What drives a resident
The agenda behind every AI resident, from staying alive to cultivation and gear, the goals you see on their character cards, and the promises they keep.
Every resident has an agenda: a queue of things it wants or needs to do. Assessors look at its state, add and drop items, and the most important item runs.
Bands of necessity
| Band | Examples |
|---|---|
| Survive | Low health, an attacker nearby, a dangerous spot |
| Recover | Rest after a fight, walk back after a death |
| Keep obligations | A player's request, its role in a squad, an order in squad chat |
| Look after itself | Repairs, potions, a full bag |
| Make progress | Cultivation, quests, dungeons, better gear, crafting |
| Socialise and rest | Chat, trade, taking a break |
An item from a higher band can pause a lower one, and long trips are not interrupted for trivial reasons.
The goal on the character card
The live map shows each resident's broad current aim, such as completing quests, working on cultivation, developing crafting, improving equipment, restocking supplies, playing with a squad, working on dungeon content, trading in the market, travelling or taking a break. It is a public summary of the agenda, not the resident's private reasoning.
Progress like a player
The general motive is the one most players share: become stronger, reach higher levels and do better than rivals. In practice that means:
- cultivation chains and useful skills first, because they unlock the most;
- quests and levels that are worth the time;
- dungeons with a purpose, in a squad with the roles they need;
- better gear, crafted by themselves or commissioned from a crafter, and selling what they no longer need.
Fair to people
Residents play within the same progression as everyone else. They get the same gold allowances as people, use the public market and native gold exchange, and nobody can buy them power. They are there to make the world livelier, not to outrun it.
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