F-07 Event cards P0

Things happen at the kos. Events wait in a queue until the player opens the game, so nothing is lost while away. Each event is a choice with clear effects. Example data.

1 Β· Event inbox
Rp 3.450.000πŸͺ™ 45β˜… 3,8Lv 4
Kota Kecil Β· Kos MelatiBulan 3 Β· Hari 12
← πŸ“¬ Kejadian (2)
⚑

Mati listrik!

2 jam lalu Β· perlu keputusan
Penting
πŸŽ“

Tahun ajaran baru

Pelamar mahasiswa Γ—2 selama 1 bulan
Bagus
🧹

Kerja bakti RT

Selesai Β· rating +0,1
2 Β· Event decision
Rp 3.450.000πŸͺ™ 45β˜… 3,8Lv 4
Kota Kecil Β· Kos MelatiBulan 3 Β· Hari 12

Acceptance criteria

F-07.AC1 Given events happened while the player was away, when they open the game, then the events are waiting in the inbox in the order they happened; none are resolved without the player at the active kos.
F-07.AC2 Given an event needs a decision, then it shows 2–3 choices, each with its cost and effect before the player chooses.
F-07.AC3 Given the player cannot afford a choice, then that choice is disabled and shows the missing amount.
F-07.AC4 Given an "important" event is left for 1 in-game month, then the cheapest choice is applied automatically and the player is told.
F-07.AC5 Given an informational event (good news), then it applies at once and needs only "OK".

Phase 1 events (6, example)

EventEffect
Tahun ajaran baruMore student applicants
Mudik LebaranSome tenants leave for a while; rooms empty
Mati listrikChoice: pay, wait, generator
BanjirGround-floor rooms lose condition
Penghuni ributTwo tenants quarrel; choose who to side with
Kunjungan Pak RTRating up if the kos is clean