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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@@ -24,7 +24,7 @@ public static class StatsLogger
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"avg_debris,refusals";
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private const string NpcHeader =
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"day,npc,name,soul,dominant,gather_ticks,build_ticks,trade_ticks,rest_ticks,social_ticks," +
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"day,npc,name,soul,town,dominant,gather_ticks,build_ticks,trade_ticks,rest_ticks,social_ticks," +
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"nourish,health,debris";
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private const string GiftHeader =
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@@ -154,6 +154,7 @@ public static class StatsLogger
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.Append(i + 1).Append(',')
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.Append(npc.Name).Append(',')
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.Append(npc.Soul.Type).Append(',')
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.Append(npc.HomeTown).Append(',')
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.Append(npc.DominantStateToday()).Append(',')
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.Append(t[(int)NpcState.Gathering]).Append(',')
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.Append(t[(int)NpcState.Building]).Append(',')
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