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Locations

All 14 locations in the v1 town, with their NPCs, schedules, events, and AI behavior weights.

Each location follows the same documentation template:

  • Identity — what it is, who owns it
  • Schedule — when it's open, when it's busy
  • NPCs — who is regularly present
  • Events — what commonly happens here
  • Behavior weights — how the AI prioritizes this location vs others

1. 🏛️ Town Square

Identity: A central open square with a fountain, a few benches, and weekly market stalls. The heart of the town.

Schedule: Always open. Busy 10:00–14:00 and 17:00–19:00. Quiet at night.

NPCs:

  • 🧓 Eleanor Hartwell (63, retired teacher) — feeds the pigeons every morning
  • 👦 Tommy Briggs (12, student) — cuts through on his way to school

Common events:

  • Casual conversations between passing NPCs
  • NPCs pausing to rest
  • Eleanor greeting familiar faces

Behavior weights:

  • Morning passersby: high
  • Lunch gatherings: medium
  • Evening loitering: medium
  • Night: low

2. 🏛️ Town Hall

Identity: Administrative building. Mayor's office, records, public notices.

Schedule: Open 09:00–17:00 weekdays. Closed weekends.

NPCs:

  • 👔 Mayor Patricia Holloway (54) — works here
  • 🧑‍💼 Clerk Robert Ng (38) — works here

Common events:

  • Official announcements
  • Citizens coming to ask questions (rare)
  • Robert complaining about paperwork in his diary

Behavior weights:

  • Citizens visiting: very low (most don't have reason to)
  • Worker presence during hours: 100%

3. ⛪ Church

Identity: Small stone church. Weekly service Sunday 10:00. Weddings and funerals as scheduled.

Schedule: Open daily 08:00–18:00. Sunday service 10:00.

NPCs:

  • Father Marcus (51, priest) — works here
  • 🧓 Eleanor Hartwell (volunteer bell-ringer)

Common events:

  • Sunday service (well-attended, ~15 NPCs)
  • Weddings (emergent, triggered by relationship milestones)
  • Funerals (emergent, triggered by NPC death)
  • Quiet contemplation

Behavior weights:

  • Sunday morning: high
  • Weekday: very low
  • Weddings/funerals: 100% for invited NPCs

4. 🛒 Market

Identity: Open-air market with ~8 stalls. Vegetables, meat, fish, flowers, bread, tools.

Schedule: Open 07:00–14:00 daily. Closed Mondays.

NPCs:

  • 🥕 Maria Esposito (47, greengrocer) — runs a stall
  • 🌸 Yuki Tanaka (29, florist) — runs a stall
  • 🐟 Old Jack (67, fishmonger) — runs a stall

Common events:

  • Daily shopping (most NPCs visit 2–3x/week)
  • Conversations between shoppers
  • Maria and Yuki occasionally arguing over stall placement
  • Old Jack telling fishing stories

Behavior weights:

  • Morning shopping: high
  • Mid-day: medium
  • Afternoon: low (most stalls close)
  • Rainy days: very low (nobody likes a wet market)

5. 🥖 Bakery

Identity: Small family bakery. Bread, pastries, coffee to-go.

Schedule: Open 06:00–14:00 Tue–Sat. Closed Sun-Mon.

NPCs:

  • 🥐 Anna Schmidt (41, baker) — owns and runs it
  • 🧒 Lukas Schmidt (14, her son) — helps on weekends

Common events:

  • Morning rush (06:30–08:00)
  • Anna chatting with regulars
  • Lukas complaining about school in his diary after Saturday shifts

Behavior weights:

  • Morning: very high (most NPCs pass through for breakfast)
  • Other times: low

6. 🏪 General Store

Identity: Provisions, tools, household goods. A bit of everything.

Schedule: Open 08:00–19:00 daily.

NPCs:

  • 🧑‍💼 Henry Lawson (52, owner) — works here

Common events:

  • NPC restocking runs (typically 1–2x/week per NPC)
  • Henry complaining about shoplifting in his diary (low base rate, rises with town events)

Behavior weights:

  • Regular visits: low frequency, but high when NPCs need supplies

7. 💊 Pharmacy

Identity: Small pharmacy. Medicines, bandages, basic health advice.

Schedule: Open 09:00–18:00 Mon–Sat.

NPCs:

  • 👩‍⚕️ Dr. Sarah Kim (39, pharmacist) — works here
  • 🧑‍⚕️ Nurse Daniel Park (32) — works here

Common events:

  • NPC picking up prescriptions
  • Health advice (subtle, emergent)
  • Daniel and Sarah bickering like an old couple (they're not)

Behavior weights:

  • NPC visits: low frequency, triggered by illness or injury

8. 🍺 The Rusty Anchor (Pub)

Identity: The town's primary social location. Beer, simple food, a dartboard.

Schedule: Open 16:00–24:00 Mon–Thu, 14:00–01:00 Fri–Sat, 14:00–22:00 Sun.

NPCs:

  • 🍻 Sam O'Brien (45, publican) — owns and runs it
  • 🍻 Tom Whitfield (52, hospital orderly, night shift) — regular
  • 🍻 Margaret Caldwell (58, retired librarian) — regular

Common events:

  • Friday night crowd (highest attendance)
  • Arguments after too many drinks (LLM-generated, validated by rules)
  • New friendships forming
  • Sam cleaning up after closing (diary material)

Behavior weights:

  • Friday/Saturday evenings: very high
  • Other evenings: high
  • Daytime: low
  • This is the #1 emergent-story engine in v1.

9. ☕ Brewed Awakening (Café)

Identity: A quieter daytime alternative to the pub. Coffee, tea, light snacks.

Schedule: Open 07:00–18:00 daily.

NPCs:

  • Lila Wong (33, owner) — works here
  • James Carter (28, school teacher) — regular

Common events:

  • Morning coffee runs
  • Quiet conversations
  • James reading the paper

Behavior weights:

  • Morning: high
  • Afternoon: medium
  • A counterweight to the pub — provides a venue for NPCs who don't drink.

10. 🏥 Hospital

Identity: Small clinic. Emergency room, 8 beds, 2 doctors, 4 nurses.

Schedule: 24/7. Always has staff on shift.

NPCs:

  • 👨‍⚕️ Dr. Michael Chen (47, chief doctor)
  • 👩‍⚕️ Nurse Sarah Kim (also at pharmacy part-time)
  • 👨‍⚕️ Dr. Aisha Patel (35, surgeon)
  • 🧑‍⚕️ Tom Whitfield (52, orderly, night shift)
  • 🧑‍⚕️ Nurse Carla Reyes (41)

Common events:

  • Patient arrivals (emergent, triggered by illness/injury)
  • Night shift routines
  • Long conversations between night-shift staff
  • Hospital gossip

Behavior weights:

  • Patients: only when sick or injured
  • Staff: deterministic by shift
  • This is the #2 emergent-story engine (illness arcs).

11. 🚓 Police Station

Identity: Small precinct. 2 officers, 1 desk sergeant.

Schedule: 24/7. Always staffed.

NPCs:

  • 👮 Officer Ben Foster (36)
  • 👮 Officer Priya Singh (42)
  • 👮 Sergeant Joe Williams (55)

Common events:

  • Rare crime events (theft, dispute escalation)
  • Ben and Priya having philosophical arguments about policing
  • Joe being grumpy

Behavior weights:

  • Crime: rare but impactful
  • Most NPCs never interact with this location

12. 🏫 School

Identity: Primary school. ~50 children NPCs attend.

Schedule: 08:00–15:00 weekdays.

NPCs:

  • 👩‍🏫 James Carter (28, teacher) — works here
  • 👩‍🏫 Helen Walker (45, principal) — works here

Children NPCs (sample):

  • 👦 Tommy Briggs (12)
  • 👧 Sophie Walker (10, Helen's daughter)
  • 👦 Ben Carter (8, James's son)
  • 👧 Lily Wong (9, Lila's daughter)

Common events:

  • School days
  • Teacher frustrations in diaries
  • Children forming friendships
  • Parent-teacher meetings (rare)

Behavior weights:

  • Children: deterministic (school hours)
  • Adults: only teachers work here

13. 🏘️ Residential District

Identity: A cluster of ~20 homes. Not a single location — each home is its own sub-location.

Schedule: Always "open" (residents come and go).

NPCs: All 30 NPCs have a home here.

Common events:

  • Family dinners
  • At-home arguments
  • Quiet evenings
  • Sleep

Behavior weights:

  • 22:00–06:00: very high (everyone sleeps)
  • 19:00–21:00: high (dinner, family time)
  • Daytime: low (most are at work/school)

14. 🚂 Train Station

Identity: Small station at the south edge. Two trains a day (in-game).

Schedule: Trains at 08:00 and 17:00.

NPCs:

  • 🎫 Conductor Frank Miller (60) — works here

Common events (v1):

  • Mostly empty. Used in v1 to establish atmosphere.
  • v2 will introduce visitors and departures.

Behavior weights:

  • v1: very low
  • v2: medium (NPCs may travel for work, family, etc.)

Cross-Location Patterns

Morning Flow

Home → Bakery (breakfast) → Workplace (commute)

Lunch Flow

Workplace → Café or Pub → Workplace

Evening Flow

Workplace → Pub/Café/Home → Home (dinner) → Home (sleep)

These flows emerge from individual NPC decision-making, not from a hard-coded schedule. They look orderly because most humans are orderly.


Future Locations (v2+)

  • 🏞️ Farm (outside town)
  • 🏔️ Mine (north edge)
  • ⛵ Harbor (v2 multi-town)
  • 🏛️ Library (v2)
  • 🎭 Theater (v2)

Last updated:

Released under the MIT License.