Just did some slightly deeper investigation into this and it looks like Inno is using the JavaScript engine as a huge, overweight conditionals parser. Y'all know all of those #IF directives buried in the XML files? Yeah. Those get eval'd. NPCs, locations, and all sorts of fantastic stuff uses that system. In the case of NPCs, the game will stuff a number of NPCs into "npc"/"npcX" objects (where X is an incrementing number for characters beyond the first one), and player companions—if the player has enabled and in their party—into "com"/"comX" objects, then evaluate the conditional.
On a fairly new test save (one with no slaves and no children), sleeping for 8 hours resulted in over 1000 eval() calls. Holy. Fuck.
Naturally, there's also the chance of this being used for malicious purposes, such as if Inno were to put a non-static file save method into the Game object or whatever. As of right now, all they can really do is mess with the current save data (at least as far as I can tell). Want a quick example? Close LT, open up "res/race/dsg/bear/subspecies/bear.xml", and search for the #IF line. Change it to this:
Code:
#IF(game.getPlayer().setName("lol") || targetedRace==RACE_dsg_bear)
Open LT and load a saved game. Your character's name will now be "lol" (it's not permanent—just undo the changes, restart the game, and reload your game and it should be back to normal). Just as a PSA, I'd highly recommend closely vetting mods since I'm sure there's probably something worse buried in this tangled web of classes.
There are three parks around Domination that have rose gardens in them. If you leave Lilaya's Manor, the closest one is down three spaces, left two, and down one. Select the "rose garden" option and you'll be given a rose. You can collect one rose, per park, per day.