diff --git a/AGRARIAN_DEVELOPMENT_ROADMAP.md b/AGRARIAN_DEVELOPMENT_ROADMAP.md index 74ef8a7..f289528 100644 --- a/AGRARIAN_DEVELOPMENT_ROADMAP.md +++ b/AGRARIAN_DEVELOPMENT_ROADMAP.md @@ -24,6 +24,8 @@ Core commitments: - [ ] No fragmented DLC model. - [ ] Build the smallest strong survival foundation first. - [ ] Keep every system compatible with long-term persistence and generations. +- [ ] Make family and community characters feel like living participants, not static quest NPCs. +- [ ] Keep NPC/community intelligence proprietary-first and server-authoritative; avoid external AI dependencies for core behavior or private world state. - [ ] Build toward an Earth-scale world made from real-world terrain tiles. - [ ] Keep travel paced by believable real-world movement, vehicles, terrain, and character condition. - [ ] Treat terrain, bathymetry, biomes, resources, rivers, and mountains as data-driven long-term infrastructure, not one-off maps. @@ -872,6 +874,15 @@ Goal: Transition from temporary survival into lasting settlement and land stewar - [ ] Define how poor knowledge creates believable outcomes: spoiled food, sick animals, failed crops, weak structures, wasted materials, and avoidable injury. - [ ] Define how good knowledge improves resilience without making nature instant or effortless. +## 0.2.H Household Task And Helper Foundations + +- [ ] Define the first household helper data model: identity, relationship to player, home location, needs, trust, simple role, allowed work radius, and safe storage access. +- [ ] Add task reservation records for gather, haul, store, cook, tend fire, repair, watch, and rest so future NPCs do useful work without duplicating player actions. +- [ ] Add safe-zone and danger-zone concepts for where family/helper characters may act without direct supervision. +- [ ] Add server-authoritative household task selection using utility scores for hunger, thirst, fatigue, weather, danger, available tools, local resources, and household priorities. +- [ ] Add simple helper work reports so players can see what was gathered, consumed, protected, repaired, or failed while they were away. +- [ ] Add guardrails so helpers cannot create resources from nothing, bypass crafting costs, ignore carry limits, or operate outside reachable storage and terrain. + --- # Version 0.3 - Social Civilization Systems @@ -943,6 +954,16 @@ Goal: Let player communities form organically through trade, trust, conflict, la - [ ] Add trade school and guild hall design concepts. - [ ] Add rules for misinformation, poor teaching, outdated methods, and dangerous shortcuts. +## 0.3.G Community NPC Behavior Foundation + +- [ ] Define community NPC archetypes for family members, settlers, apprentices, specialists, travelers, traders, guards, healers, teachers, and dependents. +- [ ] Add shared behavior inputs for physical needs, emotional state, social trust, fear, grief, loyalty, fatigue, skill confidence, danger, weather, hunger, and shelter quality. +- [ ] Add relationship-aware interactions between NPCs and players: greeting, helping, refusing, teaching, asking for aid, trading, warning, reporting danger, and seeking shelter. +- [ ] Add local memory records for important events: helped, harmed, rescued, taught, betrayed, fed, abandoned, injured, protected, or witnessed. +- [ ] Add community role assignment rules so NPCs choose useful work based on ability, need, reputation, household permission, tools, and settlement priorities. +- [ ] Add conflict and cooperation hooks so NPCs can avoid dangerous people, support trusted people, and report serious community problems without becoming omniscient. +- [ ] Add deterministic simulation tests for NPC task choice so behavior remains debuggable and fair before any advanced AI layer is considered. + --- # Version 0.4 - Generational Gameplay @@ -1022,6 +1043,29 @@ Goal: Introduce mortality, inheritance, lineage, family knowledge, and the emoti - [ ] Persist character visual age and condition state. - [ ] Add UI/profile presentation for age, condition, and visible legacy. +## 0.4.F Family Agency And Emotional Life + +- [ ] Define family-member autonomy levels: dependent, helper, apprentice, adult contributor, elder advisor, and incapacitated. +- [ ] Add family daily rhythm rules for eating, sleeping, sheltering, learning, working, socializing, resting, and responding to danger. +- [ ] Add emotional state model for safety, grief, fear, attachment, resentment, pride, loneliness, confidence, and hope, driven by actual game events. +- [ ] Add family memory continuity across generations so children and descendants remember major household events, losses, teachers, migrations, disasters, and achievements. +- [ ] Add teach/learn interactions between player characters, family members, apprentices, and elders, including practical demonstration and oral instruction. +- [ ] Add household contribution rules for gathering food, carrying water, tending animals, repairing shelter, crafting simple goods, warning of danger, and helping vulnerable relatives. +- [ ] Add family-member refusal and stress behavior when workload, danger, hunger, neglect, grief, illness, or distrust makes a task unreasonable. +- [ ] Add family and relationship UI showing current needs, emotional state, recent memories, current role, useful skills, and recent contributions. +- [ ] Add persistence and replication for family agency, task state, memories, emotional state, relationships, and teaching history. + +## 0.4.G Offline Character Stewardship + +- [ ] Define logged-off player stewardship rules for a persistent real-time world. +- [ ] Let logged-off player characters contribute defensively and domestically from their last valid location, home, claim, or assigned settlement post without advancing exploration position. +- [ ] Allow limited offline actions such as watching a camp, helping defend a shelter, tending assigned fires, hauling nearby stored goods, basic repairs, and helping with routine household work. +- [ ] Prevent offline characters from discovering new map areas, learning new skills, completing major projects, making strategic choices, accepting risky travel, or gaining unfair progression. +- [ ] Add offline risk exposure so logged-off characters can still suffer from hunger, thirst, weather, fire, attack, neglect, disease, or unsafe orders if their household is poorly prepared. +- [ ] Add offline activity logs that explain what happened while the player was away, including work performed, supplies consumed, injuries, threats, and unresolved decisions. +- [ ] Add consent and safety settings for offline stewardship scope so players understand what their character may do while logged off. +- [ ] Add server reconciliation tests for disconnect, reconnect, server restart, and long absence cases. + --- # Version 0.5 - Governments And Civilization @@ -1092,6 +1136,17 @@ Goal: Enable cities, citizenship, taxation, diplomacy, organized law, warfare, a - [ ] Add military training knowledge for tactics, logistics, fortification, command, communications, and rules of engagement. - [ ] Add public research funding, grants, patents or open knowledge policies, and institutional prestige. +## 0.5.G Settlement Labor, Care, And Community Schedules + +- [ ] Add settlement work boards for assigning recurring jobs to families, NPCs, apprentices, and logged-off player characters within explicit permissions. +- [ ] Add community schedules for planting, harvesting, cooking, watch duty, maintenance, schooling, medical care, public works, and emergency response. +- [ ] Add dependent-care systems for children, elders, injured characters, sick characters, and disabled characters. +- [ ] Add labor fairness and morale rules so communities that overwork or neglect people lose trust, productivity, and stability. +- [ ] Add player and NPC leadership tools for prioritizing work without micromanaging every individual. +- [ ] Add settlement contribution logs for food gathered, structures repaired, lessons taught, patients treated, threats reported, and resources consumed. +- [ ] Add public safety response hooks so NPCs can react to fire, attack, injury, starvation, exposure, theft, collapse, or severe weather. +- [ ] Add community AI profiling so large settlements can simulate many characters cheaply while keeping nearby characters fully realized. + --- # Version 0.6 - Dynamic Civilization Cycles @@ -1145,6 +1200,15 @@ Goal: Keep the world alive for future generations through change, decay, scarcit - [ ] Add archive recovery and rediscovery mechanics for collapsed settlements and ruins. - [ ] Add resilience planning bonuses for settlements that preserve specialists, records, redundant systems, and training pipelines. +## 0.6.F NPC Hardship, Adaptation, And Recovery + +- [ ] Add long-term stress and trauma responses for famine, violence, disease, death, abandonment, disaster, forced migration, and repeated unsafe work. +- [ ] Add recovery pathways through safety, food security, family care, medicine, rest, ritual, community trust, education, and meaningful work. +- [ ] Add crisis behavior such as fleeing, sheltering, hoarding, helping, freezing, panicking, bargaining, or seeking leadership based on personality, training, trust, and danger. +- [ ] Add community memory of major crises so future decisions, migration pressure, family stories, and institutional priorities reflect lived history. +- [ ] Add generational effects from hardship and stability without making characters deterministic or permanently ruined. +- [ ] Add social recovery systems for rebuilding trust after theft, neglect, violence, failed leadership, or preventable disaster. + --- # Version 0.7 - Earth-Scale Expansion @@ -1295,7 +1359,18 @@ Goal: Let player civilizations advance into mechanization, energy, automation, a - [ ] Add control systems knowledge for sensors, actuators, feedback loops, programmable logic, robotics, telemetry, fail-safes, and maintenance diagnostics. - [ ] Add computing and communications knowledge for basic electronics, radio, wired networks, data storage, software, cybersecurity, and automation monitoring. -## 0.8.E Advanced Engineering And Energy Education +## 0.8.E Proprietary AI Simulation Research + +- [ ] Define an AI privacy policy for gameplay: no private world state, player history, unreleased design, or proprietary economy data leaves controlled infrastructure for core behavior. +- [ ] Research local or self-hosted model options for optional narrative flavor, summarization, dialogue variation, tutoring, and planning assistance without depending on third-party inference. +- [ ] Keep core NPC decisions deterministic and inspectable through utility AI, behavior trees, state trees, planners, or GOAP-style task systems before adding model-generated flavor. +- [ ] Define model boundaries: AI may suggest dialogue, summaries, and candidate plans, but server rules decide legal actions, resource use, movement, safety, combat, learning, and economy outcomes. +- [ ] Add an AI memory compression design that turns raw events into compact private character memories, family stories, settlement history, and teaching notes. +- [ ] Add evaluation tests for hallucination, unsafe advice, lore drift, repetitive behavior, privacy leakage, bias, griefing vectors, and performance cost. +- [ ] Define fallback behavior so NPCs remain functional if model inference is disabled, unavailable, too expensive, or rejected for privacy reasons. +- [ ] Define content moderation and audit tools for AI-generated dialogue, lessons, public notices, and player-authored material. + +## 0.8.F Advanced Engineering And Energy Education - [ ] Add engineering education paths for mechanical, civil, electrical, chemical, industrial, environmental, agricultural, biomedical, nuclear, aerospace, software, and systems engineering. - [ ] Add design-review mechanics for complex machines, structures, power plants, factories, medical systems, transportation networks, and public infrastructure. @@ -1598,6 +1673,19 @@ These tracks run across all phases and must not be left as afterthoughts. - [ ] Create early tester application. - [ ] Create public roadmap page later. +## N. NPC, Family, And Offline Simulation Intelligence + +- [ ] Define NPC intelligence architecture around server-authoritative utility scoring, behavior/state trees, task reservations, memory records, and deterministic simulation before any generative AI layer. +- [ ] Define a character memory schema for event facts, emotional weight, relationship impact, teaching history, trauma/recovery markers, obligations, promises, debts, and family stories. +- [ ] Define family and community simulation LOD: full behavior for nearby visible characters, reduced task simulation for settlement members, and ledger-based offline simulation for distant or logged-off characters. +- [ ] Define offline player simulation rules that allow local contribution and protection without exploration movement, major decision-making, unfair learning, or hidden progression. +- [ ] Define debug tools for explaining why an NPC chose a task, refused an order, helped someone, fled danger, taught a lesson, or consumed supplies. +- [ ] Add automated tests for NPC task selection, resource accounting, relationship changes, emotional state transitions, teaching outcomes, offline stewardship, and reconnect reconciliation. +- [ ] Define proprietary-first AI rules: core behavior must work without third-party services, external AI cannot receive private unreleased world/player data, and any model layer must be replaceable. +- [ ] Define local/self-hosted AI research lane for optional dialogue variation, event summarization, tutoring, memory compression, and settlement reports. +- [ ] Define performance budgets for thousands of family/community characters across persistent settlements. +- [ ] Define abuse protections so players cannot exploit NPC labor, offline characters, family members, or AI-generated instructions to bypass survival, economy, travel, combat, or learning constraints. + --- # Six-Month MVP Calendar diff --git a/Docs/TechnicalDesignDocument.md b/Docs/TechnicalDesignDocument.md index 39de46e..7e9cb05 100644 --- a/Docs/TechnicalDesignDocument.md +++ b/Docs/TechnicalDesignDocument.md @@ -594,9 +594,36 @@ Future persistence design should address: - tile package changes; - player-owned structures; - family/generation data; +- family and community NPC memory, relationships, teaching history, emotional + state, task state, and offline stewardship logs; - economy and transaction records; - settlement governance records. +## Family, Community NPC, And Offline Stewardship Intelligence + +Long-term NPC and family behavior should be built as inspectable simulation +systems before relying on any generative AI layer. + +Core rules: + +- The server remains authoritative for NPC choices, movement, resource use, + combat, teaching, learning, economy effects, and offline character outcomes. +- Nearby characters can run fuller behavior/state-tree logic, while distant + settlement members use cheaper task simulation and ledger updates. +- Family and community characters need persistent needs, relationships, + memories, skills, roles, emotional state, task state, and contribution logs. +- Logged-off player characters may contribute locally from their last valid + home, claim, or assigned post, but should not explore, learn new skills, + complete major projects, accept strategic risk, or gain hidden progression. +- Core behavior must remain deterministic, debuggable, and functional without + model inference. +- Any AI model layer should be proprietary-first: local or self-hosted where + practical, privacy-safe, replaceable, and limited to optional dialogue + variation, event summarization, teaching flavor, memory compression, and + settlement reports unless explicitly promoted after review. +- External AI services must not receive private player history, unreleased world + state, economy data, or proprietary design context for core gameplay. + ## Multiplayer Strategy The MVP should prove at least two players on the same server.