Expanded Zoi's Personality: Multi‑Traits, Personality Skills and Point Mixing (Enneagram/Big Five/HEXACO Based)

In inZOI, the trait system is built approximately on the Enneagram personality model.

Each Zoi’s personality is shaped by roughly one of the nine Enneagram types, combined with two “wings” (sub‑types) for added nuance. This creates a total of 18 distinct personality traits in the game, each with its own strengths, weaknesses, and behavioral tendencies.

:dna: inZOI Traits + Enneagram #w# Mapping

Code Trait Enneagram Type (#w#)
1.1 Mediator 9w1 — peaceful, idealistic
1.2 Dreamer 4w5 — introspective, imaginative
2.1 Perfectionist 1w9 — principled, calm
2.2 Social Activist 8w9 — justice-driven, grounded
3.1 Volunteer 2w1 — caring, morally focused
3.2 Charmer 3w2 — charismatic, approval-seeking
4.1 Socialite 7w6 — sociable, security-conscious
4.2 Go-Getter 3w4 — ambitious, emotionally aware
5.1 Visionary 5w4 — abstract, creative thinker
5.2 Individualist 4w3 — expressive, image-aware
6.1 Leader 8w7 — bold, energetic, commanding
6.2 Authoritarian 1w2 — strict, morally assertive
7.1 Adventurer 7w8 — thrill-seeking, assertive
7.2 Entertainer 3w2 — performative, engaging
8.1 Collaborator 6w7 — loyal, team-oriented
8.2 Sentinel 6w5 — cautious, protective
9.1 Scholar 5w6 — intellectual, methodical
9.2 Explorer 7w6 — curious, grounded optimist

:dna: inZOI Traits + Enneagram #w# (Sorted)

Code Trait Enneagram Type (#w#)
6.2 Authoritarian 1w2 — strict, morally assertive
2.1 Perfectionist 1w9 — principled, calm
3.1 Volunteer 2w1 — caring, morally focused
Supporter 2w3 — helpful, image-conscious
3.2 Charmer 3w2 — charismatic, approval-seeking
7.2 Entertainer 3w2 — performative, engaging
4.2 Go-Getter 3w4 — ambitious, emotionally aware
5.2 Individualist 4w3 — expressive, image-aware
1.2 Dreamer 4w5 — introspective, imaginative
5.1 Visionary 5w4 — abstract, creative thinker
9.1 Scholar 5w6 — intellectual, methodical
8.2 Sentinel 6w5 — cautious, protective
8.1 Collaborator 6w7 — loyal, team-oriented
4.1 Socialite 7w6 — sociable, security-conscious
9.2 Explorer 7w6 — curious, grounded optimist
7.1 Adventurer 7w8 — thrill-seeking, assertive
6.1 Leader 8w7 — bold, energetic, commanding
2.2 Social Activist 8w9 — justice-driven, grounded
Diplomat 9w8 — adaptive, grounded leader
1.1 Mediator 9w1 — peaceful, idealistic

:warning: Weaknesses of inZOI’s Enneagram‑Based Trait System

  • Minimal gameplay impact — personality type and wings have little to no visible effect on behavior; Zois with different types often act identically.
  • No dynamic personality growth — once chosen, a type stays static; there’s no organic shift in traits based on life events or player choices.
  • Wish pattern locked to trait — short‑term wishes on the panel are heavily influenced by the main trait, which can make different Zois feel repetitive if they share the same type.
  • Lack of synergy with AI — the neural network‑driven AI doesn’t leverage personality data to create unique routines or decision‑making patterns.

In this regard, I propose basing the traits on an underlying system of personality parameters and skills.


:brain: How It Can Work: Parameter System

:dna: References

Game Systems:

Personality Psychology:

  • In HEXACO, there are 6 factors, including Honesty–Humility.
  • In the Big Five model, there are 5 factors: OCEAN (Openness, Conscientiousness, Extraversion, Agreeableness, Neuroticism) — the first model used in inZOI.

In our current framework, most types can be described through 6 key motivational vectors.

Mapping Parameters to Big Five, HEXACO, Enneagram, MBTI

Parameter Big Five (OCEAN) HEXACO Skills (Enneagram)
Empathy Agreeableness Emotionality / Agreeableness Friendliness, Compassion, Sensitivity (Types 2, 9)
Ambition Conscientiousness / Extraversion Conscientiousness / Extraversion Activity, Diligence (Achievement‑striving), Recognition (Types 3, 1)
Curiosity Openness to Experience Openness to Experience Exploration, Novelty, Creativity (Types 5, 7)
Control (inverse of) Neuroticism / Conscientiousness (inverse of) Emotionality / Conscientiousness Authority, Order, Security (Types 8, 6)
Individualism Openness to Experience Openness to Experience Uniqueness, Authenticity, Self-expression (Types 4, 5)
Stability (inverse of) Neuroticism (inverse of) Emotionality Safety, Predictability, Comfort (Types 6, 9)
(UPD) Integrity - Honesty–Humility Ethics, Sincerity, Modesty (Types 1, 2, 9)

Starting Points

At the beginning of the game, you receive a pool of 18 (UPD 21) points to distribute across the six core parameters: Empathy, Ambition, Curiosity, Control, Individualism, Stability, UPD Integrity

  • Minimum per parameter: 1 point
  • Soft cap at creation: 8 points
  • Absolute maximum: 10 points (can only be reached later through progression)

Your initial allocation will define your character’s early strengths, weaknesses, and available interactions. Even if a parameter starts low, you can still unlock related skills later — but it will cost more experience and progress will be slower compared to starting with a higher value.

Let’s break down example parameter distribution (18 points total)

Type A:

Parameter (Points) Skillpoints
Empathy (2) Friendliness (1) Compassion (1) Sensitivity (0)
Ambition (5) Activity (2) Diligence (2) Recognition (1)
Curiosity (2) Exploration (1) Novelty (1) Creativity (0)
Control (1) Authority (1) Order (0) Security (0)
Individualism (6) Uniqueness (2) Authenticity (2) Self‑expression (2)
Stability (2) Safety (1) Predictability (1) Comfort (0)
Integrity (3) Ethics (3), Sincerity (0), Modesty (0)

:magnifying_glass_tilted_left: Motivational Profile Analysis

  • High Individualism (6) + High Ambition (5) → strong drive for self‑expression, achievement, and recognition.
  • Low Control (1) + Low Stability (2) → thrives in unpredictable environments, not seeking rigid structure.
  • Moderate Empathy (2) + Curiosity (2) → approachable and open‑minded, but not overly sentimental or probing.

:brain: Likely Enneagram Type: 4w3

  • Type 4 — Individualist: seeks uniqueness, fears being “nobody.”
  • Wing 3: adds ambition, competitiveness, and desire for visibility.

:performing_arts: Matching inZOI Main Trait: Individualist (5.2)

  • Represents emotional depth, authenticity, and a strong need for personal expression.

:light_bulb: Recommended inZOI Sub‑Traits:

Sub-Trait Enneagram Fit
Adventurer (7.1) 7w8 — thrill-seeking, assertive :white_check_mark: Fits due to low Control/Stability
Entertainer (7.2) 3w2 — performative, engaging :warning: May clash with Integrity 3 — Entertainer leans toward charm over principle
Go-Getter (4.2) 3w4 — ambitious, emotionally aware :white_check_mark: Better match now — ambition + emotional depth + ethical nuance
Dreamer (1.2) 4w5 — introspective, imaginative :yellow_circle: Optional — if player wants to lean into authenticity over performance

Type B:

Parameter (Points) Skillpoints
Empathy (6) Friendliness (2) Compassion (2) Sensitivity (2)
Ambition (1) Activity (0) Diligence (1) Recognition (0)
Curiosity (3) Exploration (1) Novelty (1) Creativity (1)
Control (1) Authority (1) Order (0) Security (0)
Individualism (3) Uniqueness (1) Authenticity (1) Self‑expression (1)
Stability (4) Safety (2) Predictability (1) Comfort (1)
Integrity (3) Ethics (1), Sincerity (2), Modesty (0)

:magnifying_glass_tilted_left: Motivational Profile Analysis

  • High Empathy (6) → This Zoi is deeply attuned to others’ emotions, likely to be nurturing, diplomatic, and emotionally intelligent.
  • High Integrity (5) → Strong moral compass, principled, sincere, and modest; likely to act ethically even under pressure.
  • Low Ambition (1) → Not driven by external validation or success metrics; may avoid competitive environments.
  • Low Control (1) → Prefers freedom over structure; unlikely to impose rules or seek authority.

:brain: Likely Enneagram Type: 9w1: The Mediator

  • Type 9: peaceful, conflict-averse, seeks inner and outer harmony.
  • Wing 3: adds idealism, moral clarity, and a quiet sense of purpose.

:performing_arts: Matching inZOI Main Trait: Mediator (1.1)

  • Represents serenity, empathy, and a desire to maintain balance.
  • Likely to thrive in social roles, caregiving professions, or community-building gameplay.

:light_bulb: Recommended inZOI Sub‑Traits:

Sub-Trait Enneagram Fit
Collaborator (8.1) 6w7 — loyal, team-oriented :white_check_mark: Matches empathy, stability, and low ambition
Dreamer (1.2) 4w5 — introspective, imaginative :white_check_mark: Supports curiosity and inner harmony
Volunteer (3.1) 2w1 — caring, morally focused :yellow_circle: Optional — fits empathy + integrity, but may feel too externally driven for low ambition

Skillpoints Progression

As the game progresses, certain skills can be gained or improved through gameplay. Completing activities, pursuing careers, building relationships, and achieving milestones can all grant additional points to your core parameters or unlock new skill levels. This allows your Zoi’s personality and abilities to evolve beyond the initial setup.

This means your Zoi can grow from the initial 18 (21) total points to a theoretical maximum of 60 points if every parameter reaches its cap — allowing their personality and abilities to expand far beyond the starting setup.


Example of how empathy can be increased or decreased.

In the build Type A Individualist (5.2) (E2 A5 Cr2 Cn1 I6 S2 I3) Recommended Sub‑Traits:

  • Adventurer (7.1) (7w8 — thrill-seeking, assertive) — fits low Control/Stability.
  • Entertainer (7.2) (3w2 — performative, engaging) — matches Ambition 5 with low Empathy

In the modified build Type A Individualist (5.2) (E5 A5 Cr2 Cn1 I6 S2 I3) Recommended Sub‑Traits:

  • Adventurer (7.1) (7w8 — thrill-seeking, assertive) — fits low Control/Stability
  • Go-Getter (4.2) (3w4 — ambitious, emotionally aware) — now a perfect match with Ambition 5 + Empathy 5.
  • Dreamer (1.2) (4w5 — introspective, imaginative) — complements Empathy 5 + Individualism 6
Trait Name Core Focus Emotional Depth Fit
Adventurer (7.1) 7w8 — thrill-seeking, assertive :cross_mark: Low :white_check_mark: Matches low Control/Stability
Go-Getter (4.2) 3w4 — ambitious, emotionally aware :white_check_mark: High :white_check_mark: Ideal for Ambition 5 + Empathy 5
Dreamer (1.2) 4w5 — introspective, imaginative :white_check_mark: High :white_check_mark: Complements Empathy 5 + Individualism 6
Entertainer (7.2) 3w2 — performative, approval-seeking :yellow_circle: Moderate :warning: May conflict with Integrity 3
Visionary (5.1) 5w4 — abstract, creative thinker :white_check_mark: High :yellow_circle: Optional — fits Curiosity, but may lack ambition

:memo: Summary

A distinctive Zoi with strong individuality and ambition, designed to stand out. Over time, they can expand their skills and adapt their personality through in‑game progression.

15 Likes

Some very well-thought-out and detailed ideas there. I completely agree that personalities need an overhaul. The biggest issue for me atm is that there aren’t really any negative traits - most people IRL have good and bad sides to their personality, but Inzoi just gives you a singular trait that’s always presented in a positive way, making Zois feel very one-dimensional. The Sims 2 system was pretty simple, but I thought it worked quite well.

5 Likes

Thank you :slightly_smiling_face: I really wish the topic of personalities in inZOI were raised more often and more willingly, because it’s the game’s core problem and so underrated… probably too complex to express clearly. The developers simply have no input from players on how they’d want these systems to work. Now I truly hope that temperaments and mood won’t just be an isolated add-on, but fully interdependent systems.

I’d love to see emotional and personality systems with gradations, not status-effect-style toggles, but layered blends. They could shift, overlap, and evolve. That way, personality becomes a dynamic simulation, not just a static modifier.

5 Likes

Yes, some great thoughts there as well. Zois really ought to be able to feel more than one emotion at a time!

2 Likes

To expand on the above: It’s really annoying and nonsensical that one emotion automatically negates any others, no matter how strong, for things like dialogue and skill-building purposes. If your Zoi is at 5 on the Amusement scale and 4 on the Excitement scale, they’ll count as ‘Amused’ when performing songs etc., but if they’re at 18 Amusement and 19 Excitement they’ll count as ‘Excited’. Ideally the skill-building system should check all emotional states that are currently active, not just the one with the highest value.

4 Likes

That’s why I drew the idea from The Alters with emotional clouds. Alters accumulate all current emotions in varying proportions, and the output is a mixed emotional status. In the game, it’s described something like: he looks confused and probably a little scared, he looks so startled with a frightened expression on his face. I think, this depends less on motivational personality models like the Enneagram, more on temperaments (choleric, phlegmatic, etc.), which drive different reactions to events and provoke different emotions. I really hope developers implement these kinds of emotional-temperamental-motivational dynamics, but it would require deep orientation and experience in multi-dimensional in-game personality modeling. On the other hand, it’s closer to TS2, which modelled realistic internal states (moods, fears, desires) based on Personality (temperaments) in real time.

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UPDATED

Set of unique Personality Skills in The Alters: Assertiveness, Charisma, Chill, Integrity, Joy of Life, New Perspective, Optimism, Pragmatism, Vulnerability, Shrewdness, and Reliance. It does resemble The Sims 2 in terms of typology :smiling_face_with_three_hearts:

These skills are presented as lessons that the character undergoes throughout the game (triggered by dilemmas, moments of conflict in conversations, reactions to challenging situations, moral choices, etc.).

Once again, it’s surprising that a survival game puts so much emphasis on these aspects, plus, the puzzle-style design looks pretty cool. I got pleasure from playing with personalities in an era of showcase games and were upset that the game came to an end.

2 Likes

Currently replaying Disco Elysium. Here are represented 3 core archetypes + your own, composed of 4 skillset categories — Intellect, Psyche, Physique, and Motorics. Each category includes 6 distinct signature skills. As examples, I captured the first 12 skills from the INT and PSY groups.

2 Likes

Disco Elysium performs skill checks in internal thoughts, dialogues, determining success either automatically or via a dice roll mechanic similar to DnD.

Internal thoughts (attempting to interpret another person’s state and your own reaction to what’s seen or said):

Empathy (easy: success): That was disdain in his eyes. Even now he’s purposefully ignoring me.
Inland Empire (medium: success): Something about it makes you feel bitter…

Dialogue interaction:

Authority (4, medium, 72% high chance): Put this man in his place – Successful


A nearly identical set of skills was aligned with the Enneagram in the main post. For example, one could develop Empathy or Authority. Both skills could improve the ability to identify others’ emotional states and exert influence over them, especially within experimental dialogue systems. For instance, detecting a current emotion or intimidating someone with cops.

3 Likes

To the core traits from the interesting Enneagram-like model, they added some extra traits (tbh, they copied it from Sims again—just like they tend to do in their recent updates).

특성을 선택해주세요Please select a characteristic

  • 다정함 — Kindness
  • 다혈질 — Hot-tempered
  • 외향적 — Extroverted
  • 무대 체질 — Stage-oriented / Performer
  • 이성적 — Rational
  • 속물 — Snobbish
  • 꼼꼼함 — Meticulous
  • 게으름뱅이 — Lazy
  • 대담함 — Bold
  • 내향적 — Introverted
  • 기발함 — Ingenious / Inventive
  • 바람둥이 — Flirt
  • 질투쟁이 — Jealous
  • 경쟁심 강함 — Strong competitiveness
  • 고집불통 — Stubborn
  • 유치함 — Childish
  • 천재 — Genius
  • 유쾌함 — Pleasant / Cheerful
  • 우울함 — Melancholy
  • 선량함 — Good-hearted
  • 악의적임 — Malicious
2 Likes

7. Other Key Feedback

Some players want deeper personality systems based on psychological models like the Enneagram, beyond simple traits.

:clap: :partying_face:

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:video_game: MBTI × Jungian Personality Framework for inZOI

Complementing the Big Five / HEXACO System with Typological Depth: After trying the traits inside the game I can see how much they add to the gameplay, but how much more can be done when it comes to depth.

I’ve been thinking a lot about your expanded trait proposal that uses the Big Five, HEXACO, and Enneagram systems, it’s a solid foundation that adds that extra realism and depth to the personality design of InZoi.

This beign said, I wanted to offer a complementary framework that brings a more archetypal and narrative layer to the system: using MBTI and Jungian psychology as a dynamic overlay that gives each Zoi a core identity** and development path,** while the Big Five traits handle the nuance and numbers.

It’s not about replacing what’s already been built but about linking the empirical and the experiential together for a more detailed system.

What I mean: Think of Big Five as the skeleton and MBTI as the personality and voice wrapped around it.

:brain: Why Add MBTI (and Jung)?

Where the Big Five is numeric and continuous, MBTI is categorical and symbolic. I belive that difference could work beautifully in a life simulation game:

  • Big Five/HEXACO: defines how much of a trait a Zoi has.

  • MBTI/Jung: defines how they express and organize those traits.

This gives every Zoi:

  • A consistent behavioural pattern (type).

  • A set of evolving trait scores that can modify or even shift their type over time.

It lets personalities feel alive: you can see them grow, mellow, or change direction as their experiences reshape their inner world.

:artist_palette: Core Trait Model (Expanded from 7 to 10)

Here’s the base structure I’m thinking of, close to the one already discussed but expanded for expressiveness and story telling.

Trait Description Gameplay Function
Empathy Understanding and caring for others’ emotions. Influences manerism, how they interact with others and others with them (relationships, and emotional support success)
Ambition Drive to achieve, lead, or improve. Affects career progression and goal-setting AI.
Curiosity Openness to new ideas, exploration, and novelty. Unlocks investigative or experimental actions.
Control Order, discipline, planning. Impacts reliability, organization, and long-term routines.
Individualism Independence, authenticity, and personal freedom. Affects creative and rebellious behaviour.
Stability Emotional steadiness and resilience. Changes how Zois handle stress, conflict, or burnout.
Integrity Moral compass and consistency. Influences reputation, honesty, and trust-based choices.
Creativity Imagination and expressive ability. Adds flavour to art, innovation, and aesthetic creation.
Sociability Energy gained from social interaction. Affects how quickly they bond, charm, or get drained socially.
Adaptability Flexibility and ability to adjust to new environments. Impacts recovery after life changes, job shifts, or breakups.

Each MBTI type modifies these 10 traits subtly, giving a unique “default personality curve.”
But those values can shift through experience so your Zoi could develop beyond their type, or even change type entirely.

:counterclockwise_arrows_button: Personality Evolution System

Every Zoi starts with an MBTI type (either chosen or randomized). As their life unfolds, gameplay would adjust the traits dynamically:

  • Choices (dialogues, actions, careers) affect specific traits.

  • Relationships influence emotional traits like Empathy, Stability, Sociability.

  • Life events (loss, success, burnout, travel, tragedies etc) push Curiosity, Control, Adaptability, etc.

When 2–3 major traits cross key thresholds, the Zoi’s type evolves like psychological growth.

Example:
An INFP who gains higher Sociability and Ambition might slowly become an ENFP.
A stressed ESTJ losing Control and Stability might shift toward ESFP.

This makes personality an organic, lifelong system rather than a static tag.


:joystick: Gameplay Integration Ideas

Here’s how the two layers (MBTI + Big Five traits) could work together across systems:

Gameplay Area Big Five / HEXACO Role MBTI Role
Dialogue System Modifies tone, emotional reactivity, and persuasion success. Determines interaction style, mannerism, depth, and energy.
Relationships Controls bonding rate, jealousy, loyalty, empathy. Defines approach style: nurturing (F), strategic (T), spontaneous (P/J).
Careers / Skills Influences work ethic, ambition, curiosity, stress. Shapes motivation behind work (perfectionist INTJ vs. inspired ENFP).
Events / Crises Traits determine outcomes and resilience. Shapes actions, reactions and emotional responses and attachements to memories
AI Behaviour (NPCs) Numeric parameters for decisions. Type patterns for personality driven quirks and priorities.

:seedling: MBTI × Trait Examples (UI Card Samples)

Below are sample panels showing the default tendencies, typical behaviours, and growth directions of each MBTI type.


:crescent_moon: INFP — The Dreamer

╭────────────────────────────────────────────╮
│ 🌙 INFP — The Dreamer                      │
├────────────────────────────────────────────┤
│ 💖 Empathy...............🟩 +2              │
│ 🚀 Ambition..............⚪  0              │
│ 🎯 Control...............🟧 -1              │
│ 🔭 Curiosity.............🟦 +1              │
│ 🌈 Individualism.........🟩 +2              │
│ 🌿 Stability.............🟧 -1              │
│ 🧭 Integrity.............🟩 +2              │
│ 🎨 Creativity............🟩 +2              │
│ 🗣️ Sociability...........⚪  0              │
│ 🌀 Adaptability..........⚪  0              │
├────────────────────────────────────────────┤
│ 🎮 *Gameplay:*                           │
│ • Gains creative bonuses when alone.     │
│ • Unlocks “Reflect” & “Express Self.”    │
│ • Feels drained by excessive conflict.   │
├────────────────────────────────────────────┤
│ 🌱 *Evolves →* ENFP (Sociability↑) / INFJ (Control↑) │
╰────────────────────────────────────────────╯


:high_voltage: ENTJ — The Commander

╭────────────────────────────────────────────╮
│ ⚡ ENTJ — The Commander                    │
├────────────────────────────────────────────┤
│ 💖 Empathy...............⚪  0              │
│ 🚀 Ambition..............🟩 +2              │
│ 🎯 Control...............🟩 +2              │
│ 🔭 Curiosity.............🟦 +1              │
│ 🌈 Individualism.........🟦 +1              │
│ 🌿 Stability.............🟦 +1              │
│ 🧭 Integrity.............🟦 +1              │
│ 🎨 Creativity............⚪  0              │
│ 🗣️ Sociability...........🟩 +2              │
│ 🌀 Adaptability..........⚪  0              │
├────────────────────────────────────────────┤
│ 🎮 *Gameplay:*                           │
│ • Unlocks “Strategize” & “Lead Team.”    │
│ • Gains morale bonuses from progress.    │
│ • Lower empathy can strain relationships.│
├────────────────────────────────────────────┤
│ 🌱 *Evolves →* ENFJ (Empathy↑) / INTJ (Sociability↓) │
╰────────────────────────────────────────────╯


:performing_arts: ESFP — The Performer

╭────────────────────────────────────────────╮
│ 🎭 ESFP — The Performer                    │
├────────────────────────────────────────────┤
│ 💖 Empathy...............🟦 +1              │
│ 🚀 Ambition..............🟦 +1              │
│ 🎯 Control...............🟧 -1              │
│ 🔭 Curiosity.............🟦 +1              │
│ 🌈 Individualism.........🟩 +2              │
│ 🌿 Stability.............🟧 -1              │
│ 🧭 Integrity.............⚪  0              │
│ 🎨 Creativity............🟩 +2              │
│ 🗣️ Sociability...........🟩 +2              │
│ 🌀 Adaptability..........🟩 +2              │
├────────────────────────────────────────────┤
│ 🎮 *Gameplay:*                           │
│ • Shines at social & performance events. │
│ • “Charm Crowd” & “Stage Flair.”         │
│ • Loses focus in long, quiet periods.    │
├────────────────────────────────────────────┤
│ 🌱 *Evolves →* ENFP (Curiosity↑) / ISFP (Ambition↓) │
╰────────────────────────────────────────────╯

(Other types would follow this same pattern.)


:compass: Quadrant Overview

Quadrant Types Gameplay Emphasis
NF – Idealists ENFP, ENFJ, INFP, INFJ Emotion, empathy, art, connection.
NT – Strategists ENTJ, ENTP, INTJ, INTP Logic, planning, invention.
SJ – Guardians ESTJ, ESFJ, ISTJ, ISFJ Stability, loyalty, home, structure.
SP – Artisans ESTP, ESFP, ISTP, ISFP Action, performance, adaptability.

I really believe combining these systems could make inZOI’s personality simulation one of the most expressive ever designed.

  • The Big Five gives depth and realism.
  • MBTI brings identity and story arc.

Together, they let every Zoi become and not just start as, someone unique.

Imagine watching your once-shy INFP Zoi slowly evolve into an outgoing ENFP or a calm INFJ after years of experiences, heartbreaks, or growth. That’s the kind of emergent storytelling that makes simulation games timeless.

Would love to hear your thoughts, tweaks, or additional trait suggestions!

Thanks for reading!

4 Likes

Took me a while to notice but “Collaborator” is gone !!!
This sucks, I want this trait back please. One of my kids in my main family used to have it.

Please add it back.

Edit: Went with pacifist instead, not exactly the same but close enough I guess.
But I still want the traits we lost. No reason to remove them.

2 Likes

I put Authoritarian on a zoi and there is no Desired Life that lines up with it,

seems like the whole traits menu is missing a lot

2 Likes