Run 14: reproduction from bonds, and towns anchored to the compass

Children from bonds (Phase B): death no longer auto-spawns a replacement;
bonded, fed, adult pairs conceive, logistic-damped toward a per-town
carrying capacity. Population is now dynamic - births vs deaths, a band
not a fixed count. Towns anchored to their cardinal seeds (build-centroid
70% weighted to the fixed compass point) so settlements stay planted
instead of drifting to map-center - North now founds at ~(388,139) by its
(384,130) seed vs West's prior 100+ cell drift.

Tuning took three passes (logged in FINDINGS): explosion, then die-out,
then a generational-gap bug where founders aged out of fertility before
their children matured. Fix: wide fertility window + generous rate.
Result: births 108 ~= deaths 104, healthy population band, and the
four-town thesis sharpened into demographics - North/South thrive
soul-clean, West shrinks with debris, East collapses to a starving
remnant. Selfishness now literally fails to sustain a population.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -300,8 +300,39 @@ is hungriest (teaches no one, shares nothing). 99 bonds, 80 deaths — a
living, pairing, generational population in four distinct societies, all
from behavior weights. Nothing is scripted; the cultures are emergent.
**Next:** reproduction on top of bonds (Phase B); crisis-recovery
experiment (North's resilience); save/load; then the player pivot.
## Run 14 — Reproduction, and towns anchored to the compass
**Built:** children from bonds (Phase B). Death no longer auto-spawns a
replacement — people die and are gone; bonded, fed, adult pairs conceive
(logistic-damped toward a per-town carrying capacity, so population is a
band, not an explosion or a collapse). Population is now genuinely
dynamic: births vs deaths. Also anchored towns to their cardinal seeds —
the build-centroid is now 70% weighted to the fixed compass point, so
settlements stay planted (North founds at ~(388,139) by its (384,130)
seed) instead of drifting to map-center where foraging paths overlap
(West had wandered 100+ cells before).
**Tuning story (three failed calibrations, logged as the lesson):**
first pass exploded (80→211 by day 80 — young founders, nobody dying,
every couple breeding); over-damped to fix it and the world died out
(80→6, East extinct); the real bug was a *generational gap* — founders
aged out of fertility before their children matured and bonded, so
births stopped even as room opened. Fix: wide fertility window (to 85%
of life) + generous rate (0.12/couple/day × room). Population dynamics
are a control loop; the birth rate must track the death rate or the
system runs away in whichever direction it's biased.
**Result — reproduction sharpens the four-town thesis:** births (108) ≈
deaths (104), population settled in a healthy band (~68109). And the
cultures now diverge in *demographics*, not just soul-state: North (26)
and South (22) thrive and stay soul-clean; West shrinks (16) with debris
creeping in; **East collapses to 4, starving (nourishment 0.00), highest
debris — selfishness now literally fails to sustain a population.** A
town that won't share or cooperate can't feed its people or raise a next
generation. The most damning verdict the sim has produced.
**Next:** crisis-recovery experiment (North's resilience); save/load;
then the player pivot.
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