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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

FeatureWhat it does
Town switchingView any town's map and NPCs
Travel viewWatch NPCs traveling between towns
Faction panelSee emergent factions and members
Event feedMajor 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.

Released under the MIT License.