Roadmap v2 — Society
After v1 proves the foundation. Multiple towns, deeper relationships, real player influence.
Status
📋 Planned — Target: Q3 2026
Goal
Expand from "one town" to "a connected society of towns." Players become meaningfully influential through accumulated suggestions.
What's New in v2
Multiple Towns
- 3 towns connected by roads / train
- ~100 NPCs total
- Travel between towns (in-game days)
- Trade routes
- Factions emerging from town identities
Player Influence
Players who leave suggestions get a small, slowly-growing influence score:
ts
interface PlayerInfluence {
ipHash: string;
score: number; // grows slowly over time
suggestions: number;
accepted: number;
reputation: number;
}NPCs are slightly more likely to act on suggestions from higher-influence players. But it's still probabilistic.
Inter-Town Relationships
NPCs in different towns can:
- Become pen pals (letters via post)
- Visit each other (multi-day trips)
- Fall in love across towns (rare)
Factions
Emergent factions based on shared interests:
- ⛪ Churchgoers
- 🍺 Pub regulars
- 🌱 Gardeners' club
- 📖 Book club
NPCs naturally drift toward factions based on personality.
Generative Events
The LLM can propose new event types beyond what was predefined:
ts
{
type: 'tornado_warning',
severity: 'moderate',
description: 'Strange clouds gathering...',
}Rule engine validates and integrates.
Procedural Professions
New NPC types generated on demand:
- 🎨 Traveling artist
- 📦 Traveling merchant
- 🧑🌾 Seasonal farmhand
Tech additions
- 🆔 Player account system (optional, anonymous-by-default)
- 📬 In-game mail system (between NPCs)
- 🌐 Multi-region data partitioning
- 📊 Town statistics aggregation
- 🎵 Music + ambient sound
- 🌗 Day/night lighting cycle
- 📱 Mobile-responsive UI
Player-Visible Features
| Feature | What it does |
|---|---|
| Town switching | View any town's map and NPCs |
| Travel view | Watch NPCs traveling between towns |
| Faction panel | See emergent factions and members |
| Event feed | Major town events in one stream |
| Player reputation | "Your suggestions have been heard by 47 NPCs this month" |
What does NOT change
- ❌ No god-mode (player still observes + suggests)
- ❌ No multiplayer chat
- ❌ No combat / PvP
- ❌ No monetization
Migration from v1
- Existing v1 NPCs continue with all their memory intact
- New towns are added to the world
- Backwards compatibility for the v1 API (additive only)
- v1 docs remain valid; v2 docs are additive
Success Criteria
- 🌍 3 towns, ~100 NPCs, all stable
- 👥 Factions emerge organically (not pre-defined)
- 🗳️ Player suggestions affect outcomes measurably
- 📈 Active user retention > 40% week-over-week
- 💰 Operational cost remains < $50/month
What's after v2
See /roadmap/v3.