Expansion phase: settlements — the North joins the world
Runs 5-6 logged in FINDINGS.md (soul layer validated: nature debris 0.000 vs selfish 0.225 after two years; the ledger works). Towns are now real spatial structure: TownDef seeds (South at the bottom of the map, North at the top), NPCs affiliate with a home town, communal duty serves your own settlement (buildings are town-tagged, founding uses the town centroid and per-town shelter caps), and each town raises its own shelters and granary. Generational (North) soul profile added — temperament only until the knowledge system lands. Map shows town labels; rosters and CSVs carry town columns. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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## Run 5 — The soul layer, uncalibrated: everyone a sinner
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**Setup:** warmth echoes (memory replaces omniscience), refusal debris,
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commons-line harvest debris, soul-to-soul atmospheric pressure, debris
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metabolic tax (faster drain, weaker meals).
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**Result:** justice arrived — all 108 refusals belonged to the selfish
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three, whose health collapsed to 31–64 while nature souls held 100 (the
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selfish never rest, so they have no healing loop — laziness blocking
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recovery is fully emergent). But two pathologies: (1) the whole village
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ratcheted to maxed others-regard debris, because the 50% commons penalty
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line sat above the nature souls' own 45% harvest floor and debris had no
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clearing path — harm without healing; (2) warmth-weighted asking plus
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near-total gift transfers produced a 2,501-gift winter food-swapping
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loop, and the universal debris tax turned the hungry gap into famine
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(village nourishment 0.00).
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**Lesson:** a moral system needs calibrated innocence and a redemption
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path, or it converges to universal guilt and reads as noise.
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## Run 6 — The soul layer, calibrated: the ledger works
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**Setup:** commons line lowered to 40% (below any respectful floor);
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gifts capped (keep 5, give ≤3, ask only when genuinely hungry); giving
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heals the giver (−0.003 others-regard vs +0.02 per refusal — harm ~7×
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easier than healing).
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**Result — the design document, in numbers:**
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- **Nature souls: debris 0.000 after two years.** The innocent are
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innocent.
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- **Selfish souls: 0.225 and climbing.** The debris gap is total and
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driven entirely by how each soul lives.
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- Gift ping-pong dead (2 gifts); the contact log is 18 refusals — in the
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hungry gap the only villagers with surplus are the hoarders, so the
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starving ask them, are refused, and learn. The village's warmth map is
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a map of learned coldness pointing at three names.
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- Material consequences within one lifetime are mild — the selfish stay
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comfortable. **The sim's justice is written in the souls, not the
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outcomes.** That is correct: in the full game, the ledger cashes out
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at death (heavy debris carries forward; the rebirth verdict; the grave
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nobody tends). The sim now produces exactly the input reincarnation
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consumes.
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---
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## Next
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1. **Port the soul layer into the sim**: imprint triad accumulation,
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social memory of gifts/refusals, consequences routed through behavior
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(the generous get helped first; the ungenerous get asked last, served
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last, remembered coldly). Rerun the contrast test; see if the village
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organically stops carrying its parasites.
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2. Instrumentation gap: per-villager nourishment/health in
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`soak_npc_days.csv` (currently the village average hides who starves).
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3. Save/load round-trip (SPEC §9 amendment) — still outstanding.
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Soul layer: done and validated (runs 5–6). The expansion phase begins:
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1. **Towns as spatial structure**: multiple settlements with their own
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centroids, buildings, and granaries; NPCs affiliated with a home town
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but free to roam — the blend space between towns becomes real.
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2. **The North (Generational) town**: second settlement; its signature
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knowledge/teaching system (SPEC §5) is the largest unbuilt spec piece.
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3. Inter-town contact and trade routes (Phase 3); object-level soul
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residue traveling with traded goods.
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4. Save/load round-trip (SPEC §9 amendment) — still outstanding.
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