One character. Thousands of possibilities. Write your own life.
# The World and Starting Conditions — 2026: REAL LIFE The game begins on January 1, 2026. The world map is based on real countries and geography. The main character is 20-year-old Artyom Sokolov, living in Moscow; his birth date is August 14, 2005, his starting balance is 0, and his employment status is set to job hunting. This is a realistic life simulation focused on a single character: education, legal professions, career, entrepreneurship, economy, housing, health, family, friendships, relationships, social media, daily decisions, and the consequences of illegal acts all interact with one another. The player does not rule the world; they live the life of a single character. ## Sports reference catalog The following real competitions and teams are starting references that can be used in the correct context; this is not a comprehensive world catalog or a claim 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 Azərbaycan Premyer Liqası; 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 Super Bowl; MLB; NHL; MLS; Rugby World Cup and Six Nations; ICC Cricket World Cup and 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 discipline. - Racquet and individual sports: ATP and WTA tours; Australian Open, Roland-Garros, Wimbledon, and US Open; Davis Cup and Billie Jean King Cup. Additionally, proper 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 esports. - 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 current data sources. ## Brand, store, company, and automotive references Real brand names should only be used where the location and context are appropriate; do not assume every brand exists in every country or city. Starting examples: - Automobile manufacturers: Mercedes-Benz, BMW, Audi, Volkswagen, Porsche, Opel, Ford, Chevrolet, Cadillac, Tesla, Toyota, Lexus, Honda, Nissan, Mazda, Subaru, Suzuki, Hyundai, Kia, Renault, Peugeot, Citroën, Fiat, Jeep, Maserati, Ferrari, Lamborghini, McLaren, Aston Martin, Bentley, Rolls-Royce, Volvo, Polestar, BYD, Geely, Chery, MG, Tata, Mahindra, Rivian, and Lucid. - Technology and electronics: Apple, Samsung, Xiaomi, Huawei, Lenovo, Dell, HP, Sony, Microsoft, Google, ASUS, Acer, LG, Nintendo, and Canon. - Clothing, sports, and lifestyle: Nike, Adidas, Puma, New Balance, Reebok, Zara, H&M, Uniqlo, Levi's, IKEA, Decathlon, Sephora, and L'Oréal. - Food, retail, and services: McDonald's, Burger King, KFC, Starbucks, Coca-Cola, Pepsi, Nestlé, Walmart, Carrefour, Tesco, Lidl, Aldi, IKEA, DHL, FedEx, UPS, Visa, and Mastercard. These are examples; local stores/brands may also be used based 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, elements such as location, operating hours, products/services, inventory, pricing, quality, employees, wages, rent, supply, taxes, customer service, reputation, and opening/closing events must be consistent. For automobile models, factors such as model year, class, trim, energy type, price, performance, maintenance, insurance, taxes, and local traffic laws should be considered. ## Basic life systems: housing, banking, transportation, employment, and inventory ### Housing and domestic life Depending on where the character lives, they should be able to find options for renting a room, living in a shared house, an apartment, or purchasing property. Housing location, size, condition, whether it is furnished, rent/sale price, deposit, contract duration, dues, and utility bills should be consistent. Searching for a home, viewing it, applying, signing a contract, moving in, and handing over keys should take time; a landlord or roommate may refuse the application. If rent is not paid on time, it should result in warnings, late fees, debt, or eviction procedures in accordance with local law; these should not happen instantly or without cause. Owning a home should incur expenses such as taxes, maintenance, repairs, insurance, and mortgage costs in addition to the purchase price. Furniture, appliances, cleaning, cooking, laundry, internet, electricity, water, and heating should be part of home life. Duties and shared expenses of those living in the home should be split according to agreement. As the character's home, location, and financial status change, their daily routine and transportation needs should also adapt. ### Banking and personal finance The character should have options to open accounts and utilize financial services at banks operating in their country, consistent with their age and local regulations. Checking accounts, savings accounts, debit cards, credit cards (where applicable), cash, wire transfers, automatic bill payments, statements, commissions, and foreign exchange transactions should be tracked separately. Every transaction should be recorded with a date, amount, currency, and description; the same money cannot be spent twice. Account balance, cash on hand, and debt should not be confused. Loans or installments should not be granted automatically; income, credit history, age, collateral, and national laws must be considered. Interest, fees, late penalties, and exchange rate differences should be clearly calculated. Events such as bank system failures, transfer delays, temporary card blocks, or suspicion of fraud may occur rarely and for reasonable causes; the player should be provided with safe and legal solutions. Financial products should not be presented as guaranteed, risk-free profit. ### Transportation and travel In-city transportation should include metro, bus, tram, minibus, taxi, bicycle, walking, and private vehicles where available; intercity travel should include options like train, bus, car, and airplane. Departure times, ticket prices, transfers, travel duration, traffic, weather, road work, strikes, and delays should be appropriate for the location and time. Reaching a destination should require time and money; the character cannot be in two places at once. For private vehicles, purchasing/leasing, fuel or charging, maintenance, tires, parking, taxes, insurance, and local driving laws should be taken into account. Vehicle breakdowns, traffic jams, cancellation of trips, and baggage/reservation issues should be possible, though not every trip should be problematic. For international travel, passport, visa, residency, and entry requirements should be evaluated based on the country and the character's status; uncertain conditions should not be fabricated. ### Employment, profession, and career The job-hunting process should begin with listings appropriate to the sectors and qualifications in the city where the character lives. Listings should specify the employer, position, workplace, hours, salary range, contract type, and experience/education requirements whenever 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; factors such as competition, experience, language skills, education, references, and the employer's needs should influence the outcome. Once hired, work schedules, shifts, breaks, leave, payday, probationary periods, contracts, taxes, and legal rights should be tracked consistently. Job performance, skills, attendance, team relationships, and the economic status of the company should influence promotions, raises, changes in duties, or job loss. Freelancing and starting one's own business should also be possible; factors such as finding clients, deadlines, expenses, taxes, reputation, and income volatility should be taken into account. Overlapping full-time jobs or unrealistic salaries should not be permitted. ### Inventory, items, and personal assets Items carried by the character, items stored in their home, and other assets owned should be tracked separately. The quantity, condition, and location of items such as phones, computers, clothing, shoes, bags, household goods, 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 carry infinite items. Consumed products should be deducted from stock; durable goods may wear out over time and require maintenance. An item cannot be added to the inventory without being purchased; items sold or lost should not continue to be shown as in use. Important documents, keys, and electronic devices should be storable in secure locations. ### Consistency between systems These five systems should function in an interconnected manner. For example, moving into a new home can trigger deposit and moving expenses, a new transit route, and different utility bills; starting a job can generate a regular income, commute times, and the need for specific clothing or equipment; a salary must be deposited into the bank, and expenses must be deducted from the correct account. Purchasing a vehicle should reduce cash/bank balances, add a vehicle ownership record, and trigger future maintenance costs. The character's belongings, location, job, income, and debts must remain consistent with the narrative and recorded values. ### Implementation Limit This section defines how the systems should behave; it does not in itself create a bank interface, housing market, job board, route calculator, or character inventory screen. Whether these features are truly playable depends on Davia's current interface, data model, and simulation engine support. ## Realistic NPC Reactions and Life NPCs should not behave like carbon copies of one another. Each significant NPC should have a unique personality, values, needs, goals, habits, communication style, boundaries, and background. Reactions should be determined by personality, current mood, fatigue, stress, time, setting, interests, history with the player, and the gravity of the situation. Reactions should be diverse and measured, just as they are in humans: friendly responses, neutral/curt answers, curiosity, questioning, humor, hesitation, misunderstanding, suspicion, polite refusal, objection, bargaining, silence, delayed responses, offering help, apologizing, or ending the conversation. Every NPC should not accept every request; however, they should not be needlessly rude, aggressive, or dramatic simply for the sake of variety. A compliment should not instantly create romance, a small mistake should not turn into permanent enmity, and a serious breach of trust should not be erased with a single apology. Dialogues should be individualized, 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 world; NPCs have their own work, friends, families, and plans that continue. Emotions should not merely be stated; they should be expressed through word choice, pauses, and behavior when appropriate. NPCs should only know what they have seen, heard, or reasonably learned. Significant favors, lies, 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 someone should not mean they are beholden to you, and silence should not automatically imply hostility. Reactions and relationship changes should be proportionate to the scale of the event, and they must not contradict the NPC's personality, background, or current circumstances. ## Independent NPC Life and Environmental Events ### Every NPC has their own life NPCs should not be decorative characters that only appear to talk to the player. Each NPC should have an age, personality, family/social circle, job or education, daily schedule, interests, responsibilities, goals, financial status, and their own problems. NPCs should continue their own lives even when the player is not watching: going to school or work, meeting friends, shopping, resting, arguing, making peace, meeting new people, making plans, and sometimes canceling those plans. The player does not have to be the cause or the center of every event. NPC groups should also form relationships among themselves. Friendship, rivalry, jealousy, gossip, misunderstanding, solidarity, exclusion, disagreement, and reconciliation should be able to develop among classmates, teachers, coworkers, neighbors, family members, friend groups, and strangers. Relationships should not depend solely on the player's relationship score; the NPCs' history with one another and what they have learned about each other should also be influential. ### School and the social life of young people NPCs of school age 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 if 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 among friends; one student might support another; or a teacher might intervene in an argument. Mockery and bullying based on appearance may occur, but they should not be presented as normal, justified, or fun behavior; the feelings, safety, and ability of the target to receive support must be taken into account. A wide variety of events such as suspicion of cheating in class, group project disagreements, exam stress, club selection, sports team rivalry, lost items, messages spread by mistake, arguments in class chats, a new student, teacher-student disagreements, school events, and friends making up should be observable. Each student should not give the same reaction: some may remain silent, some may object, some may call for help, or others may report the event to an adult. ### Work, street, and public space events At workplaces, events like task-sharing arguments, gossip, misunderstandings, competition, customer complaints, manager warnings, team solidarity, job offers, meetings, celebrations, or resigning can occur. On the streets and public transport, events such as queue disputes, right-of-way disagreements, lost items, helping someone, tourists asking for directions, minor accidents, bus delays, street performers, crowded events, or noise complaints between neighbors can arise spontaneously. Cafes, markets, parks, gyms, apartment buildings, hospitals, universities, and event venues should also have their own unique everyday events. ### Arguments, bullying, and physical conflict Conflicts such as verbal arguments, insults, threats, bullying attempts, pushing, or fighting should be able to occur between NPCs, though rarely and in a context-appropriate manner. Not every disagreement should turn into a physical fight; most events 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 informing an authority. 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. ### Simultaneous developments around the player Multiple small events should be able to occur in one location at the same time. 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 occur not based on the player's action, but based on the crowd in the location, the time, the day, local culture, the weather, and the relationships of the people present there. Some events should be directly witnessed by the player, some only heard, and some learned later through news or conversation with acquaintances. The player should not automatically know about an event they did not witness. NPCs should also only know about things that happened where the player was not present if they have seen, heard, or reliably learned about them. ### Scenario variety and continuity Use school, family, friend groups, work, neighborhood, shopping, transportation, entertainment, sports, online chats, and public space contexts for everyday scenes. Change the people involved, the reason, the location, the time, the manner of speaking, the witnesses, and the results; do not simply replicate the same scene by changing names. Some events end in a few minutes, some are talked about for days, and some affect relationships or the school/work environment for a long time. Every NPC does not need to participate in every event. Quiet and uneventful moments should also be preserved; the environment should not constantly generate conflict or drama. ## Continuity of life and scenario variety Instead of disconnected and constantly repeated ready-made scenes, the game should provide a sense of life that continues over days, weeks, months, and years. It is not necessary for a major event to happen every day: days that are ordinary, calm, and even boring are also a part of realism. What matters is the accumulation of small details of daily life and long-term consequences. ### Good, bad, and ordinary days Possible experiences should include good news, new friendships, reconciliations, job offers, salary raises, successful exams, unexpected gifts, fun trips, quality time with family, new hobbies, and personal achievements. During hard days, one might experience rejected job applications, arguments, delayed salaries, broken items, illnesses, breakups, financial distress, loneliness, transportation issues, or ruined plans. Neutral days should include shopping, cleaning, preparing food, going to work/school, waiting, messaging, resting, chores, and small coincidences. Good or bad events should not be forced just so the player does not get bored. ### Preventing the replication of the same event - The same dialogue, event text, or sequence of options should not be repeated exactly one after another. Even if a similar event occurs again, the person, place, time, reason, manner of speech, and results should change according to the context. - Events should 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 entirely meaningless: every event must have a plausible cause, a potential outcome, and, where appropriate, a follow-up. Event selection should be probabilistic; not every action taken by the player should result in success. - Some events should be one-off, some should last for a few days, and others should be stories that unfold over months. Completed events should leave a trace, and the same event should not trigger again in the same way unless conditions change. - The player can reject, ignore, or resolve an event in different ways. NPCs should also be able to make their own decisions; not everything is under the player's control. ### Daily life cycles Small, continuous processes should be represented: going to work, shift changes, being late, taking breaks, getting along or arguing with colleagues, job hunting, being called for an interview or being rejected, receiving rent and utility bills, grocery shopping, cooking, cleaning, laundry, repairs, resting, scheduling appointments, and catching public transport. These should not turn into a mandatory checklist every day; they should arise based on the character's living conditions and choices. ### Relationships and personal stories Friendships can strengthen or weaken over time. People may reply late because they are busy, misunderstand a comment, forget a favor, or offer support at an unexpected time. Family disputes, birthdays, holidays, weddings, moving, new jobs, breakups, reconciliations, new acquaintances, and encounters with old friends should develop in a contextually appropriate manner. Relationships should not consistently reach the highest level through a single conversation; trust and intimacy should be built over time. ### Long-term consequences Small decisions should be able to accumulate: going to work regularly can build reputation and experience; frequent lateness can damage work relationships; failing to control expenses can create debt; helping someone repeatedly can increase trust; breaking promises can weaken a relationship. Consequences should not be absolute or overly rapid; personality, luck, environment, and circumstances should all play a role. NPCs should remember the player's history and significant events, though they should not be assumed to recall every detail perfectly. ### Balance of randomness and realism Minor daily changes and encounters should be relatively frequent, while life-altering events should be rarer. Do not produce a disaster, a fight, a romantic breakthrough, or a major windfall every single day. The world should continue for other people as well. News, seasons, the economy, sports, school/work schedules, and local culture should influence the timing of events. Real-world events and those fictionalized 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 laws. These adult services can only be offered to characters aged 18+ and must observe free consent and personal boundaries; characters under 18 are not involved in sexual services or sexual scenarios under any circumstances. Illegal acts should have consequences and an impact on victims. ## Military structures and units by country Each country's real-world 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 guards, air defense, special task units, logistics/supply, engineering, medical, communications, intelligence, and training units; these should not be assumed to exist with the same names or structures in every country. For countries with no or limited military organizations, exceptions suitable to the actual situation should be used. Country-specific examples: The Azerbaijani Armed Forces and its relevant branches; the Turkish Armed Forces (Land, Naval, and Air Forces); the Russian Armed Forces; the US Army, Navy, Air Force, Marine Corps, Space Force, and Coast Guard; the United Kingdom's British Army, Royal Navy, and Royal Air Force; France's land, sea, 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; it is not a complete or current catalog of units for all countries. Names, command structures, and institutions must be verified according to the country's actual system; do not invent units that do not exist. Military units should not remain merely as decoration: personnel rank and duties, military obligation or voluntary service, training, deployment, leave, salary/allowances, bases and garrisons, logistics, maintenance, recruitment, discharge, and retirement processes 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, eligibility, and legal requirements must be considered. Civil life, military personnel, and their families; posting locations, leave, and events should be reasonably affected by these factors. Equipment and vehicles should also be appropriate to the country and era: categories may include land vehicles, aircraft, helicopters, ships, support and transport vehicles, as well as communication and protective equipment. Do not assign the same equipment to every country; take into account limitations regarding inventory, maintenance, training, budget, and supply. If there is no real-time inventory or ready-made data, do not present numbers and current statuses as absolute fact. If there are wars or conflicts, their impact on humanitarian, economic, political, and daily life must also be accounted for; keep real-world country and unit information distinct from outcomes simulated 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 does not by itself add a game interface, military database, automatic unit spawning on maps, or a functional war simulation; these depend on the Davia engine and available data/feature support. ## Real-life difficulty and progression By default, the game should progress in a realistic and challenging manner. Achievements should not be granted automatically; failure should not be a baseless or random penalty. Every outcome should be related to the character's skills, experience, preparation, money, time, health, location, environmental conditions, the decisions of others, and a reasonable margin of uncertainty. - Money and livelihood: Starting money, housing, and resources should be consistent with records. Rent, food, transportation, bills, taxes, maintenance, and unexpected expenses should impact the budget. If the player has no money, they should not be able to shop indefinitely for free; debt should only be incurred under realistic conditions. - Jobs and career: Finding a job may require applications, waiting, interviews, experience, education, and eligibility. Rejection should be possible. Salaries, working hours, job security, and promotion prospects should vary by country, city, profession, and skill. - Education and skills: Learning should require time and effort; costs for courses, materials, or exams should be accounted for when necessary. Skill levels should not jump to maximum instantly, and high-qualification professions should not be accessible without meeting prerequisites. - Relationships: NPCs should not accept every offer. Trust, friendship, reputation, and romantic interest should develop over time; they should be subject to rejection, disagreement, busy schedules, and the consequences of past behavior. - Health and safety: Illness, accidents, treatment, and recovery should depend on conditions; resting and treatment may take time. Risks should be taken seriously, but not every negative event should turn into a catastrophe. - Law and country differences: Taxes, rent, insurance, loans, education, work permits, military obligation, and age limits should vary by country. Moving or immigration may require documents, language skills, permits, travel, and expenses. - Major goals: Establishing 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 should not guarantee it; events should be relevant to the character's situation and fair. The game should not constantly target and punish the player, nor make progression 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 decline an offer; there should be difficult but possible paths. ## General simulation rules: fluidity, continuity, and an open world All systems should be interconnected as parts of a single living world: economy, currency, jobs, education, health, weather, seasons, holidays, news, brands, sports, military, law, transportation, and relationships should not operate in isolation. For example, an economic crisis could lead to job loss and price hikes; a storm could cause transport delays and delivery problems; a new job could lead to changes in income, routine, environment, and relationships. Every connection does not have to be automatic or absolute; probabilities should be calculated according to conditions. The world should progress independently of the player. Artificial intelligence should be able to select new developments by considering the current state and previous events: good news, casual encounters, opportunities, setbacks, economic shifts, social events, or prolonged crises. The principle that “anything can happen at any time” does not mean that every event happens everywhere at once. The suitability of the event to the country, season, time, history, and probability should be observed. Small events should be more frequent, major crises rarer; yet, what will happen cannot be known with absolute certainty in advance. The same event text and outcome should not be repeated continuously. Let every event follow a coherent flow: a situation or news item emerges; characters and NPCs react according to their knowledge and personalities; meaningful and possible choices are presented to the player; the choice or the passage of time produces consequences; and these consequences leave lasting marks on money, time, health, reputation, relationships, work, or the environment as appropriate. If an event has a continuation, let it develop over the following days. NPCs should not know everything; misinformation, uncertainty, rumors, and later corrections should be possible. The narration should be fluent, natural, and entirely in English. Avoid unnecessarily long repetitions, contradictory information, sudden unexplained stat changes, and out-of-context events. Ensure consistency across dates, times, locations, money, age, occupation, inventory, relationships, and past events. Do not force decisions upon the player that they have not made; let NPCs and the world make their own choices. Do not guarantee success, and do not make failure an unearned punishment. Allow the player to propose different solutions; do not force choices into a single correct answer. These rules describe the desired gameplay behavior; writing descriptive text alone does not guarantee that you have created a functional AI event engine, economic model, timer, live news feed, or a system that automatically updates all stats. Actual implementation depends on Davia's engine and existing data/feature support. ## Reality, data, and licensing limits Interface texts, descriptions, stats, and options should be in English. Keep real-world information separate from alternative outcomes simulated within the game. These references are not an exhaustive database containing every brand, every store, all teams in every league, player rosters, every season's fixtures, or every military unit in the world. Ensuring these are complete and up-to-date requires data connectivity and engine support. The use of real names does not provide official licensing, the right to use logos/kits, or brand partnerships. ## Random world events and crises The world should develop independently of the player. Daily minor disruptions should be more frequent on the game calendar, 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 conditions; not every event should occur everywhere. Every event must have a beginning, location, duration, intensity, affected area, initial report, updates, and consequences. ### Natural disasters Earthquakes and aftershocks, tsunamis, volcanic eruptions, floods/flash floods, landslides, avalanches, hurricanes/typhoons, severe storms, tornadoes, hail, forest fires, droughts, water shortages, heatwaves, extreme cold, and snowstorms should be able to 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 be possible. ### Disease and health crises Seasonal flu, local clusters of infectious diseases, food/waterborne illnesses, regional outbreaks, and rarely pandemics should be possible; hospital capacity, shortages of medicine/equipment, and disruptions to healthcare services may occur. The spread of diseases and recovery should not be guaranteed; health status, access to treatment, and public measures should be influential. Not every outbreak should turn into a global pandemic. ### Economic and financial crises Treat each country's economy as an independent system that changes over time. The economy does not have to remain static: under appropriate conditions, recession, sudden inflation, rising unemployment, bank panics or bankruptcies, stock market crashes, sovereign debt crises, credit crunches, housing and rental shocks, energy/food price hikes, supply chain disruptions, or the closure of major corporations may begin. A country's currency may lose value; imports may become expensive, the purchasing power of wages may drop, the real value of savings may decrease, and the demand for foreign currency may rise. In other periods, the economy may recover, unemployment may drop, and investments and wages may rise. These events should not remain just as news: whenever possible, they should affect prices, wages, job listings, taxes, interest and credit conditions, rents, product stocks, company revenues, 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: a country's currency might lose value as easily as it might gain it; inflation might slow, prices might stabilize, interest rates might fall, unemployment might decrease, wages and purchasing power might increase, and investments and new jobs might multiply. A stronger currency does not mean every product will become cheaper; imports, production costs, taxes, supply-demand, and state policies should also play a role. Improvement and deterioration should not affect every country at the same time or to the same extent. The beginning, duration, and intensity of crises and opportunities should not be known with certainty in advance; however, every development should have a reasonable cause and consistent consequences. The economy does not always have to be in crisis. ### Political, social, and infrastructure events Elections, government changes, strikes, protests, social unrest, diplomatic crises, sanctions, travel restrictions, refugee movements, risks of regional conflict/war, and declarations of emergency should be able to occur. Power, water, internet, and mobile network outages; 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 remain only as news text. An earthquake can close roads and delay deliveries; product prices may rise and some businesses may shut down. Flooding may lead to home/business damage, temporary relocation, and additional costs. An epidemic may increase sick leave and strain hospitals and businesses. An energy crisis may increase production costs and inflation. A strike may cause lateness for work or cancellations of appointments. Impacts should not be limitless/automatic; the event's intensity, duration, preparation, and response should change the outcome. ### News, NPCs, and player decisions Events should be announced through local/national news, official warnings, social media posts, employer announcements, and messages from family/friends. Initial information may be incomplete or incorrect; it should be updated as new news arrives. NPCs may become anxious, believe rumors, provide help, or react differently. The player should have options such as communicating with loved ones, moving to a safe place, meeting with an employer, choosing an alternative route, reducing expenses, asking for/providing help, or seeking temporary housing. Every decision may have a cost in terms of time, money, health, safety, or relationships; success should not be guaranteed. Keep verified news from the real world separate from alternative events generated within the game. ## Weekly world news and a wide scenario pool ### Weekly news summary As time progresses, generate a news bulletin at the end of every 7-day period in the game calendar containing significant developments that occurred in the world during 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 one week, cover the intermediate weeks in chronological order; do not squeeze events into a single vague summary. If a week has not yet been completed, provide a short interim bulletin for developments up to that moment if requested. Prioritize news of the city/country where the character is located in the bulletin; then select important events from neighboring countries, regional developments, and the rest of the world. You do not have to generate a major crisis every week: include calm weeks, positive developments, ordinary news, and periods where no significant events occur. The number of news items should vary according to the importance of the events; do not produce meaningless news just to fill the list. ### News categories and example event types The news pool should cover the following areas: elections and government decisions; public protests, strikes, and social movements; government changes and parliamentary developments; diplomatic talks, agreements, and tensions between countries; sanctions and border/travel decisions; economic growth, inflation, unemployment, currency, and central bank decisions; company openings, closures, investments, and layoffs; natural disasters, weather events, and environmental issues; epidemics and health announcements; transport, 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 might begin in a country, the government might announce a new economic package, a union might go on strike, an election result might change the government, or a new treaty might be signed between two countries. These are just examples; they should be selected randomly each week and be appropriate to the context. ### Over 8,000 different scenario variations Instead of filling a file with 8,000 static news texts, use a broad pool capable of producing at least 8,000 different scenario variations by combining different event templates with country, city/region, actors, cause of the event, timing, scale, importance, 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 simply by changing the country name should not count as a different scenario. The headline, narration, actors, causes, developments, and results must change meaningfully. 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; the distinction between verified information and unverified claims; and expected or transpired developments in the following days. If an event escalates, publish new updates; once it concludes, record the results and the impacts left behind. Independent events should not be forced into a single narrative thread. ### Realism of news and its impact on the world News must be appropriate to the countries' geography, population, politics, economy, season, history, and current conditions. The same types of protests, disasters, elections, or crises should not occur with equal frequency in every country. In social events, participants, demands, the response of the government/institutions, and outcomes may differ; events should not be presented with one-sided propaganda or cliché narratives. Violence and conflicts should be recounted using journalistic language, considering the impact on civilians, without resorting to graphic detail. The consequences of news should be reflected in the world simulation whenever possible: a protest may disrupt transportation or affect daily life in certain regions; a strike may alter work and travel plans; economic decisions may impact prices, salaries, and job postings; disasters may affect housing, healthcare, and infrastructure; diplomatic decisions may change visas and trade. Not every piece of world news unrelated to the character's life should directly harm the character. ### News source and fiction distinction If no live news feed or verified current data is available, present generated events as fictionalized simulation news within the game universe, even when using real countries and institutions. Do not report fake history, statements, protests, election results, or disasters as if they occurred 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. Do not republish old news of the same event as if it were new. ### Technical implementation limit This section defines how the weekly bulletin and the wide variety of scenarios should function. The explanatory text does not, on its own, create a standalone news scheduler, a ready-made news archive of 8,000 entries, a live news service, or an automated world simulation. The actual production capacity must be tested with the Davia engine's features for memory, time progression, event generation, and record-keeping. ## Seasons, weather, and nature The game calendar should reflect four seasons: spring, summer, autumn, and winter. The start of seasons 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 be a system that affects daily life and events, not just decoration. ### 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 visible. Weather appropriate to the geography and season should be selected for each city. Precipitation and temperature may change throughout the day; rain or drought lasting for several days should also be possible. ### Spring The weather warms up slowly; rain, wind, blooming, pollen, muddy roads, and variable weather can be experienced. In some regions, flood risks, agricultural and gardening tasks, allergy symptoms, and the postponement of outdoor events may occur. ### Summer Hot and sunny days, heat waves, drought, water restrictions, wildfire risk, sudden downpours, and thunderstorms can occur. Beach, park, tourism, and outdoor businesses may liven up; 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, harvests, the end of the tourism season, heating expenses, and transportation conditions may change. ### Winter Cold, snow, sleet, icing, frost, blizzards, fog, and strong winds should be possible. In regions with winter conditions, roads may become slippery, flights/trains may be delayed, schools or workplaces may close, home heating costs may rise, and power outages may occur. In temperate or tropical climates, do not have constant snowfall; the type of precipitation should be appropriate to the local climate. ### Impact of weather on game systems - Rain: need for umbrellas/raincoats, wet clothes, traffic slowdowns, changing outdoor plans, and flood risk in some regions. - Snow/ice: slippery roads, accident risk, public transport delays, snow removal costs, and the need for winter clothing. - Heat: need for water, cooling/air conditioning costs, reduction in outdoor activities, and health risks. - Cold: heating bills, infrastructure problems with freezing risks, winter clothing, and transportation issues. - Fog/wind/storm: visibility and transportation effects, flight/sea transport cancellations, and the postponement of events. - Weather conditions should affect NPCs' clothing choices, moods, daily plans, transportation preferences, and conversations. ### Random weather scenarios Examples: starting sunny in the morning with a sudden downpour in the afternoon; rain continuing throughout the week and a local flood warning; traffic congestion with the first snow; pipe malfunctions due to freezing; increased energy consumption due to a summer heat wave; strong winds causing the cancellation of an outdoor event; flight delays due to fog; unseasonably hot/cold periods; drought affecting water prices and agriculture. Not every weather event should turn into a disaster; its impact should depend on the intensity, duration, infrastructure, and preparation. ### Integration of weather and world events Weather conditions should work in a chain reaction with other systems: heavy rain → flooding → transportation and delivery delays → price increases for certain goods; snow/ice → lateness to work and route cancellations; heat wave → increase in energy demand → risk of power outages; drought → drop in agricultural production → rise in food prices. These impacts should be probabilistic and not produce the same result 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. Weather forecasting, seasonal transitions, and the automatic operation of persistent effects depend 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. Official holidays, national days, religious holidays and holy days, traditional new years, cultural festivals, harvest celebrations, local commemoration days, and widespread secular celebrations should be considered based on the character's country and, where possible, city/region. 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 and may not be considered official holidays. Important days for Muslims, Christian denominations, Jews, Hindus, Buddhists, Sikhs, Jains, Baha'is, Shinto, indigenous peoples, and other communities should be handled according to their local context. - Whenever possible, distinguish the name, country/region, type (official holiday, school holiday, religious/cultural celebration, local day, or international observance), date, and duration of each day. - For days dependent on the lunar or lunisolar calendar and moon sighting, the local calendar and official announcement should be the basis. If the date is not definitive, state that it is estimated; preserve differences in country, region, and denomination. - NPCs may celebrate, worship, visit, prepare food, give gifts, travel, work, or not celebrate at all, in accordance with their own beliefs, family traditions, and preferences. Belief should not be assumed based on nationality, name, or appearance. - Holidays should affect family visits, messages, gifts, invitations, food, city events, transportation density, work/school holidays, store hours, and tourism based on context. Not everyone should experience the same event. - Holy and cultural days should be recounted respectfully; communities should not be portrayed as monolithic. If data is missing, the catalog should not be presented as if it were complete. The automatic calendar and live data can only work if the engine/data source supports it. ## NPC age, birthdays, and calendar progression Maintain the birth date (day, month, and year) and age for every character and NPC separately. Age should not increase collectively when the game year changes; each character should age on their own birthday. For example, when the game transitions from 2026 to 2027, an NPC born on February 3rd should age on February 3rd, 2027, and an NPC born on November 19th should age on November 19th, 2027. This way, different NPCs age on different days throughout the year. - Birthdays should be generated randomly and independently for each NPC; once created, they should remain fixed. A character's birth year and age must be consistent with each other. - The calendar should progress day by day. Age should increase only once upon reaching a birthday; the same birthday should not be triggered repeatedly due to skipping days, loading saves, or year changes. - NPC birthdays may trigger celebrations, messages, gifts, invitations, or special plans among family and friends. These should vary based on relationship levels, 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 trigger marriage, employment, illness, or death. - Apply the leap year rule consistently for characters born on February 29th; use a single, fixed internal policy for aging in non-leap years. - The main character Artyom Sokolov's recorded birth date shall remain August 14, 2005. Accordingly, he shall turn 21 on August 14, 2026, and 22 on August 14, 2027. - NPC birthdays should not just appear in text: if supported by the engine, the calendar, profiles, notifications, and relationship events should all use the same birth date data. ### Limitations This scenario catalog does not, on its own, provide an automatic event scheduler, news interface, or live earthquake/weather/disease data. Truly random event triggering, the creation of persistent consequences, and the updating of economic/NPC/health values depend on the Davia engine and supporting data sources. Automatic aging on birthdays only functions if the engine processes calendar and NPC data according to these rules. The appearance of holidays and their day-by-day triggering also depend on the engine's calendar system and any external data connectivity. ## Real-world celebrities, influencers, and public figures The game world should include real-life figures appropriate to each country's culture, language, industry, and notable names. This scope should not be limited to a few Hollywood stars; notable individuals from politics, cinema, television, music, sports, social media, internet broadcasting, food and gastronomy, fashion, business, science, art, and media should be considered, based on the country and region. ### Categories of individuals - **National leaders and politicians:** Heads of state, heads of government, ministers, mayors, members of parliament, opposition leaders, diplomats, and public officials. Individuals in office should be verified as of the game's start date of January 1, 2026; changes in office, elections, and resignations should be processed 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 a country's popular series/film sectors. - **Music:** Singers, rappers, bands, composers, DJs, and music producers; local and international popularity should be evaluated separately. - **Influencers and digital content creators:** Notable 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, martial artists, 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. ### Relevance to 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 a balanced representation: local music, cinema, television, sports, and digital media figures 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, cinema, and television in South Korea; Bollywood, cricket, and gastronomy in India; cinema, music, the anime industry, and sports in Japan; cinema, fashion, gastronomy, and football in France; football, music, and digital media in Brazil; Nollywood, music, and sports in Nigeria; cinema, music, and football in Mexico. Extend this logic to all other countries; do not overlook small nations or underrepresented regions. ### Sample starting pool for real-life figures 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 do they claim to reflect the exact 2026 status of every individual: - Global sports: Lionel Messi, Cristiano Ronaldo, Kylian Mbappé, Erling Haaland, LeBron James, Stephen Curry, Novak Djokovic, Iga Świątek, Max Verstappen, and Lewis Hamilton. - Cinema 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; their roles and company affiliations should be checked against their history. - Digital media: MrBeast and local YouTube, TikTok, Twitch, and podcast stars from various countries. Local names should only be added if relevant to the country context. ### How should they appear in the game? - Notable figures should not be piled into a single giant list; they should be classified by country, city, industry, language, and level of popularity. Each country's local celebrities, international stars, and foreign names popular in that country should be kept separate. - Individuals should not appear automatically alongside the player. The possibility of an encounter should arise through reasonable circumstances such as the country/city they are in, their profession, events, tours, film shoots, matches, festivals, restaurants, interviews, conferences, or public appearances. - The player may see a celebrity on television, in the news, on social media, in advertisements, at concerts, at matches, in restaurants, or at public events; under appropriate conditions, options such as getting an autograph, taking a photo, having a brief conversation, attending an event, or interacting via social media may become available. No 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 recognition, and known careers of individuals should be used in the correct context. Do not confuse individuals with the same name; distinguish between living and historical figures. - Do not invent private lives, relationships, crimes, health conditions, political views, or controversial claims for real-life individuals. Do not present unverified rumors as fact. If a fictional event is required, it must be clearly marked as in-game fiction. - Do not fabricate quotes, behaviors, or private thoughts for real-life individuals and present them as authentic. If dialogue is required, it should be clear that it is a simulation; it should not be presented as a real statement by that person. - Notable figures may live independently of the player in the NPC pool; they may appear in news, events, and industry developments. However, it is not required for every celebrity to be generated as a constantly active NPC; depending on the engine's capacity, a catalog of registered individuals and a reference system in events can be used. - The popularity, career, team, company, role, and event schedule of individuals may change. For changed information, the source and last verification date must be maintained; if there is no live verification, claims of absolute current knowledge should not be made. - 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 behavioral rule for real-life individuals; it does not by itself generate thousands of real-life records, photos, audio, licenses, live biographical data, or automatic event schedules. For a comprehensive and current catalog of real-life individuals, country/individual data must be added separately and verified regularly. The engine's ability to generate each individual as a separate NPC, move them, place them in events, and trigger encounters must be tested separately. ## Expanded daily life, social environment, and career systems This section complements existing categories for housing, banking, transportation, employment, inventory, NPCs, news, weather, and celebrities. Features should not be replicated under different titles; when 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 create accounts on platforms accessible within 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 of 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, thumbnails, titles, publishing, and audience feedback; it should require time and appropriate equipment. Success of content should not be guaranteed. Topic, quality, originality, timing, audience interest, competition, platform recommendations, and luck can affect reach. Growth in views and followers should fluctuate naturally; not every post should go viral, and unsuccessful content should be considered normal. Content creators should be able to receive sponsorships, ad revenue, donations, subscriptions, product sales, co-streaming, and brand collaborations. Income should depend on platform terms, country, age, quality of views, taxes, contracts, and payment thresholds; gross revenue should be distinguished from take-home pay. Fake followers, copyright strikes, content removal, account security issues, reputation crises, and platform restrictions should be possible, though they should not occur without cause or incessantly. The player should be able to watch others' content, post comments, send messages, and propose collaborative projects. It should not be portrayed as if there is a live interface or real-time data for actual platforms; in-game statistics should be presented as a simulation. ### 2. Friendship, family, and social circle Family members, relatives, friends, classmates, neighbors, coworkers, and acquaintances should have distinct relationship histories. A relationship should not consist solely of a single affinity score; trust, intimacy, respect, frequency of communication, shared interests, resentment, competition, and mutual support should hold distinct meanings. These dimensions should be represented according to the engine's current recording format; unsupported new stats should not be shown as if they exist. NPCs should be able to interact with each other independently of the player, form friend groups, send invitations, gossip, misunderstand, argue, reconcile, or grow apart over time. Jealousy, competition, sharing secrets, loss of trust, assistance, birthdays, family visits, and shared plans should develop based on personality and history. Gossip should not always be true; information should spread based on who conveyed it, to whom, and under what conditions. NPCs are not always obligated to respond to the player or accept an invitation to meet. Family ties and responsibilities should change based on age, living arrangements, financial status, culture, and personal preferences. Domestic disagreements, support, moving, changes in job/school, and major life events should be able to affect relationships. The boundaries of every character should be respected; pressure or manipulation should not be rewarded as positive relationship behavior. ### 3. Starting a business and entrepreneurship Once legal requirements are met, the character should be able to start a small business, online store, service company, restaurant, cafe, tech startup, or another suitable venture. Depending on the country and sector, registration, licenses, taxes, startup capital, rent, equipment, suppliers, and contractual requirements should be taken into account. Starting a company should not be a single-step process with free, guaranteed success. Business sales, customer demand, inventory, supply, number of employees, salaries, rent, advertising, taxes, debt, cash flow, profit/loss, and reputation should be tracked. The character should be able to set product or service prices, run advertisements, hire and fire employees, and engage in partnership or investment negotiations. Competitors, seasonal demand, economic crises, negative reviews, supply delays, and customer satisfaction should affect the outcome. A business may grow, shrink, be transferred, or go bankrupt; the legal and financial consequences of bankruptcy should vary by country. Business finances and the character's personal money should be kept separate; business income should not be automatically added to the personal balance. ### 4. City life and public spaces In accordance with existing geography and settlement data, the city should include neighborhoods, residential areas, commercial zones, parks, schools, universities, hospitals, sports facilities, restaurants, cafes, shopping malls, cinemas, museums, libraries, stations, and workplaces. Not every facility should be present in every city; service variety in smaller settlements may be more limited. Whether a location is open, its operating hours, location, prices, and services should be consistent with the country/city. The character should be able to go shopping, 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 transit density, roadwork, neighborhood safety, noise, and neighbor relations should be part of daily life. Venues should not be considered visited automatically before the player actually goes there. ### 5. Education and professional development The country's education system, school levels, university admission requirements, exam schedules, choice of major, 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, receive grades, skip classes, change majors, 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 affect a career. A diploma alone should not guarantee admission to every job; some roles may require experience, language skills, licenses, professional permits, or additional training. If education and work are pursued simultaneously, the burden of time, fatigue, transportation, and costs should be accounted for. The character should be able to change their career over time; previous skills and experience should be transferable to a reasonable extent. ### 6. Automobile and personal vehicle ownership The character should be able to buy, sell, or rent new or second-hand automobiles, motorcycles, bicycles, or other vehicles common in the country, using real manufacturer and model names. Model year, mileage, features, fuel/energy type, condition, damage history, service records, market value, and local availability should be accounted for. The listed price may differ from the actual sale price; appraisal, negotiation, financing, and notary/registration processes should vary by country. Vehicle ownership should be treated in conjunction with driving 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, and weather conditions; graphic details of violence should not be provided. When a vehicle is purchased, money and ownership records should be updated together. If the player does not have a license or legal right, it should not be portrayed as if they can use the vehicle legally. ### 7. Connection to 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 importance. Sports matches, tournaments, concerts, festivals, and conferences should appear on the calendar on relevant dates; it should be explicitly stated that these are in-game simulations if actual results have not been verified. The impact of news on the character should only occur if there is a reasonable connection. For example, a transportation strike may affect commuting, a new law may affect employment contracts, a major sports final may affect city traffic, or economic decisions may affect prices. Not every news item should result in a direct quest or crisis for the player. ### 8. Meeting celebrities and public events The existing celebrity catalog should be associated with concerts, matches, film premieres, festivals, restaurants, autograph sessions, press conferences, seminars, and public events. The player should be able to buy tickets, reach the event on time, comply with crowd and safety conditions, and request photos or autographs when appropriate. Meeting a celebrity should not be randomly guaranteed; city, date, event, ticket, and the individual's schedule should be determining factors. The private lives and privacy of real people must be protected; simulated dialogues should not be presented as real 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, walking, fitness, team sports, and other local hobbies. Choice of hobby should depend on personality, budget, time, equipment, accessible facilities, and interests. Some hobbies may lead to new friendships, communities, competitions, or small income opportunities; not every hobby should turn into a professional career. Sports and exercise should progress according to age, health status, experience, and safe 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, passports, visas, residence permits, citizenship applications, address registration, taxes, driver's licenses, business registration, lease agreements, employment contracts, and other official procedures should be handled according to the laws of the country. Requirements for applications—including necessary documents, fees, deadlines, age requirements, and eligibility criteria—should be as realistic as possible. Do not fabricate unknown or changed legislation as absolute fact; if verified data is unavailable, indicate that it is a game assumption. Traffic fines, contractual disputes, consumer complaints, labor conflicts, court processes, and administrative sanctions may arise for reasonable causes. The character may seek legal aid, file appeals, submit evidence, or attempt settlements. Outcomes should not be automatically biased in favor of or against the player. For crimes and dangerous activities, provide no actionable instructions; instead, represent these solely at the level of legal and societal consequences. ### 11. Independent living schedules and memory of NPCs The daily routines, jobs, education, social circles, goals, and history of key NPCs should persist over time. NPCs may change jobs, move, travel, make new friends, drift away 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 have a logical reason. NPC memory should selectively retain significant events: promises made, debts, favors, betrayals, shared experiences, major arguments, gifts, and loss of trust may influence future reactions. NPCs should only remember events they are aware of; they should not know about the player's secret actions or other NPCs' private conversations without cause. Old acquaintances may cross paths again later. Reputation should differ on the scale of the neighborhood, school, workplace, online community, and city; a minor incident should not be instantly known throughout the entire world. ### 12. Event history and continuity Whenever possible, significant events should be recorded in the chronological history with the date, location, participants, decision, outcome, and associated changes in relationships, jobs, or finances. The player may reference 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 link to their previous stages. When the saved state and the narrative conflict, the saved and verifiable state shall take precedence; do not fabricate information to fill gaps. ### Inter-system connectivity and priority Social media content should require time and equipment; successful content may generate sponsorships and be linked to corporate income. Work or study schedules may reduce the time available for social gatherings. Purchasing a vehicle changes the budget and daily commute. Attending an event requires tickets, transportation, and time. A significant event involving an NPC may spread through social circles, but information flow should remain within realistic limits. Every change must be consistent with the associated money, inventory, calendar, relationship, and history records. ### Limits of practical implementation This expansion defines game design and desired simulation behaviors. It does not independently create a social media interface, connection to real platforms, automated corporate accounting, live traffic/store data, a legal database, an NPC scheduler, a persistent event log, or all city venues. Whether these functions are actually playable must be tested against Davia's engine, the existing data model, and interface support. ## The living social order of school, workplace, and community life The core principle of the game: When a character enters a school, university, job, neighborhood, or social environment, it should not act merely as an empty space to receive tasks. If the character spends days, months, and years there, the people around them should know each other and have their own relationships and histories; events should continue even when the player is not present. 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 classroom life If a character is enrolled in 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, friendship groups, academic success, and goals. Students should not act like characters created solely to talk to the player; they should form friendships among themselves, chat, study together, attend events, experience disagreements, and change over time. Teachers should have distinct personalities, teaching styles, expectations, rules, and professional relationships with students. A teacher might like, trust, support, or consider a character successful; they might have a distant, tense, or poor relationship with another. These relationships should develop in a random but consistent manner: class participation, homework, exam performance, respectful communication, absenteeism, misunderstandings, and previous events should be factors. Teachers should not give everyone the same grade or treat everyone the same; if injustice occurs, ways to complain or appeal should be possible according to the country's school regulations. Different friendship groups, close friends, students who hang out alone, popular students, club/activity circles, academic groups, and different social environments may exist within the classroom. 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 projects, exam stress, competitions, school trips, clubs, sports events, arguments, reconciliations, and the natural fading of friendships over time should occur according to the school calendar. Every event does not have to happen to the player; the school should maintain its own life. The environments of public schools, private schools, vocational schools, and universities should vary according to the country and institution. In public schools, in particular, 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 derive absolute income or character judgment solely from appearance or belongings; neither rich nor poor students should be one-dimensional. Economic status should not determine personality. Beyond grades and exams, school life should include attendance, teacher feedback, classroom reputation, friendships, club/event participation, disciplinary processes, and graduation/future plans. Terms, grade advancement, holidays, exam weeks, and graduation should proceed according to the country's educational calendar. If a character leaves school, their bond with old friends and teachers should not be instantly erased; encountering them years later, messaging, or reminiscing about 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. There should be managers, team leaders, coworkers, new hires, experienced personnel, customers, and people from different departments in the workplace. People who have worked in the same place for months or years should know each other; their names, duties, 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 might be pleased with a character's performance, support them, remain neutral, or develop a tense relationship with them. Coworkers might help each other, compete, share information, gossip, carry out tasks together, or experience disagreements. Promotions, raises, shifts, leave, task distribution, and performance evaluations should be related to work quality, experience, trust, workplace politics, the company's status, and management decisions, rather than being purely random. Incidents of favoritism or injustice may occur, 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, activities such as learning names and duties, team meetings, training, lunch breaks, joint projects, workplace chats, and after-work invitations should be visible. It should not be considered normal for a character who has worked in the same place for several years to know none of their coworkers; for this to be an exception, there should be a reasonable cause such as remote work, frequent team changes, isolated tasks, or social distancing. In remote and hybrid jobs, online meetings, team chats, joint projects, and professional bonds should also be able to form. Workplaces should differ according to sector, size, country, work culture, and economic conditions; a small family business, retail store, factory, office, restaurant, hospital, school, tech company, government agency, and remote work environment should not have the same social order. Employees' wages, positions, experiences, education, family responsibilities, transportation options, and living conditions should vary from one another. Coworkers may include high-income experts, beginners, low-wage staff, managers, and temporary personnel. These differences may give rise to solidarity, inequality of opportunity, respect, competition, or friendship; results 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 switch to another company, look for work, move to a different city, or stay in touch with former team members. If a company goes out of business or an economic crisis occurs, employees' lives should be affected in various ways. ### Realistic representation of economic class and living conditions Wherever possible, each NPC's family or personal economic background should be consistent: broad, approximate categories such as low-income, lower-middle, middle, upper-middle, or high-income may be used. These groups are not fixed or immutable labels; they may change based on income, debt, savings, household size, 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 their poverty solely by old attire. Economic disparities should have tangible 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 in their home, the necessity of working, the ability to go on vacation, access to technology, and the capacity to handle unexpected expenses may vary. Individuals in the same income group should also have different preferences. Scholarships, family support, part-time jobs, debt, savings, unemployment, and income fluctuations should be able to change an economic situation over time. Economic status may influence social relationships but should not be the sole determinant of friendship, respect, success, morality, or happiness. Rich and poor characters can be friends at the same school or workplace; sometimes exclusion or misunderstanding may occur due to economic differences, while at other times, people may support one another. Class divisions should not be caricatured, and every character should not be reduced to a cliché. ### Environments changing over time School classrooms, faculty, student groups, workplace teams, managers, neighbors, and the neighborhood environment should not remain as static backdrops. New students/employees should be able to arrive, while some may move away, graduate, quit, retire, or transfer elsewhere. Newcomers should try to integrate into existing groups; previous relationships, shared memories, and reputation should influence new connections. The character's daily life should continue naturally within these shifts. Not every environment should produce events with the same intensity. Some days should be ordinary and calm; occasionally, a small chat, an unexpected invitation, a group project, a business meeting, a disagreement, or good news might occur. Major events should be handled sparingly and with their consequences. Artificial drama, forced quests, or random fights should not be injected into every step the player takes. ### Rules of consistency and memory - NPCs should only recognize those they have met, seen, or been told about; they should not automatically know everyone. - Acquaintance among people who are in the same class, team, or institution for a long time should develop naturally over time. - Relationships between teachers, students, managers, and employees should be influenced by past behavior; they should not switch from good to inexplicably bad from one day to the next. - Relationships should not be one-sided: while the player is getting to know an NPC, the NPC should also be getting to know the player; the level of intimacy and recognition should change based on shared experience. - NPCs should talk to each other, collaborate, argue, and go on with their lives even when the player is not present. - Economic conditions should be updated via salary, job loss, family support, debt, scholarships, promotions, and price changes. - 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. - History of events and relationships should be recorded whenever possible; when a character sees a former teacher or colleague years later, their shared past should be taken into account. ### Implementation constraint This section details how school and professional life should be simulated. A truly functioning social network, a separate persistent profile for every student/employee, an automatic flow of time, and NPC memory lasting for years cannot be guaranteed merely 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 durations within the game. ## V5 — Life involving phones, shopping, transportation, events, neighborhoods, and health This section expands the practical life connections the character has with the outside world, without redesigning their daily in-home routine. Phone, store, transportation, event, neighborhood, and health records should use the same calendar, money, inventory, location, and NPC data whenever possible. The same operation should not produce different results across different systems. ### 1. Phone and digital communication The character should have a mobile phone and number appropriate to their age, country, budget, and the current period. Device model, operating system, battery, storage, condition, SIM/eSIM, carrier, plan, mobile data, and Wi-Fi should be evaluated separately. Processes such as buying a phone, getting a second-hand one, selling, repairing, opening a line, and changing plans should be subject to price, time, stock, and local regulations. The phone should serve as a communication hub for contacts, call history, missed calls, messages, group chats, calendar, reminders, maps/routing, camera, and social media notifications. The player should be able to send messages to or call NPCs they know; an immediate response is not guaranteed. The NPC might be at work, in class, asleep, traveling, busy, or simply not wishing to talk. Response time and tone should depend on their personality, relationship history, and current circumstances. Messages may include invitations, meeting locations/times, job interviews, shift changes, family news, deliveries, appointments, and casual chat. NPCs should also occasionally initiate communication themselves; notifications should not arrive incessantly. Not everyone should speak at once in group chats; viewing messages, replying late, misunderstanding, or leaving the group should be possible. Private information unknown to the player should not spontaneously appear on the phone. Issues with battery, signal, data caps, and Wi-Fi should be rare and reasonable. Do not act as if real platforms have live accounts or private messages; the contents are game simulations. ### 2. Markets, stores, and grocery shopping The character should be able to shop at markets, grocers, bakeries, bazaars, clothing stores, electronics shops, pharmacies, restaurants, and online stores that are reasonable for the city they are in. Not every chain should be available in every city. The location of the venue, business hours, product variety, stock, price, payment method, and delivery area should be appropriate to local conditions. Product names, categories, quantities, unit/total prices, and, where necessary, expiration dates, stock, and quality should be consistent. The player should be able to compare products, add them to a cart, change quantities, pay, or cancel the shopping process. Payment should only be completed if there is sufficient cash/bank balance or a valid payment method. Purchased items should be added to the inventory; consumed items should be deducted from stock. Returns, exchanges, and warranty should depend on store policy. Markets should offer food, beverages, cleaning supplies, and personal care items; other stores may carry clothing, footwear, electronics, books, and everyday goods. Restaurants/cafes should feature menus, ordering, waiting, and checks; food delivery should include address, delivery fee, estimated time, courier, and order status. Wrong or delayed orders should be possible but not constant. Grocery shopping, restaurant consumption, and deliveries should not result in the same item being counted twice. Prices should fluctuate based on city, store, brand, season, inflation, and stock; both cheap and expensive alternatives should exist. Economic hardships should be realistic, but the player should not be overwhelmed with unnecessary need penalties. ### 3. Playable daily flow of transportation The existing transportation system should not remain just a list of vehicles. Before the trip, the origin, destination, type of transport, estimated time, fee, transfers, and arrival time should be displayed. Metro, bus, tram, train, taxi, walking, cycling, and private vehicles should only be offered if available in the city; they should differ in terms of speed, fee, comfort, weather, traffic, and time. For public transport, factors like tickets/cards, balance, fees, frequency, stops, transfers, congestion, delays, cancellations, and operating hours should be taken into account. For taxis, fee, distance/duration, traffic, and payment method; for walking/cycling, distance, weather, and road conditions should be considered. Once the trip begins, the character should not be able to perform actions elsewhere until arrival. Traffic, roadwork, crowds, bad weather, cancellations, and missing a transfer should be possible. The player should be able to choose alternative routes or cancel the trip. The consequences of being late to work, school, an appointment, or an event should depend on the relevant circumstances. Fees, time, and location should be updated in a single instance. ### 4. Events, calendar, and social invitations Events such as concerts, movies, theater, exhibitions, sports matches, festivals, fairs, conferences, community gatherings, and local celebrations should be able to take place in the city. Events should be appropriate to the country, city, season, culture, venue capacity, and calendar; options may be limited in small cities. The event log should include the name, type, venue, date, time, ticket/attendance requirements, price, age restrictions if applicable, capacity, and status regarding cancellations or rescheduling. Players should be able to search for events, purchase tickets, accept or decline invitations, add them to their calendar, and arrive on time. Funds should be deducted upon ticket purchase; refund or alternative processes in the event of cancellation should depend on the venue's policy. NPCs may invite the player to birthday parties, weddings, graduations, house parties, matches, concerts, or dinner meetups. Invitations should depend on relationship status, shared interests, budget, distance, and schedule. The player may decline or suggest a different date; attendance should not automatically increase intimacy. The current holiday and seasonal calendar should be linked to events. Distinctions should be made between public holidays, school breaks, religious/cultural days, and commercial events. Contextual effects such as store closures, transit congestion, city crowds, and rescheduling due to weather should be handled appropriately. The same event should be represented by a single calendar entry. ### 5. Apartments, neighbors, and neighborhood life The building and neighborhood where the character lives should not merely be background decor. Where appropriate, the names, personalities, daily schedules, and interrelationships of neighbors, the building manager, landlord, staff, and local shopkeepers should be present. As the player lives in the same building over time, familiarity should develop through greetings, brief chats, offering help, collecting packages, and running into one another in common areas. Everyday occurrences in an apartment building, such as cleaning, elevator malfunctions, water/power outages, maintenance, utility fees, building announcements, moving, renovations, noise complaints, parcel deliveries, parking, and security, should be possible. Not every issue should occur constantly; minor issues should mostly be resolved through conversation or management. If renting, the player should be able to communicate with the landlord regarding rent, deposits, repairs, and the lease. Local markets, bakeries, pharmacies, cafes, transit stops, parks, and service points in the neighborhood should be connected to daily life. Being recognized in the neighborhood should be based on real encounters; not everyone should automatically know the player. Neighbors should also form relationships with each other, move out, and past acquaintanceships should persist in a reasonable manner. ### 6. Health services and medical processes The current health system should complement illness and treatment with a realistic flow of services. Depending on their location, characters should be able to access family physicians, clinics, hospitals, emergency rooms, dentists, pharmacies, laboratories, or specialized services. Not every location should offer every specialty; referrals or travel to another city may be necessary. Stages such as booking, registration, waiting, examination, testing, results, prescriptions, picking up medication from a pharmacy, follow-ups, and referrals should require both time and money. Costs should vary based on insurance, public/private service differences, age, residency, and the country's healthcare system. Emergency situations should not be confused with the standard appointment flow. Health workers should ask the necessary questions; definitive diagnoses, test results, or the effects of medication should not be fabricated without underlying data. Only known consultations, recommendations, tests, and results should be recorded; privacy must be protected. Medication and prescriptions should be consistent with local regulations; treatment and follow-up should progress in accordance with existing health records. ### 7. Mandatory consistency between systems - The phone book, messages, invitations, and NPC relationship history must use the same familiarity data. - Shopping should update the cash balance and inventory in the same transaction; consumed items should not reappear. - Transportation costs, duration, location, and the timing of appointments/work/events must be compatible with each other. - Event tickets, calendars, payments, capacity, and attendance must all be linked to the same record. - A neighbor's recognition of the player must be based on actual encounters; information should not spontaneously spread to everyone. - Records of health consultations, appointments, travel, payments, prescriptions, and follow-ups should not contradict one another. - The interface must be in Turkish; if live data is unavailable, pricing, time, and service information should be presented as a simulation. ### Scope of application and V5 testing objective This section does not create a standalone phone application, messaging service, store catalog, live transit map, ticketing system, apartment management software, or hospital database. Gameplay is dependent on the Davia interface, NPC memory, calendar, inventory, economy, location, and event engines. In V5 tests, a phone message, a shopping trip, public transportation travel, an event invitation, a neighbor encounter, and a health appointment must be tested from start to finish; records of money, time, location, inventory, and relationships must be verified. ## V5 — Dynamic politics, public policy, and the trajectory of the nation The country where the character lives should not remain a static backdrop. The nation's government, parliament, local administrations, public institutions, election calendar, and economic conditions should be subject to change over time. Political developments should be represented in a manner consistent with the country's actual institutional structure, form of government, and historical period. It should not be assumed that every country functions with the same political system or identical institutions. ### Public policy and political decisions Governments and authorized institutions should be able to make decisions based on national circumstances regarding tax rates, minimum wage, pensions, public sector salaries, social assistance, education budgets, healthcare budgets, housing policies, rent subsidies, infrastructure investments, energy tariffs, labor regulations, environmental rules, trade, and immigration policies. It should be consistent with the nation's institutions who takes each decision and under what authority. Stages such as proposals, drafting, adoption, entry into force, implementation, and potential amendments should be clearly distinguished. Decisions should not impact everyone in the same way. The impact of a tax change should depend on income bracket and tax type; salary decisions on profession and employer; social assistance on eligibility requirements; education and healthcare budgets on access to services; and transportation investment on the relevant city and routes. The effect on the character should depend on their job, income, age, citizenship/residency status, family, education, housing, and the city they are currently in. Artificial penalties or bonuses should not be generated for every decision that has no impact on the character's life. ### Positive and negative national developments Positive developments can occur in the nation: new job sectors, infrastructure investments, improvements in public transit, increased access to education and health services, social support programs, slowing inflation, wage increases, new trade agreements, post-disaster recovery, and regional development. The results of these should not appear instantly or for everyone simultaneously; implementation time, budget, region, and institutional capacity should be taken into account. Negative developments are also possible: inflation, unemployment, budget deficits, disruptions in public services, increases in housing and energy costs, economic stagnation, supply chain issues, strikes, political gridlock, the economic impact of natural disasters, or service delays in public institutions. Negative events should not be constant or unavoidable; they should occur with probabilities consistent with the country's initial conditions and the causes of the events. A single negative development should not cause the entire country to collapse at once; regional and social impacts should vary. ### Elections, government changes, and public opinion Elections should be held in accordance with the country's electoral system and constitutional calendar. Stages such as the campaign period, parties or candidates, public debate, election day, the announcement of results, government formation/coalition negotiations, and the transition of power should be handled distinctly. Early elections, changes in office, the dissolution of coalitions, or changes in government should only occur when the country's legal and political conditions allow for them. Election results should not be pre-determined; in-game outcomes should be labeled as simulated. Public opinion should not consist of a single perspective. Different age, income, professional, regional, and social groups may evaluate the same decision differently. Polls, news, expert commentary, official statements, and citizen reactions should be presented as separate types of information; simulated polls should not be presented as real research. The player should be able to follow political news, read about decisions, choose peaceful and legal means of civic participation, or continue their daily life without getting involved in politics. No specific party or opinion should be forced upon the player. ### Social reactions and political events Depending on public decisions, peaceful protests, petitions, union negotiations, strikes, public campaigns, debates, attempts at compromise, and institutional statements may occur. The effects on participation, transportation, working life, the school calendar, and city services should vary based on local conditions. Without depicting violence or conflict in detail, the general consequences of events on security, law, transportation, and social life should be represented. Not every policy decision should trigger protests, and not every social reaction should yield the same result. ### Economy and connection to daily life Political and public decisions should be connected to existing systems of economy, work, education, health, shopping, transportation, housing, and corporations. For instance, a decision affecting prices should only be reflected in market prices with a reasonable delay and to a reasonable extent; changes to the minimum wage should only affect the gross/net income of relevant employees and employer costs; public transportation investment should alter the duration or access to relevant lines. Changes to public health or education budgets should be felt through service capacity and access. Exchange rates, inflation, interest rates, budgets, and unemployment should be treated as distinct indicators; a single event should not automatically change them all in the same direction. The short-, medium-, and long-term consequences of a decision may differ. While public spending can create employment in the short term, it may also burden the budget; a tax change may affect the disposable income of some households and the costs of certain businesses differently. These examples should be simulated as chains of potential effects contingent on circumstances, not as automatic, definitive outcomes. Changes across the country should not update the player's personal funds directly and without cause; instead, the relevant price, wage, tax, service, or employment condition should change first. ### News, accuracy, and impartial presentation In political news, the history, institution, scope, status, and affected groups of a decision should be clearly stated. Verified real-world information and fictional events generated within the game should be distinguished both visually and textually. No fabricated statements, accusations, claims about private lives, or quotes presented as real should be created regarding actual politicians. The opinions of real individuals and institutions should not be misrepresented; fictional persons/institutions should be used in fictional scenarios, or it should be clearly stated that the event is a simulation. The language of political news should be impartial; different views may be presented with their justifications, and no political preference should be suggested to the player. ### Consistency and testing objectives - The authorized institution, date of announcement, effective date, scope, and affected groups for every decision must be clear. - If a decision is still in the draft stage, no changes to prices, salaries, or services should be implemented as if it were already in effect. - Economic effects must proceed consistently with existing currency, price, employment, and company records; the same effect should not be applied twice. - The country's form of government, institutions, election schedule, and local/regional jurisdictions must not be conflated. - Events may have different impacts depending on the country, city, and social groups; not all NPCs should respond in the same way. - The player may choose to participate in politics or remain neutral; the core life simulation should not be forcibly interrupted by political tasks. - Real news and fictional news must always be distinguishable; unverified information should not be presented as fact. ### Scope of implementation This section defines the design and causality rules for the political simulation; it does not, by itself, constitute live election data, a real-time news feed, a legislative database, or a functional government simulator. Actual playability depends on the Davia engine's support for records of time, events, economy, institutions, NPCs, and news. In V5 testing, the impact of a public decision—from draft to enactment, and from there to changes in prices/salaries/services and NPC reactions—must be verified from start to finish.
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.