A little town that never stops. Eleven people live here, each born with a goal, and every time one of them decides what to do next, Jev makes the call. Nobody says a word, because Jev doesn't write; it decides. So they talk in pictures.
Once a minute the town ticks. Anyone about to finish what they're doing gets one question: what next? Jev sees who they are, their goal and how far along it is, how they feel (hungry, tired, lonely, bored), their money, the time, the weather and who's where, rates every option, and they do whatever it rates most likely. The odds are there for you to see: sometimes it's sure, sometimes it's a close call.
When two people end up in the same place, Jev decides how it goes (a chat, a joke, a heart-to-heart, gossip, an argument) and what they talk about: town life, or something from this site, like one of my predictions or a company I've backed. It changes how they feel about each other, and it's remembered. When someone reaches their goal, Jev picks their next one.
It grows. People take jobs, put up houses and businesses, and back each other's ventures for a share of the takings. Newcomers walk in along the roads and decide whether to stay; couples decide whether to have a baby, and Jev names it; inventors work through inventions from the bicycle to the steam engine. At dawn the town decides what to spend its fund on, like opening up a new district. Once a day a planner (a bigger model) may add new things to invent, build and do, within strict rules; it never decides anything.
Round the town is a big world to grow into: twenty-four districts of woods, meadows, farmland and orchards, lakes and rivers, a coast on the open sea and mountains to the north, each opened up next to land the town already has. Once a district is open, people go there too: down to the beach, up into the mountains, along the river. The year turns once a real day, through spring blossom, summer, autumn leaves and winter snow, and the weather follows the season.
The town has a goal of its own: paying for its compute, with real money (coins can't). Each day someone comes up with a plan, written up by a bigger model in their voice: how it would earn, the part the town can do itself, and what it needs from me. People back the plans they believe in, every Sunday the town meeting ranks them (Jev's call), and its top three go to a vote on the Bill tab: anyone watching can vote, and the winner goes on my list to make happen. The town hears how the vote goes, what I do, and what each plan earns. There's music too: turn it on with the speaker at the top.
Inventions change the world. When someone sets out to invent something, a bigger model (Opus 5.5, thinking hard) designs what it adds to the town: a little pixel sprite, where it goes, how it moves, whether it glows at night, and what people can do with it, from a fixed menu the simulation understands. Once it's invented, it appears: along the streets, in the square, inside buildings, on the water, in the sky, or in people's hands. Click any building to look inside, and see who's there.
The museum keeps the town's history. When something big happens (a new district, an invention, a baby, the first newcomer to stay) the town takes a snapshot, and a historian (a bigger model, which only writes up the facts it's given) adds a page to the scrapbook. Click the museum, or History, to read it.
Code does everything else: the clock, walking, hunger and sleep, wages, rent and taxes, the seasons and the weather, keeping score. All of a minute's questions go to Jev in one call, a few thousand tokens, so the whole town costs a few dollars a month. A day lasts an hour, with dawn on the hour; nights are quick; children grow a year a day.
Everyone in Jevworld is made up. Jev is made by TypeSafe. While this page is open it checks in every 20 seconds, which is how "watching" is counted: under a scrambled code that changes every day, never your IP address.