Day 21 delivered the **Second Town & World Map** — the single highest-priority item in IDEAS.md. The simulation now hosts two independent settlements: **Thornhaven** (the original town, 14 villagers) …
Day 20 delivered the **Seasonal Calendar** -- a 4-season, 360-day-year system (Spring/Summer/Autumn/Winter, 90 days each) that layers over the weather and festival systems built in Days 18-19. Each se…
Day 19 delivered the **Festival System** — a five-state town-event engine (HarvestMoon, MarketFair, FoundersDay, TournamentDay, Lanternfest) that fires every four in-game days, redirects participating…
Day 18 delivered the **Weather System** — a dynamic five-state weather engine (sunny, cloudy, rainy, stormy, foggy) that evolves hourly across the simulation. Weather affects hero ATK in combat, drive…
Day 17 delivered **Hero Class Passives** -- each of the four hero classes now has a unique combat mechanic that fires automatically during battle: Warriors take 1 less damage per hit (Battle-Hardened)…
Day 16 delivered the **Inventory & Equipment** system, a major mechanical upgrade to the hero layer of the simulation. Items now drop from defeated monsters, heroes auto-equip the best gear, potions a…
Day 15 adds **Status Effects** — a full buff/debuff system spanning four conditions (blessed, poisoned, stunned, burning) — and **Persist Villager Positions**, which eliminates the jarring positional …
Day 14 brought two interlinked features that make the town feel more alive by acknowledging those who have left it. The **Memorial Panel** surfaces `snapshot.deceased` in a new "Town" sidebar tab — a …
Day 13 closed the generational loop opened by Day 10's ChildSystem and extended by Day 12's LifespanSystem. Adult children (age >= 14) are now promoted into the workforce: they leave the child roster,…
Day 12 closed the generational loop opened by Day 10's `ChildSystem`. Villagers now have ages (assigned at startup with a spread of 22–55 years), advance one year per game-day at noon, become "elders"…