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Relationships

Every NPC keeps a separate relationship with each player and with other NPCs.

The numbers

ValueMeaning
FriendshipGeneral closeness
RomanceRomantic interest
TrustWillingness to accept requests
AffinityShort-term reaction to your last actions

Status ladder

UNKNOWNSTRANGERACQUAINTANCEFRIENDGOOD_FRIENDBEST_FRIEND

Romantic branch: DATINGENGAGEDMARRIED. 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

ActionEffect
ChatSmall, reliable gain
Tell a jokeDepends on her sense of humour
FlirtRomance, if she is receptive
Give a favourite giftLarge gain
Feed her when hungryLarge gain — bigger than an ordinary gift
InsultLoss, 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.

Nobody gets dragged out of bed

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.