacturing" ], "market": "skilled", "volatility": "medium" } } } ``` # Integrated Simulation Implementation — Life Simulator: China This section operationalizes five development phases. It defines required in-game behavior; it is not proof that the host runtime already executes every mechanic. ## 1. Shared causality and transaction core Every player or NPC action is a transaction with a unique action_id, actor_id, timestamp, location, action type, prerequisites, resource snapshot, time cost, ledger entries, immediate and scheduled effects, evidence/source, and result status. Validate before mutation. On failure, preserve the previous state and explain the unmet requirement. On success, commit once and mark the action_id processed. Repeating an action_id returns its prior result and never repeats costs, rewards or time. Use one world clock. Resolve: validate → reserve resources → calculate outcome → advance through chronological events → apply transaction → update derived values → record outcome and notify eligible characters. If a step fails before commit, roll back. Derived values must agree with canonical records. A character cannot occupy incompatible places or perform incompatible activities simultaneously. Store absolute timestamps for deadlines and appointments. ## 2. Autonomous NPCs and evidence-based memory Every major NPC needs stable identity, personality, goals, short-term plan, schedule, home/work/study location, resources, needs, skills, relationship dimensions and commitments. NPCs choose actions only from what they know, can afford, can reach, and can do in available time. Prioritize urgent needs/deadlines, then work/study, goals, relationships and leisure. Interruptions update plans instead of creating duplicate activities. During time advances, process NPCs in chronological order. Distant NPCs may use coarse-grained updates, but preserve wages, bills, deadlines, travel, meetings and consequential interactions. NPCs may independently contact, avoid, help, compete with, hire, dismiss or negotiate with the player only when motivated and able. A memory record contains event_id, observed/heard timestamp, source, directness, confidence (0–1), emotional salience, interpretation and confirmation status. Direct witnesses can misunderstand; second-hand information loses confidence. A character who neither witnessed an event nor received a plausible message/document cannot know it. Rumors travel only through reachable social channels and take time. Trust, affection, respect, familiarity, resentment and obligation are separate; update only dimensions justified by events. Repeated conduct weighs more than a single ordinary interaction. ## 3. City economy, work, business, housing and contracts Keep city baseline parameters separate from changing market state. Track cost, wage and rent indices, industries, labor demand, housing availability, transport access, inventory and volatility. City profiles are starting tendencies, not guarantees. City selection affects opportunities/costs only where a matching institution, job, route or location exists. Every financial movement has payer, recipient or sink, amount in CNY, timestamp, reason and ledger ID. Balance = opening balance + valid credits − valid debits. Never create money from narrative alone. Wage payments require a valid job, recorded hours or salary terms, employer funding/authorized credit and a due date. Business revenue is not profit: subtract inventory, rent, payroll, taxes/fees and operating costs. No employer can pay beyond funds without a recorded credit facility. Jobs specify employer, role, location, requirements, wage, hours, schedule, probation, payment dates, performance measures, leave and termination terms. Hiring requires application/interview or a justified direct route; promotion requires performance, skills, experience and an actual opening. Attendance competes with study, sleep, travel and commitments. Absence consequences follow stated policy and circumstances. Housing specifies location, occupants, rent, deposit, utilities, contract duration, due dates and termination terms. Deposits remain a liability until valid refund or justified deduction. Contracts/loans store parties, terms, dates, payment schedule, interest/fees, evidence, status and breach conditions. Missed obligations first create a dated record; notices, fees, negotiation, collections or court steps require contractual and procedural support. No unexplained instant penalties or compounding. Prices change gradually due to documented supply, demand, transport, seasonality, policy or shocks. Ordinary daily movement is capped at 2%; a specific logged disruption may justify up to 5%. Apply caps per item/market. Inventory cannot fall below zero. Purchases require stock and sufficient funds; refunds require a matching prior transaction. ## 4. Experience-based skills and fair legal process Skills are bounded 0–100 and improve through relevant practice, coaching, study or verified work, with diminishing returns at higher levels. A practice record identifies skill, activity, duration, difficulty, quality, fatigue and evidence. Low-quality or unattended activity gives little or no improvement. Genuine failed attempts may teach a little but cannot grant full rewards or credentials. Resolve uncertain actions using relevant skill, preparation, tools, fatigue/health, difficulty and context. Explain major outcomes with plausible causes; randomness cannot override prerequisites. Education/certificates require eligibility, fees where applicable, attendance, assessments and elapsed time. Career progress also requires performance and opportunity, not only a skill threshold. Legal states are separate: allegation → assessment → investigation → finding/decision → sanction or closure → appeal where applicable. Every claim identifies rule/jurisdiction, evidence, source, timestamp, reliability and potential bias. Distinguish witness statements, documents, physical evidence, rumor and unsupported accusations. An allegation alone does not establish guilt. Allow response, representation or appeal when supported by the scenario. Sanctions must be proportional to established findings and process. This is a fictional game abstraction, not legal advice. ## 5. Save/load, long-run verification and release gate Persist canonical state: world clock; player/NPC states; locations and active activities; ledgers; jobs; contracts; inventory; market; event queue; processed action/event IDs; memories; relationships; evidence and version. On load, validate references and invariants before continuing. Never replay processed transactions. If a save is invalid, preserve the last valid state and report the inconsistency. Run from a clean save and repeat three times: 1. Buy an item once; repeat its action ID; verify one debit and one inventory change. 2. Attempt an unaffordable purchase; verify no state changes. 3. Advance 24 hours; verify needs, NPC actions, bills and deadlines update once in timestamp order. 4. Complete a work shift and attempt overlapping study; reject or explicitly reschedule the conflict. 5. Miss a payment; create only contract-supported notices/fees. 6. Trigger a private event with one witness; absent NPCs learn nothing without a credible channel. 7. Record a month of work/practice; verify gradual skill gains and enforced promotion/graduation prerequisites. 8. Simulate 30 days; verify wages, bills, stock, prices, travel, relationships, NPC schedules and events remain coherent. 9. Save and reload; compare canonical state and verify no duplicated events, ledger entries, rewards or costs. Record initial state, exact actions, expected and observed results, final state, save/load result and PASS/FAIL/NOT RUN. Mark PASS only from actual runtime evidence. File validation alone is not runtime testing. If runtime is unavailable, keep tests NOT RUN and keep the game private.
ไทย: เกมจำลองชีวิตในฉากจีนยุคปัจจุบัน เริ่มต้นในวัย 18 ปี โดยเน้นชีวิตประจำวัน งาน การเงิน สุขภาพ ความสัมพันธ์ และผลที่ตามมาจากการตัดสินใจ 简体中文:一款以当代中国为背景的人生模拟游戏。玩家从18岁开始,体验日常生活、工作、财务、健康、人际关系以及决定带来的后果。 English: A life simulation set in a contemporary China-inspired world. Begin at age 18 and experience everyday life, work, finances, health, relationships, and the consequences of decisions. Descriptions of features do not guarantee that custom menus or controls are implemented.
# Simulation Rules — Life Simulator: China ## 1. Resolution order Resolve actions in order: validate prerequisites/resources; calculate costs and effects; advance shared time; process intervening events chronologically; update skills, relationships and evidence; notify only plausible recipients; check delayed effects. Never apply a cost or effect twice. ## 2. Time and continuity Use one shared world clock. Every action has a duration; travel, work, study, appointments, sleep, and waiting cannot occur simultaneously for the player unless explicitly modeled as compatible. NPCs follow schedules and may miss meetings or opportunities when their own obligations conflict. Deadlines are stored as absolute dates/times. When time advances, process all intervening scheduled events in chronological order. If several events share a timestamp, resolve mandatory costs and safety-critical events first, then player/NPC actions, then notifications. ## 3. Needs, health, and safety Sleep, nutrition, hygiene, stress, illness, injury, and access to care influence energy, concentration, attendance, work quality, and recovery. Health changes should be gradual unless an acute event justifies a sharp change. Medical care costs time and money; treatment is not guaranteed to work instantly. Do not turn a single low need value into arbitrary catastrophic outcomes; use thresholds, duration, and context. ## 4. Accounting and contracts All financial changes require a source and destination. Track cash/bank balances, recurring expenses, wages, rent and deposits, assets, debt principal, interest, fees, payment schedule, and due date separately. A contract records parties, terms, start date, due dates, obligations, evidence, status, and breach conditions. Loans accrue only the stated interest and schedule. Missed payments cause notices, fees, negotiation or legal processes only when supported by the contract and applicable rules; no instant unexplained penalties. Deposits are liabilities until properly returned or retained under the agreement. ## 5. Work and education Jobs require explicit qualifications or a justified entry route. Record hours, wages, probation, performance, leave, manager feedback, and payment dates. Work competes with study, rest, relationships, and travel for time. Promotion depends on demonstrated skills, performance, openings, and workplace context—not a single hidden roll. Education requires prerequisites, attendance/study time, tuition and living costs, assessment, and completion criteria. Credentials cannot appear without satisfying requirements. ## 6. Skills and actions Skills improve through relevant practice, instruction, or experience with diminishing returns at high levels. Failed attempts may still teach something but cannot grant full success rewards. Outcomes consider skill, preparation, tools, time, fatigue, difficulty, and uncertainty. Important actions record immediate outcomes and plausible delayed effects. Avoid arbitrary punishment: consequences must follow from established mechanics, observed behavior, contracts, or world conditions. ## 7. NPC agency and memory Each important NPC has a personality profile, goals, needs, schedule, resources, relationships, and memory records. An NPC may remember an event only if they witnessed it, participated in it, saw credible documentation, or heard it from a source they could plausibly access. Memories include event, time, source, confidence, emotional salience, and interpretation; interpretations can be mistaken. Information does not propagate to every NPC automatically. Trust changes based on repeated behavior, reliability, boundaries, and severity; one event rarely erases a long history unless exceptionally serious. NPCs can act independently within their resources and knowledge. ## 8. Relationships and reputation Track relationship dimensions separately: trust, affection, respect, familiarity, resentment, and obligation where relevant. A relationship update should cite a shared interaction or received information. Reputation is audience-specific (e.g., workplace, neighborhood, family, online community) and depends on reach and credibility. Private events stay private unless a credible disclosure path exists. Apologies, restitution, time, and repeated behavior may repair harm but do not guarantee forgiveness. ## 9. Legal process and evidence Distinguish allegation, suspicion, investigation, finding, and penalty. Evidence has provenance, reliability, chain of custody where relevant, corroboration, and potential bias. Witnesses can be mistaken or dishonest. A legal outcome must identify a plausible rule, jurisdiction, evidence basis, and process; do not convict solely because a narrative says the player is guilty. Legal procedures may consume time and money and allow response, representation, appeal, or settlement where appropriate. Keep this system a game abstraction, not legal advice. ## 10. Regional economy and prices Each region has a cost profile, wage bands, labor demand, housing supply, transport access, and industry mix. Price changes should be gradual and explained by supply, demand, seasonality, policy, or shocks. Employers pay from budgets; businesses need revenue or capital to sustain costs. Avoid infinite jobs, free housing, duplicated income, or purchases without stock/funds. Economic events affect groups unevenly and do not change every price simultaneously. ## 11. Travel and information Travel consumes realistic relative time and fare, with delays possible from weather, congestion, service disruptions, and transfers. Travel is not instantaneous. Messages and news have source, timestamp, audience, and reliability; access depends on device, connectivity, language, and social ties where relevant. Public news may influence prices, hiring, or local sentiment only through a plausible causal pathway. ## 12. World simulation while unattended During every time advance, update relevant NPC schedules, recurring bills, job/study attendance, household needs, contracts, market conditions, and scheduled public events. Use coarse-grained updates for distant or irrelevant activity, but preserve deadlines and causal continuity. When an event is skipped due to simulation limits, summarize it without retroactively changing established facts. ## 13. Conflict prevention and deterministic accounting One event has one canonical record. Use stable IDs for people, jobs, contracts, assets, and events. Derived values should be calculated from canonical values rather than stored independently where possible. If records conflict, prefer the latest valid transaction/event with provenance; do not silently rewrite history. Enforce non-negative money unless an explicitly authorized overdraft/credit facility exists. Never allow a person to be in two incompatible locations or actions at once. ## 14. Opening-state invariants - The protagonist is 18 on 2026-01-01. - The starting household, education status, city, cash, and obligations must be explicitly selected or initialized. - No job, degree, asset, debt, relationship, or criminal record is assumed unless present in the starting state. - All recurring costs, wages, contracts, and loans have amounts and schedules. - NPC knowledge is limited to plausible observation and information channels. - The game remains unpublished until diagnostics and scenario tests pass. ## 15. Minimum acceptance tests before release A. Time: a full-day work shift prevents overlapping study and advances sleep/needs once. B. Accounting: a purchase reduces the balance exactly once; wages arrive only on their payment date; a loan balance matches principal plus scheduled interest and payments. C. Deadlines: a missed payment triggers only contractually supported notices/fees and records the date. D. NPC memory: an NPC who was absent and received no message does not know about a private event; a witness may remember it with uncertainty. E. Relationships: repeated reliable behavior gradually improves trust; one ordinary disagreement does not erase all trust. F. Work/education: promotion or graduation cannot occur without required experience, assessment, time, and prerequisites. G. Law: an allegation without credible evidence does not automatically produce a conviction. H. Economy: employer payroll and business spending cannot exceed available funds without a defined credit mechanism. I. Travel: city-to-city travel consumes time and money and can cause missed commitments. J. Long-run integration: simulate 30 days; verify bills, wages, needs, NPC schedules, prices, deadlines, travel and relationships update once, with no negative funds, duplicate events, impossible overlaps or lost save/load state. Record expected/observed results; if runtime unavailable, mark NOT RUN. Release gate: validate inputs; stage changes, check invariants, then commit once or roll back. Deduplicate request/event IDs; ledger all money/item changes. Order events; NPC memories need sources. Persistence/idempotency must be tested; untested checks are NOT RUN. Run diagnostics before publishing. ## 16. ระบบเศรษฐกิจรายเมือง - ใช้โปรไฟล์เมืองในหัวข้อ Structured city economy profiles ของ `world/description.md` เป็นค่าตั้งต้น ไม่ใช่สถิติจริง และแยกจากสถานะตลาดที่เปลี่ยนได้ - ทุก 24 ชั่วโมง ประมวลผลธุรกรรม เงินเดือน ค่าเช่า หนี้ สต็อก การจ้างงานและการเลิกจ้างตามลำดับเวลา ก่อนปรับราคา ห้ามตัดเงินหรือจ่ายเงินซ้ำ - ราคาตอบสนองต่ออุปสงค์/อุปทาน ต้นทุนขนส่ง ฤดูกาลและนโยบาย จำกัดการเปลี่ยนแปลงทั่วไป 2% ต่อวัน; เหตุการณ์ขาดแคลนที่มีสาเหตุชัดเจนอาจถึง 5% ต่อวัน - อุตสาหกรรมเมืองกำหนดประเภทงานและทักษะ การเติบโตเพิ่มโอกาสแต่เพิ่มการแข่งขัน ต้นทุนวัตถุดิบและค่าเช่าได้; ภาวะถดถอยลดรายได้ ชั่วโมงงานและการจ้างงานก่อนเกิดการเลิกจ้าง - ธุรกิจต้องมีทุน สต็อก ลูกค้า ค่าใช้จ่ายและบัญชีกระแสเงินสด รายรับไม่ใช่กำไร จ่ายเงินเดือนไม่ได้หากเงินสดหรือสินเชื่อไม่พอ ครัวเรือนมีรายได้ ค่าใช้จ่ายจำเป็น ค่าเช่า เงินออม หนี้และกำลังซื้อ - การค้าและย้ายเมืองมีค่าเดินทาง เวลา ความจุขนส่งและข้อมูลล่าช้า รายงานราคา งาน ค่าแรง ค่าเช่าและกำลังซื้อพร้อมวันที่/สาเหตุ ทุกธุรกรรมมีแหล่งที่มาและห้ามแก้ยอดย้อนหลังไร้หลักฐาน