Relationships
Every NPC keeps a separate relationship with each player and with other NPCs.
The numbers
| Value | Meaning |
|---|---|
| Friendship | General closeness |
| Romance | Romantic interest |
| Trust | Willingness to accept requests |
| Affinity | Short-term reaction to your last actions |
Status ladder
UNKNOWN → STRANGER → ACQUAINTANCE → FRIEND → GOOD_FRIEND → BEST_FRIEND
Romantic branch: DATING → ENGAGED → MARRIED.
Negative branch: RIVAL and ENEMY.
Status changes what she says to you. The same greeting has different wording for a stranger and for a spouse.
Raising it
| Action | Effect |
|---|---|
| Chat | Small, reliable gain |
| Tell a joke | Depends on her sense of humour |
| Flirt | Romance, if she is receptive |
| Give a favourite gift | Large gain |
| Feed her when hungry | Large gain — bigger than an ordinary gift |
| Insult | Loss, and she remembers |
She remembers
NPCs keep a memory of events. Insulting one has an effect that lasts beyond the moment: for a while afterwards she greets you differently.
NPC to NPC
NPCs talk to each other on their own when their social need drops. A conversation raises both sides' social need and builds friendship between them, and that friendship survives a server restart.
Mood spreads through these conversations. An AGGRESSIVE NPC, or two who are already enemies, turn
the conversation into an argument instead: both walk away in a worse mood and like each other less.
An NPC who is asleep or working is never picked as a conversation partner. And if energy runs out mid-conversation, she abandons the chat and goes to bed — the partner left behind does not freeze.
Marriage
Give a wedding ring (simtale:wedding_ring) to an NPC with high romance and friendship and she
accepts. Married NPCs share a home.
If the numbers are not high enough, she turns you down.