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
**Setup:** warmth echoes (memory replaces omniscience), refusal debris,
commons-line harvest debris, soul-to-soul atmospheric pressure, debris
metabolic tax (faster drain, weaker meals).
**Result:** justice arrived — all 108 refusals belonged to the selfish
three, whose health collapsed to 3164 while nature souls held 100 (the
selfish never rest, so they have no healing loop — laziness blocking
recovery is fully emergent). But two pathologies: (1) the whole village
ratcheted to maxed others-regard debris, because the 50% commons penalty
line sat above the nature souls' own 45% harvest floor and debris had no
clearing path — harm without healing; (2) warmth-weighted asking plus
near-total gift transfers produced a 2,501-gift winter food-swapping
loop, and the universal debris tax turned the hungry gap into famine
(village nourishment 0.00).
**Lesson:** a moral system needs calibrated innocence and a redemption
path, or it converges to universal guilt and reads as noise.
## Run 6 — The soul layer, calibrated: the ledger works
**Setup:** commons line lowered to 40% (below any respectful floor);
gifts capped (keep 5, give ≤3, ask only when genuinely hungry); giving
heals the giver (0.003 others-regard vs +0.02 per refusal — harm ~7×
easier than healing).
**Result — the design document, in numbers:**
- **Nature souls: debris 0.000 after two years.** The innocent are
innocent.
- **Selfish souls: 0.225 and climbing.** The debris gap is total and
driven entirely by how each soul lives.
- Gift ping-pong dead (2 gifts); the contact log is 18 refusals — in the
hungry gap the only villagers with surplus are the hoarders, so the
starving ask them, are refused, and learn. The village's warmth map is
a map of learned coldness pointing at three names.
- Material consequences within one lifetime are mild — the selfish stay
comfortable. **The sim's justice is written in the souls, not the
outcomes.** That is correct: in the full game, the ledger cashes out
at death (heavy debris carries forward; the rebirth verdict; the grave
nobody tends). The sim now produces exactly the input reincarnation
consumes.
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## Next
1. **Port the soul layer into the sim**: imprint triad accumulation,
social memory of gifts/refusals, consequences routed through behavior
(the generous get helped first; the ungenerous get asked last, served
last, remembered coldly). Rerun the contrast test; see if the village
organically stops carrying its parasites.
2. Instrumentation gap: per-villager nourishment/health in
`soak_npc_days.csv` (currently the village average hides who starves).
3. Save/load round-trip (SPEC §9 amendment) — still outstanding.
Soul layer: done and validated (runs 56). The expansion phase begins:
1. **Towns as spatial structure**: multiple settlements with their own
centroids, buildings, and granaries; NPCs affiliated with a home town
but free to roam — the blend space between towns becomes real.
2. **The North (Generational) town**: second settlement; its signature
knowledge/teaching system (SPEC §5) is the largest unbuilt spec piece.
3. Inter-town contact and trade routes (Phase 3); object-level soul
residue traveling with traded goods.
4. Save/load round-trip (SPEC §9 amendment) — still outstanding.