Start flushing AI out a little. Very basic "hardcoded" decision making based on a few of the needs. @todo possibly look at using attributes to prioritizes "needs" for that person.

* AI can be debugged by setting thunk_loudly to true on a "person" (game.sim.entities.students)
* Students still need to be manually created with game.sim.createStudent();
Correct markup
Clean up thoughts
Update title
Give game concept of time
Tween walking animations and simulate basic behaviors.

Need to figure out best way to draw world accounting of z-index's...
Fix z-index bugs by splitting buildings to there own layer
tiles < entities (people) < buildings
Entities are short so theres not much issue with em being in front of stuff.

tree need redoing as a "structure", ie. no base tile so they can be layered on correctly.