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Personality

Personality

Kind Traits of a person
Traits caution, curiosity, sociability, aggression
Rolled once, at the start, per villager
Since Phase 1
Status designed · Phase 1
Technical DecisionSystem · Scenarios and templates

Two villagers in the same place, seeing the same fire, with the same hunger, will do different things. Personality is why. Every villager is rolled at the start with four traits, each a number between none and a lot, and those numbers tilt every choice they make. The same village with different rolls tells a different story — and the game rolls them from the world's seed, so the same seed gives the same people every time.

The four traits

Trait Low High What it changes
Caution brave cautious How hard danger pushes. The cautious flee a burning building; the brave run for a bucket. The game calls someone cautious when caution is high and brave when it is low.
Curiosity settled curious How much an idle moment turns into a walk somewhere new. Curious villagers are the ones who find out that the deep-forest bushes have regrown.
Sociability loner sociable Rolled now, matters from Phase 2, when villagers talk: who shares what they know, who asks for help, who hoards.
Aggression gentle hot-tempered Rolled now with a low ceiling — this is a village, not a warband — and matters when conflict arrives in later phases.

In Riverside Village, caution is rolled between a little and a lot, curiosity from moderate to high, sociability across the whole range, and aggression never high.

What you see

The feed and the character card describe people by their traits in words — Kira (cautious) fled to the village square. You will not see the numbers in the player view; you will see cautious, curious, sociable. The numbers are there in the Developer Studio if you want them.

The flee-or-fight split

The clearest thing personality does in Phase 1 happens when a building burns. Everyone who feels the heat has the same need — safety — but two ways to serve it: get away, or get water and fight. Caution decides. The game is tuned so that in most villages both happen: a crowd running for the square, and a few people running the other way with buckets. If a village is rolled all-cautious, nobody fights the fire. That is not a bug; that is who they are.

History

Phase Change
1 Introduced: four traits, rolled per villager; caution and curiosity shape every decision; sociability and aggression are rolled but wait for later phases.

See also

Villager · Needs · Fire and heat · Water and buckets · Technical: DecisionSystem