Run 12: knowledge system, mortality, and the North's generational soul
SPEC §5 built: three skill domains (forage/woodcraft/masonry) that pay off and grow by practice; proximity diffusion soul-calibrated by absorption x teaching-drive; and mortality - the piece that makes knowledge generational. Elders die (~150-230 days), everything unshared dies with them, a youth comes of age near knowing nothing. North soul (absorption 1.6, teaching 0.9) vs South (1.0, 0.3); East teaches no one. Two findings: (1) headless soaks were contaminated by orphaned child processes writing later runs' CSVs - fixed with StopAfterDays clean self-terminate; (2) passive diffusion barely helped - the North's real culture is the young seeking elders on purpose, so added deliberate teacher-seeking and youths now cradle beside the wisest elder. North now leads knowledge at every checkpoint, but a stable town approaches the ceiling regardless, so teaching is a recovery advantage not an equilibrium one. The crisis-recovery experiment is the real test, noted in FINDINGS as next. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -135,9 +135,10 @@ public partial class Visualization : Node2D
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DrawString(font, new Vector2(PanelX + 36, y),
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$"{i + 1,2} {npc.State,-11} {npc.Activity}",
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fontSize: 13, modulate: TextMain);
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DrawString(font, new Vector2(PanelX + 400, y),
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$"F {npc.Fatigue,3:0} N {npc.Nourishment * 100,3:0} D {npc.Imprint.Total * 100,2:0}" +
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$" C {npc.TotalCarried(),4:0.0} {npc.DominantStateToday().ToString().ToLower()[..4]}",
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DrawString(font, new Vector2(PanelX + 390, y),
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$"N {npc.Nourishment * 100,3:0} D {npc.Imprint.Total * 100,2:0}" +
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$" K {npc.Know.Total,4:0.00} A {npc.AgeDays,3:0}" +
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$" {npc.DominantStateToday().ToString().ToLower()[..4]}",
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fontSize: 12, modulate: TextDim);
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}
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