Work Behaviours
Work behaviours define the structured work an agent performs as part of a role in society.
Creating work behaviours
Create work behaviours in CIVIL-AI-SYSTEM -> Behaviour Tree Editor.
The goal is to describe a job in layers, from broad responsibility down to concrete scene actions.
Node types
Work trees use five main layers.
Job
The top layer is the full role.
Examples:
- Blacksmith
- Innkeeper
- Guard
- Miller
This layer contains high-level settings such as timing and whether the agent must be at a valid workplace before beginning duties.
Duty
A duty is a major responsibility within the job.
For a blacksmith, duties might include:
- maintain the forge
- fulfill tool orders
- restock raw materials
Task
Tasks break a duty into manageable pieces.
For maintain the forge, tasks might include:
- collect coal
- light or tend the fire
- move finished work from the anvil area
Method
Methods describe alternate ways to complete the same task.
This gives agents flexibility. For example, collect coal could mean:
- take coal from the smithy store
- take coal from a shared workplace supply area
Action
Actions are the concrete scene steps such as:
- move to a location
- interact with an item
- play an animation
- use a point of interest
Actions are shared building blocks across behaviour types.
Best practice
Design from the top down
Start with the job title, then define the duties, then the tasks, and only then the methods and actions.
This helps keep the tree readable and avoids duplication lower down.
Keep duties distinct
If two duties feel nearly identical, they probably belong under the same duty with separate tasks.
Make methods about fallback, not complexity
Use methods when the same result can be achieved in more than one way. Do not use them just to make a tree look larger.
Medieval fantasy example: Blacksmith
Here is a concrete example of a believable work breakdown for a medieval town.
Job
Blacksmith
Duty 1
Prepare the forge
Possible tasks:
- gather coal
- gather metal stock
- move to forge station
- start the workday at the anvil
Duty 2
Forge useful goods
Possible tasks:
- heat metal
- hammer a tool head
- cool the workpiece
- place finished item in output storage
Duty 3
Keep the workshop supplied
Possible tasks:
- check raw material storage
- fetch charcoal or ore
- return tools to the correct place
Example method breakdown
Task: gather coal
Possible methods:
- use personal workshop stockpile
- use shared workplace fuel crate
Example action chain
Method: use shared workplace fuel crate
Possible actions:
- move to fuel crate
- interact with crate
- take coal item
- move to forge
- play stoking animation
How to judge whether a work tree is good
A good work tree is:
- easy to read from the top down
- believable in the world context
- robust when one method is unavailable
- tied to scene objects that actually exist
Next step
Read Using the Behaviour Tree Editor while building your first work tree.