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Tasks & Scheduling

Everything a person does is a task, and every task has a location. There are twenty task families:

Gathering · Harvesting · Hunting · Husbandry · Crafting · Construction · Transport · Trade · Shopping · Service · Domestic · Combat · Study · Teaching · Worship · Socialising · Recreation · Travel · Rest · Civic Duty · Personal Maintenance

A daily plan is continuous (block-tags, not hard boundaries), assembled by layering: block template + role template + household template + modifiers + obligations + store-driven shopping + discretionary fill + travel inserts.

A need does not interrupt the day in real time — it shapes the next plan. Only four things interrupt in real time:

  1. acute events,
  2. mandatory modifiers,
  3. plan invalidation,
  4. player intervention.

The minimum tick is one day; slower cadences layer above. Travel uses a precomputed waypoint graph (the basis for Explore & Navigate).