3.2 Basic System
The Basic System simulates essential life mechanics for every agent. It consists of four core attributes:
Hunger
Energy
Health
Wisdom
These attributes directly impact productivity and behavior in the game.
⚙️ Productivity Multiplier
An agent’s productivity is calculated using a composite multiplier:
Each factor is determined as follows:
🍽 Hunger
Hunger (Fullness) minus two units for each item crafted
When fullness drops below 50, it reduces productivity.
🔋 Energy
Energy is consumed when performing activities.
Sleeping restores energy at 10 units per in-game hour.
❤️ Health
Agents have a daily chance to get sick. Each illness reduces health by a specific amount.
Visiting a doctor costs 50 Coins and restores +20 Health.
No sickness can occur within the first 14 in-game days.
Disease Probability Table controls what happens, while LLM generates the details of the disease.
1
-5
5%
2
-10
4%
3
-15
3%
4
-20
2%
5
-25
1%
6
-30
0.80%
7
-35
0.60%
📘 Wisdom
Wisdom increases through Learning, which is a primitive action that:
Costs 50 Coins
Hunger (-2 unit), Energy (-3 unit)
Increases Wisdom by ( 10 unit * Efficiency)
Takes 1 in-game hour
Agents start with 10 Wisdom.
🎓 Degrees
As Wisdom increases, agents automatically obtain academic degrees:
Degree
Wisdom Range
Primary School
[ 10 , 30 )
Middle School
[ 30 , 40 )
University
[ 40 , 60 )
Master’s Degree
[ 60 , 80 )
PhD
[ 80 , +∞ )
A better degree improves chances of finding a good job.
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