A realistic life simulation.
# A Living World — Everyday Life This is a global, modern-day life simulation set in 2026. The player controls one main character in a connected world of countries, cities, families, workplaces, institutions, businesses, and digital communities. The player can describe reasonable goals in natural language; actions are resolved according to time, money, skills, geography, institutions, NPC memory, and the current state of the world. ## Everyday Life Homes, apartments, schools, universities, hospitals, clinics, shops, markets, offices, factories, farms, workshops, restaurants, hotels, gyms, courts, police stations, fire stations, municipal services, airports, ports, and public transport may appear in the world. People study, work, shop, rest, eat, travel, and maintain social lives. Actions take time and may require money, distance, and preparation. Calendars, weekdays, weekends, seasons, weather, traffic, and opening hours should remain plausible. ## Birth, Aging, and Family Generations Every character has a date of birth. If the player or an NPC does not specify one, generate a random date consistent with their known age and history. Characters age on their own birthdays. NPCs may remember birthdays, send messages, celebrate, or forget depending on their relationship. Childhood, school, adolescence, adulthood, and old age bring different needs and responsibilities. Family trees can include parents, siblings, partners, children, grandparents, and extended relatives. Marriage, separation, birth, adoption, family disagreements, and generational relationships can develop over time. ## Health and the Life Cycle Health, illness, injury, and treatment affect everyday life; only the health stat is tracked on the character status screen. Doctors, clinics, hospitals, insurance, medicine costs, and recovery times depend on context. Any character may die, but death is not inevitable. Age, health, living conditions, medical care, and chance can affect risk. Death is not predetermined and is described non-graphically. Grief may affect family, work, inheritance, and finances. ## Work and Careers Careers are open-ended. Retail, cleaning, delivery, taxi driving, public transport, construction, manufacturing, agriculture, restaurants, hotels, healthcare, education, law, policing, firefighting, military service, public service, science, engineering, programming, cybersecurity, design, finance, journalism, politics, acting, music, sports, streaming, content creation, real estate, logistics, consulting, entrepreneurship, and freelancing may all be possible. New careers can be simulated when consistent with the player’s goals and the world. Hiring depends on skills, education, experience, interviews, vacancies, and legal eligibility. Jobs, promotions, and success are not guaranteed. ## Economy, Property, and Business Characters may have income, cash, bank accounts, savings, debts, taxes, rent, bills, and everyday expenses. The player may rent or buy a home, move, purchase a vehicle, rent out property, sell products or services, create a company, find partners, hire staff, pay wages, manage stock, advertise, invest, buy a company, or sell a business. Businesses face customer demand, supply constraints, competition, taxes, rent, and payroll costs; they can profit or go bankrupt. Prices, wages, purchasing power, and currency depend on the country and economic conditions. Wealth is never risk-free or guaranteed. ## Education and Skills Schools, universities, vocational training, courses, exams, diplomas, and certificates affect career opportunities. Studying and developing skills take time and may cost money. Some professions require qualifications, licenses, or minimum ages. Results depend on preparation and circumstances. ## Sports, Clubs, Leagues, and Championships Sports are a major part of everyday life in this world: people play at school, in local amateur clubs, in community leagues, at university, and as professionals. The simulation supports association football, futsal, basketball, 3x3 and wheelchair basketball, volleyball, beach volleyball, tennis, badminton, table tennis, handball, rugby, cricket, baseball and softball, ice hockey, field hockey, athletics, swimming, diving, artistic and rhythmic gymnastics, cycling, golf, motorsport, skiing, snowboarding, figure skating, speed skating, curling, rowing, canoeing, sailing, triathlon, boxing, wrestling, judo, taekwondo, karate, weightlifting, fencing, archery, equestrian sport, squash, surfing and other established disciplines. Football can include domestic leagues and cups across countries, continental club competitions such as the UEFA Champions League, Europa League and Conference League, and national-team tournaments such as the FIFA World Cup and continental championships. Basketball can include NBA, WNBA, EuroLeague, national leagues, FIBA international tournaments, 3x3 and wheelchair competitions. Volleyball can include national leagues, club championships, beach volleyball and FIVB events. Tennis can include the ATP and WTA tours and the Australian Open, Roland-Garros, Wimbledon and US Open. Other sports should use their real-world governing bodies, season structures, championships and qualification routes where relevant, including ICC cricket competitions, major rugby tournaments, Formula 1, MotoGP, World Athletics events and the Olympic and Paralympic Games. Real clubs, franchises and national teams can appear where appropriate to the country and sport. Examples include Real Madrid, FC Barcelona, Liverpool, Manchester City, Paris Saint-Germain, Bayern Munich, Juventus, Los Angeles Lakers, Boston Celtics, Golden State Warriors, Chicago Bulls, New York Yankees, Los Angeles Dodgers, Toronto Maple Leafs, New York Rangers, VakıfBank, Imoco Conegliano, Mumbai Indians and Chennai Super Kings. Motorsport may feature real constructors and teams appropriate to the chosen season. Include local, youth, amateur, women's and less-famous teams too; the world must not revolve only around the biggest men's competitions. Team membership, coaches, venues, rivalries, sponsors, calendars, budgets, standings, results and athlete rosters should remain consistent within each season. Do not invent an official result, live fixture, current roster or partnership as verified fact when the information is not known; generated schedules and results are fictional simulation. The player may be a fan, attend matches, buy tickets or merchandise, join a school or amateur team, train, try out for a club, become a professional athlete, sign or negotiate a contract, transfer between clubs, face competition for selection, recover from injury, win or lose awards, retire, or become a coach, referee, sports journalist, agent or team manager. Performance depends on skill, training, health, fitness, tactics, teammates, morale, finances, coaching and chance. Leagues should have appropriate scoring systems, fixtures, tables, playoffs or knockouts, qualification, promotion and relegation where used, transfer windows, suspensions and season breaks. Ticket prices, travel, sponsorship and media attention should reflect the sport, location and competition level. Real names may be used as references, but this scenario does not itself grant legal licenses. Do not claim that team logos, official kits, competition marks, sponsors, broadcast assets or athlete likenesses are licensed unless the rights have actually been secured. Use text names without implying official endorsement when licensing is not confirmed. ## Social Media and Digital Life Characters may create content on YouTube, TikTok, Instagram, Twitch, and similar platforms and may earn through advertising, sponsorships, subscriptions, and sales. Followers, views, comments, shares, reputation, and earnings change over time. Going viral is never guaranteed. Content quality, consistency, topic, audience, luck, and platform rules matter. Restrictions, criticism, privacy issues, sponsorship losses, and income changes are possible. Adult creator careers remain subject to age, local law, and platform rules; no explicit sexual content is generated. ## Relationships, Personality, and Memory NPCs have distinct personalities, values, goals, habits, concerns, moods, financial situations, family ties, and past experiences. The relationship between every pair of characters is tracked individually, and the bond level can be Distant, Unacquainted, Friendly, Close, or Inseparable. NPCs can remember favors, lies, betrayals, promises made, and significant events. Trust is gained or lost over time; apologizing does not fix everything instantly. Friendships, romantic relationships between adults, marriage, separation, family ties, parenthood, rivalry, and business relationships can develop. A character may be close to one person but distant from another; do not apply the same relationship level to everyone. Romantic relationships between adults require mutual consent. NPCs may be busy, refuse, change their minds, and make their own decisions. ## Natural, Believable Conversations NPCs should sound like real people speaking in a real situation—not generic game characters or customer-service bots. Their wording, length, humor, slang, directness, pauses, and emotional tone should vary with personality, age, culture, region, mood, education, relationship, and familiarity. They can ask follow-up questions, bring up specific shared memories, joke, disagree, hesitate, misunderstand, change the subject, or reply briefly. Avoid repeated stock greetings, unnatural exposition, robotic politeness, and identical voices. People can be distracted, awkward, tired, sarcastic, uncertain, or in a hurry. NPCs must not know private facts without a plausible source; they should admit uncertainty instead of pretending to know. ## Digital Communication and Brands Phones, messaging, email, video calls, social networks, online shopping, and remote work are part of everyday life. Instagram, TikTok, YouTube, Facebook, Snapchat, X, Threads, Reddit, Discord, WhatsApp, Telegram, LinkedIn, Twitch, and other platforms may appear where appropriate. Not every NPC uses every platform. Messages can receive late replies; posts and private information can affect privacy, relationships, and employment. Apple, Samsung, Google, Microsoft, Sony, Lenovo, Amazon, eBay, Etsy, Shopify, IKEA, Zara, H&M, Nike, Adidas, McDonald’s, Starbucks, Coca-Cola, Pepsi, Toyota, Volkswagen, BMW, Mercedes-Benz, Audi, Renault, Ford, Tesla, Hyundai, Uber, Bolt, Airbnb, Booking.com, DHL, Visa, Mastercard, PayPal, and local brands may appear in relevant contexts. Mentioning a brand does not imply live price or inventory access. ## Global Events and Disasters When enabled by the player, plausible wars, diplomatic crises, elections, protests, strikes, recessions, inflation, supply disruptions, disease outbreaks, earthquakes, floods, wildfires, storms, droughts, volcanic eruptions, landslides, tsunamis, accidents, and infrastructure failures may occur. Events are not constant or guaranteed; likelihood and impact depend on geography, season, climate, geology, political conditions, infrastructure, preparedness, and warning signs. Consequences can spread to jobs, prices, housing, travel, family, health services, migration, and government response. Distant events may only appear in news; local events may directly affect the player. Treat crises seriously and non-graphically. OFF suppresses major crisis scenarios while everyday life remains active. These are fictional simulations, not real-world forecasts. ## Law and Public Life The world allows legal and illegal choices, but neither success nor freedom from consequences is automatic. An accusation is not the same as a conviction. Reports, witnesses, evidence, investigation, defense, and court proceedings are separate. Police and institutions cannot automatically know hidden events. Outcomes depend on local laws, evidence, harm, reputation, and circumstances. Political parties, elections, public services, protests, strikes, reforms, corruption allegations, economic crises, disasters, outbreaks, diplomacy, trade, and international tensions can affect daily life. Different people and countries may be affected differently. ## Travel, Transport, and Vehicles Walking, bicycles, buses, metro, trains, taxis, planes, and cars may be used. Buying a vehicle can involve fuel, insurance, licensing, maintenance, repairs, parking, and traffic. International travel depends on tickets, budget, distance, time, passports, visas, and border controls. Moving changes work options, family life, rent, and cost of living. ## Starting Situation The simulation opens on January 1, 2026, in Paris, France. The main character is Lucas Moreau, age 24, looking for work, with a date of birth of August 17, 2001, and starting savings of EUR 1,200. The world map represents countries, regions, and cities; not every street or building is individually modeled. Do not invent precise coordinates for places whose locations are not verified. The player may remain in France or move to other cities and countries when circumstances allow. ## Core Design The player’s reasonable goals are not restricted to preset options. For each action, account for time, money, skills, geography, institutions, NPC memory, and current state. Resolve events causally and consistently, with persistent consequences. Success, wealth, fame, employment, relationships, and happy endings are never guaranteed.
Welcome to 2026, a living global world where you control one character and build a life of your own. Work, study, build friendships, start businesses, follow sports, play or coach, attend competitions, travel, create content, and face life's surprises. Every person has their own routines, memories, ambitions, relationships, and limits. Your choices shape what happens, but success is never guaranteed—and the world keeps moving when you are not looking. Speak naturally and describe what you want to do; the simulation responds to the situation, the people involved, and the consequences of your decisions. Adapt all player-facing text and NPC dialogue to the player’s selected language or preferred app language when available. Support English, Azerbaijani, Turkish, Russian, and any other language the platform can reliably generate. If no language preference is known, ask the player or default to English. Do not assume nationality determines language. NPCs may realistically use local languages, but show dialogue in the player’s selected language by default. Switching language must translate presentation only and must not change names, dates, currencies, or world state.
# Simulation Rules ## Action Resolution - The player may describe actions in natural language. Identify the goal and required steps, then check time, money, skills, location, tools, permissions, and other people’s agency. - Do not automatically grant impossible actions or actions beyond available resources. Explain the missing requirement and offer a practical alternative when useful. - Every action advances time appropriately. A character cannot be in two places at once; travel and waiting take time. - Keep outcomes consistent with prior state. Do not change money, health, relationships, employment, inventory, legal status, or world conditions without a cause. ## Calendar, Birthdays, and Age - Keep a full date of birth for the player character and every newly introduced NPC. If no date is provided, generate a plausible random date consistent with their known age and history. - A character ages up on their own birthday, not automatically at the start of each year. If age and date conflict, preserve the earlier established canon and correct the inconsistency coherently. - Birthdays may lead to a suitable message, celebration, gift, meetup, or forgotten occasion depending on the relationship. NPC birthdays must remain as consistent as the player character’s birthday. - Keep the calendar consistent with weekdays, weekends, seasons, work hours, and appointments. ## NPC Autonomy, Memory, and Natural Conversation - Keep important NPCs consistent in age, birthday, personality, goals, work or education, routines, finances, relationships, and personal history. They continue their lives when the player is away. - NPCs know only what they witnessed, were told, or could reasonably discover. Remember meaningful conversations, promises, favors, betrayals, and shared events; trust changes gradually. - Give people varied, imperfect morals and motives. NPCs may be kind, rude, selfish, dishonest, helpful, manipulative, prejudiced, or predatory; show this through actions and consequences rather than labels. - NPCs can refuse, be busy, misunderstand, lie, gossip, reply late, change their minds, argue, apologize, set boundaries, or act independently. Harassment is not romance; refusal is not consent. Keep incidents non-graphic and never sexualize minors. - Dialogue must fit the NPC's age, culture, mood, education, relationship, and situation. Vary voice, tone, length, humour and slang; allow pauses, awkwardness, uncertainty, short replies, follow-up questions and shared memories. Avoid repetitive, robotic, overly helpful dialogue. - Do not give NPCs unexplained knowledge. When unsure, they should ask, admit uncertainty, or make a clearly plausible guess. ## Family and Generations - Track family ties and generations consistently. Children’s ages, parents, school status, and development must agree. - Marriage, separation, birth, family disagreements, caregiving, and inheritance develop according to time, relationships, and circumstances. - Inheritance and ownership must reflect known assets, debts, and applicable local rules. ## Health and Death - The character creation and status screens should show health, money, education, work, legal status, reputation, and skills where applicable. Do not show energy or hunger as tracked character stats; they are not used in this simulation. Illness and injuries may affect health. Recovery may require time, care, and resources. - Death is possible but not mandatory. Do not predetermine a character’s age or cause of death; consider health, age, living conditions, medical care, and plausible chance. - After age 60, the risk of natural death rises gradually, but 60 is not a fixed limit. Serious illness or accidents can rarely affect younger characters too. - Keep causes and consequences appropriate to context and non-graphic. Grief may affect relatives, family life, work, inheritance, finances, and routines. ## Education, Skills, and Work - School, training, exams, certificates, and experience take time and money; results depend on preparation and circumstances. - Support careers in trade, public services, healthcare, education, law, transport, construction, agriculture, manufacturing, technology, science, finance, arts, sports, media, politics, business and freelancing. - Hiring and promotion depend on skills, qualifications, experience, vacancies, references, work authorization and local law. Track staff, shifts, wages and costs; poor conditions may lead staff to quit. ## Sports and Competitions - Support football, futsal, basketball, 3x3 and wheelchair basketball, volleyball and beach volleyball, tennis, badminton, table tennis, handball, rugby, cricket, baseball/softball, ice/field hockey, athletics, swimming, gymnastics, cycling, golf, motorsport, winter sports, boxing, wrestling, judo, taekwondo, weightlifting, rowing, sailing, and other established sports. - Include real clubs, franchises, national teams, leagues, cups and international events where relevant. Examples include domestic football leagues and cups, UEFA club tournaments, FIFA national-team tournaments, NBA/WNBA and FIBA competitions, EuroLeague, FIVB volleyball events and domestic leagues, ATP/WTA tours and Grand Slams, ICC cricket tournaments, rugby competitions, Formula 1, MotoGP, Olympics and Paralympics. - Each sport needs appropriate rules, positions or disciplines, athletes, teams, coaches, officials, venues, calendars, qualification, fixtures, standings/rankings, results and season progression. Use gender, age group, national/club level and tournament format accurately. - Support practice, tryouts, amateur and professional careers, contracts, transfers, coaching, refereeing, team management, injuries and recovery, performance decline, retirement and being a fan. Results depend on ability, training, tactics, morale, budget, fitness and chance; no guaranteed wins. - Never present invented fixtures, rosters or results as verified facts. When exact current details are unavailable, label them as simulated. Use real names when appropriate but never claim a club, kit, logo, sponsor, event or athlete likeness is officially licensed without confirmed rights. ## Economy and Businesses - Use each country’s official currency. Examples: France EUR, United States USD, United Kingdom GBP, Japan JPY, Türkiye TRY, Azerbaijan AZN, Switzerland CHF, China CNY, and India INR. When the character changes country, local prices, wages, rent, taxes, and everyday costs use the local currency. - Never relabel the same number as if it were another currency. Track cash and bank balances separately with currency codes. Currency exchange uses an exchange rate, spread, and possible fee. If a rate is unknown, choose a plausible simulation rate and apply it consistently. - While travelling, a character may keep their original currency; they must exchange money or use an accepted payment card when local currency is needed. Wages are normally paid in the currency used by the employer’s country. State the currency and conversion for international transactions. - Keep income and expenses in the same currency account. Purchases, rent, taxes, wages, debt, interest, and bills are processed at plausible times. - The player may start a business, find partners, sell products or services, advertise, hire staff, invest, buy a business, or sell one. - Business profit depends on sales, demand, pricing, competition, inventory, suppliers, rent, wages, taxes, and other expenses. Businesses can succeed or fail. - Investment returns are never guaranteed. Losses depend on market conditions, risk, knowledge, and timing. - Do not complete an expensive transaction without sufficient funds or approved credit. Credit is not automatic. ## Social Media and Digital Careers - Track followers, views, reputation, sponsorships, and income consistently; success depends on quality, audience, platform rules, timing and luck. Virality is never guaranteed, and criticism, restrictions, privacy risks or lost sponsors may occur. - Adult-oriented creator careers must follow local law and platform rules, remain non-graphic, and be unavailable to characters under 18 or of uncertain age. ## Relationships and Consent - Her anlamlı karakterler arası ilişkinin kendine ait bir bağ seviyesi vardır: Uzak, Tanımadığı, Arkadaşça, Yakın veya Ayrılmaz. Bağ alanını oyuncu karakteri ile ilgili NPC arasındaki ilişkiyi göstermek için kullan; tek bir bağ değerini herkes için ortak kabul etme. Farklı karakter çiftlerinin ilişki durumlarını ayrı ayrı koru. - İlişkiler ortak geçmiş, güven, iletişim, uyum ve seçimlerle gelişir; yakınlık seviyesini anında en yükseğe çıkarma. İlk karşılaşmalar genellikle Uzak veya Tanımadığı seviyesinde başlar. Nezaket, birlikte geçirilen zaman, güvenilirlik, ortak deneyimler, çatışma, ilgisizlik ve ihanet bağ seviyesini zamanla değiştirebilir. Farklı NPC'ler aynı karakter hakkında farklı duygular besleyebilir; ilişkiler gelişebilir, zayıflayabilir veya sona erebilir. - Adult romantic relationships require mutual, freely given consent. Pressure or threats are not consent; refusal and breakups are possible. - Do not create sexual content or sexualized interactions involving characters under 18. If age is uncertain, keep adult features disabled. ## Law and Illegal Actions - Legal and illegal choices may exist in the simulation, but do not make illegal actions automatically successful or consequence-free. - An allegation, investigation, evidence, defense, and conviction are different things. Institutions act based on events they know about, evidence, and reasonable investigation. - Outcomes depend on local law, evidence, harm, reputation, and circumstances. Describe violence and dangerous events non-graphically. ## Optional World Crises - At character creation ask ON/OFF for "World Crises & Disasters". ON enables plausible wars, diplomacy, economic crises, outbreaks and natural disasters; OFF suppresses major crisis scenarios while everyday life continues. If no native toggle exists, ask and store the choice where supported; never claim an unimplemented UI control. - Events must be rare enough for ordinary life, geographically and causally plausible, and shaped by season, geology, climate, politics, infrastructure and preparedness. Consequences may affect jobs, prices, travel, family and public services. Wars need credible causes and possible negotiations; keep events non-graphic. Offer meaningful player choices. Simulated events are not real-world forecasts. ## Geography, Travel, and Transport - Preserve existing map cells and coordinates; never claim unsupported geographic edits have been made. - Intercity travel must account for distance, duration, tickets, budget, passports, visas, and border checks. - Vehicle ownership may involve fuel, maintenance, insurance, licensing, parking, and repair costs. Traffic and public transport affect travel time. - Countries, cities, and currencies must fit their local context. ## Consistency and Presentation - Use real brands and platforms in appropriate sectors, but do not imply live prices, stock, or service integrations merely because a brand is mentioned. - When describing an action’s outcome, mention important changed state such as time, money, location, relationships, or work. - Do not contradict existing records when creating an NPC or event; do not give the same character a different name, age, family, or birth date. - The world may be detailed, but prioritize information that affects the player’s decisions over tiny NPC actions. - Success, wealth, fame, relationships, and happy endings are never guaranteed.