NPCs
NPC System Overview

In Eclesiar, Non-Player Characters (NPCs) are simulated entities that perform various activities, mimicking the behavior of real players. NPCs work for companies, purchase goods from the market, buy and sell gold and currencies, and can even become entrepreneurs.
Working
NPCs will seek out jobs based on specific conditions:
Job Search Conditions:
* A NPC may leave their job if there is a better-paid job available on the job market. * The wage cannot be 0. * NPCs search for jobs only within the country that governs the region they live in. * The company owner must have enough money to pay the wage. * The company owner must have enough resources for the NPC to work. * NPCs will not accept jobs that pay less than 80% of the average wage of real players in the country.
Work Conditions:
* Each NPC works once a day. * NPCs have their own "play time" and work at random times, which changes daily. * NPCs produce goods similarly to real players. * NPC work does not count as company activity for pollution.
Consumption
NPCs also simulate consumption by buying items from the market, similar to how real players would. They use the money earned from working to purchase items daily.
Consumption Behavior:
* Purchases can happen at any time. * NPCs aim to spend all their money each day. * They prioritize buying cheaper items. * NPCs buy up to 36 units of food daily, then allocate 80% of their remaining funds to weapons and 20% to tickets. * They use the market of the country they reside in. * Any unspent money is carried over to the next day.
NPC System Goals
The NPC system is designed to:
- Maintain continuous production and consumption in the game.
- Increase the importance of taxes.
- Support production growth.
- Simplify the selling process for players.
- Encourage competition for NPC labor, increasing the use of Country Currency (CC).
Entrepreneur NPCs
Some NPCs are entrepreneurs who can start and manage their own companies. They have unique behaviors:
Entrepreneur Traits:
* Start with a random company and 7.5 CC. * Employ both NPCs and real players. * Spend only 20% of their money daily (compared to 100% for regular NPCs). * Offer competitive wages based on the job market. * Sell produced goods at the lowest prices. * Produce only 33% of the original production for food, weapons, and tickets to simulate resource management. * Create and update job offers randomly during their "play time." * There is a 10% chance of spawning an entrepreneur when a new NPC is created. * Every nation starts with at least 1 entrepreneur NPC.
Birth and Death of NPCs
NPCs are dynamically generated and removed based on the economic activity within a country.
Generation Conditions:
* For every 440g value of companies, 1 NPC can be generated. * Companies owned by active entities (logged in within the last week) contribute to NPC generation. * NPCs appear in the core region of their nation, even if it is occupied.
Deactivation:
* NPCs with higher economic skills are the first to disappear if conditions change (e.g., inactivity, company destruction). * Every country maintains a minimum of 1 NPC.
Entities Limitations
There are limitations to prevent NPC over-reliance:
Company:
* Cannot have more than 2 NPCs working simultaneously.
