Feels like a fusion of the Karma System thread and the ideas based on City Stability Control. I really appreciate these fantastic ideas and would love to highlight some of them separately.
Why This Matters
The Karma system now tracks over 250 Zois plus 12 residential lots â meaning roughly 250â300 agents in active simulation. The game hands you full responsibility for their Karma and simulates all of them on your CPU, even though many serve no real purpose beyond (distracting) background noise. For many players, the real focus is their own household. And yet, even with this amount of Karma-tracked Zois, the city still doesnât feel truly alive.
Thatâs why I suggest putting some of them into agent simulation (incl. offline) â like in Sims 3, some in macro / group simulation, where multiple agents are simulated as part of a shared behavioral system and letting the rest act as crowd filler, driven purely by globally set sliders, etc.
Partial references: Cities: Skylines, Watch Dogs: Legion
City Stability Global Sliders
The global sliders shown in the screenshot need to be made more impactful. For example, if the City Safety is low, the city should feel unsafe: actual crimes and arrests happening around the city. Same with Health Level â outbreaks, ambulances rushing around.
Source: Can âInZOIâ Stop the 97.5% Monopoly of The Sims? #inzoi #interview #lifesim
This way, players would simply configure the city to their liking, with a toggle for dynamic City Stability changes â allowing Karma system to modify this parameters or remain static, so that multiple gameplay scenarios can coexist within a single city.
Scarlett: I wish the karma system would show actual consequences, when the karma is very low and a lot of people fall under the bad zoi category, the city should be more prone for crime and stuff.
Dattgal: On a playerâs home lot there could be more of a chance that your house can be burgled or vandalized. Having a porch pirate steal your packages or the stuff you ordered arrive damaged can be a result of negative carma. Or even your Zoi is more likely to get scammed online.
SmallArchangel: Karma system also could be connected to the City Appearance, so that the city would become more dirty and run-down as the low-karma citizens take less responsibility (broken windows, evidence of crime and trash everywhereâŠ) Now that would be a real and tangible consequence.
joyfuljj: Instead of being something to force you to play morally good characters, it could simply be more of a basis for what NPC characters do, feel, and experience in their day to day life!
At the same time, allow Karma system tracking only for followed Zois, reflecting how players typically manage households or control broader city behavior (Disabled â Only My Zoi â Only Active Family â Followed Resident Familes (for Family Rotation) â Followed Zois up to 255)
theboynub: It seems to me that it should definitely be like this: a switch and setting up functions.
Local Twitter (Chirper, Bubbly)
A kind of local Twitter triggered in response to Karma/City Stability states, flooded with complaints or cheers â similar to Chirper from Cities: Skylines. Every actively simulated (followed) Zoi could share posts reflecting their emotions, intentions, and their personal milestones (lifepath by CSII).
joyfuljj: An app like that as like a feed on inZoi to get a glimpse into lives of others, gossip, ups and downs would be cool.
New Bubbly App concept!
Macro / Group Simulation
How can this dynamic be implemented, considering that so many players want to see both Zoi group activities and a significant layer of textured events such as crime?
Zois generated by the game and actively simulated (250+ by default) could be grouped into families that the game tracks based on preset scenarios (50, 100, âŠ). Each family has a plot and a type â single, with partner, children, elderly, ⊠â which determines how the game assigns them to social groups and gathers them into family groups.
When it comes to housing for these Zois (officially without a home), Iâm reminded of a Discord post suggesting that all Zois in the simulation should be able to rent housing. Just like in other games, it could be a simple rabbit hole â especially since some Zois already leave random homes. Maybe Bliss Bay shouldnât be downsized after all?
At the start of the cycle, pathfinding and regrouping begin.
Employed Zois go to work (in working groups), children go to school (in school groups). Transport depends on availability: walking, bicycle, public, car; efficiency and tiers influenced by Enneagram+MBTI and Karma.
Free Zois may cluster into social groups and participate in shared activities (Various activity options for Zois are presented here: ( City Activities â Crowd Behavior, Emotionally Textured NPC Actions, and Social Flow (with references) ) or remain within family groups (e.g. mothers with children, lawn moving, household chores).
When a Zoiâs assigned scenario is interrupted by the player or the scheduler, they are extracted from their current group, cease to function as part of it, and are reassigned to another group if the event requires it.
For example, if a Zoi gives birth, gets into an accident â the game moves them to medical group via ambulance. If a Zoi commits a crime and gets caught, they are moved to the police group via police car. If a Zoi experiences a fire, a firefighter group is dispatched to their location.
By evening, Zois in couples or families with children reunite in their groups and spend time together (parks, playgrounds). Singles gather and go to public places (cafés, clubs) where may form new pairs based on chemistry/Enneagram+MBTI compatibility (queued for offline logic).
Additional Zois can be connected to these, acting as crowd filler, controlled by global sliders and used to populate the city up to the Maximum Population (300, 500, âŠ).
By night, the game performs final logic pass, applying all recorded changes: births, relationships, karma/status shifts.
In the context where every actively simulated (followed) Zoi can share posts reflecting their personal milestones, Local Twitter will display all such events:
First day in the city âAlright, my first day at Bliss Bay!â
Moving in with another Zoi âMoving in with Goufang Luo! What a happy day!â
Breakup âMaybe youâre the right person, Raven Miller, but this just isnât the right time for us. Iâm so sad but I just have to go.â
Marriage âI canât believe I finally got married to Olivia Abbott!â
Additionally, through the city manager window, players can receive a summary and partially influence Zois behavior, families merging, separating etc.
The cycle repeats. On weekends â more leisure, on holidays â events and behavioral shifts.
In Watch Dogs: Legion, NPCs live semi-autonomous lives shaped by schedules, traits, and social roles. Each character has a job, habits, relationships, and a personal backstory generated by the gameâs census system. They move through the city, go to work, interact with others, and respond to player actions â forming a dynamic social sandbox where even background civilians can become playable operatives with unique skills and emotional depth.
Source: How the Watch Dogs Legion NPC system actually works
The post is being updated.






