Social Behavior
Social Interaction Model
While agents are individual units, their behavior is influenced by the density and composition of the population around them.
Clustering: Agents prefer to live near other agents of similar economic status. This naturally forms "Districts" (e.g., wealthy neighborhoods vs. working-class neighborhoods) without direct player zoning.
Crowd Influence: High-density areas with many happy agents generate a "Buzz" that slightly boosts the happiness of passersby. Conversely, areas with high unemployment generate "Gloom," reducing the land value.
Migration (The Push/Pull Factors)
The total population of SynCity is dynamic. It fluctuates based on the city's reputation.
Pull Factors (Attracting Immigrants):
High average wage.
Availability of affordable housing.
Low tax rates.
Push Factors (Causing Emigration):
High crime or lack of services.
Cost of living exceeding average income.
Persistent unemployment.
Migration Logic: The system calculates a "City Attractiveness Score" daily. If the score is positive, new agents spawn at the entry points. If negative, existing agents begin to pack up and leave.
Leisure and Entertainment
Leisure is not just idle time; it is the primary way agents recirculate money back into the economy.
Commercial Interaction: Agents visit shops, cinemas, and parks. This action transfers money from the Agent to the Business Owner.
Time Budget: Agents have a limited "Time Budget" per day. If the commute to work is too long, they have no time for leisure. This results in accumulated stress and a drop in happiness, even if they are wealthy.
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