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Version: 0.15.0

Need Behaviours

Need behaviours define how agents recover something they are missing.

They are not limited to survival-style needs. You can use them for any recurring pressure that should compete for an agent's attention.

Creating need behaviours​

Create need behaviours in BardTreeLtd/Civil AI/Behaviour Tree Editor.

Compared with work trees, need trees are simpler. They are about choosing the best available recovery method and performing the required actions.

Node types​

Need trees use three main layers.

Need​

The top layer defines the overall need.

This layer usually controls:

  • the identity of the need
  • the valid value range
  • the weighting curve that influences urgency

Examples:

  • Rest
  • Hunger
  • Warmth
  • Entertainment

Method​

Methods describe different ways to satisfy the need.

Each method can restore the need by a different amount, which makes some options better than others.

Example for Rest:

  • sleep in owned bed
  • rest on shared bench
  • rest near a hearth

Action​

Actions are the concrete scene steps required to perform the method.

Examples:

  • move to bed
  • claim a seat or bed
  • play sleeping animation
  • wait for completion

Best practice​

Think in terms of quality tiers​

Need methods work well when the agent has several levels of quality available.

For example:

  • best option: owned bed at home
  • acceptable option: bunk in workplace quarters
  • emergency option: rest on a bench

This makes the simulation feel more resilient and more believable.

Use weighting to control urgency​

If a need should interrupt almost everything when it becomes severe, make sure its weighting supports that.

If it is a softer need, keep its urgency lower so work and essential needs can win more often.

Medieval fantasy example: Rest​

Here is a concrete need breakdown for a medieval town NPC.

Need​

Rest

This represents tiredness building over time until the agent must recover.

Method 1​

Sleep in owned bed

Why it is good:

  • high fulfillment
  • believable home behaviour
  • strong identity for residents

Possible actions:

  1. move to house
  2. move to bed point
  3. play sleep or lie-down animation
  4. remain in state until enough rest is restored

Method 2​

Rest on tavern bench

Why it is useful:

  • fallback when home is unavailable or too far away
  • lower fulfillment than a proper bed

Possible actions:

  1. move to tavern seating area
  2. claim a seat or valid point of interest
  3. play seated idle or resting animation
  4. restore a smaller amount of rest

Method 3​

Warm by the hearth

Why it helps:

  • suitable for short recovery
  • good for scenes where agents do not fully sleep yet still reduce pressure

Possible actions:

  1. move to hearth point
  2. face the fire
  3. play idle warming animation
  4. restore a modest amount of rest

A useful design question​

When creating a need, ask this:

What does the best version of solving this look like, and what are the believable fallback versions?

That question usually leads to better methods than thinking only about a single perfect outcome.

More medieval fantasy examples​

These examples are intentionally compact. The goal is to help you quickly map a need to believable methods and action sequences.

Hunger​

Need idea: a villager becomes hungry over time and needs to eat.

Possible methods:

  • eat at home
  • eat at the tavern
  • eat carried food on the spot

Example action chains:

  • Location Entrance -> Locate -> Pick Up
  • Mount, or Locate, with a POI action done seated
  • Pick Up -> Idle

How to think about it:

  • home eating should usually be a stronger fulfillment option than improvised eating
  • tavern eating is a good social fallback if home is unavailable or far away
  • carried food is a useful emergency method when you want resilient NPC behavior
  • an agent stays seated between seated actions, so resting and then eating at the same table is one sit-down. See Staying seated

Warmth​

Need idea: an agent becomes cold and seeks heat.

Possible methods:

  • warm by home hearth
  • warm by tavern fire
  • warm by workplace furnace

Example action chains:

  • Location Entrance -> Locate
  • Locate in Zone 1 -> Idle
  • Locate -> Idle

How to think about it:

  • warmth is often best represented as a short recovery need rather than a long occupation
  • workplace warmth can be weaker than home warmth if you want home life to matter more
  • tavern warmth is a strong fallback for shared village life

Entertainment​

Need idea: an agent wants a break from routine and seeks light leisure.

Possible methods:

  • sit in the tavern
  • wander the market
  • watch the hearth or village center

Example action chains:

  • Mount, or Locate, with a POI action done seated
  • Random Location in Zone 1 -> Idle -> Random Location in Zone 1
  • Locate Random -> Idle

How to think about it:

  • entertainment is usually a soft need, so let work and core needs outweigh it when necessary
  • random or ambient movement works well here because perfect precision often looks unnatural

Social​

Need idea: an NPC wants shared space or company.

Possible methods:

  • sit at a tavern table
  • gather near a market stall
  • idle near the village square

Example action chains:

  • Mount -> Await for Mount to be Filled
  • Locate Random -> Idle
  • Follow Route

How to think about it:

  • social needs are often less about a specific item and more about believable shared locations
  • taverns, squares, and market routes are strong anchors for this kind of behavior

Cleanliness or washing​

Need idea: an agent occasionally wants to wash or tidy themselves.

Possible methods:

  • wash at home basin
  • wash at shared trough

Example action chains:

  • Location Entrance -> Locate
  • Locate -> Idle

How to think about it:

  • this is a good example of a non-essential but world-building need
  • keep the urgency below survival or work-critical pressures unless your game design says otherwise

When designing a new need, it often helps to define:

  1. the premium solution
  2. the normal solution
  3. the emergency fallback

For a medieval town, that often maps well to:

  • home
  • shared public space
  • improvised world interaction

Next step​

Pair this with Work Behaviours so your agents have both duty and recovery.