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
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living, pairing, generational population in four distinct societies, all
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from behavior weights. Nothing is scripted; the cultures are emergent.
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**Next:** reproduction on top of bonds (Phase B); crisis-recovery
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experiment (North's resilience); save/load; then the player pivot.
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## Run 14 — Reproduction, and towns anchored to the compass
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**Built:** children from bonds (Phase B). Death no longer auto-spawns a
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replacement — people die and are gone; bonded, fed, adult pairs conceive
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(logistic-damped toward a per-town carrying capacity, so population is a
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band, not an explosion or a collapse). Population is now genuinely
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dynamic: births vs deaths. Also anchored towns to their cardinal seeds —
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the build-centroid is now 70% weighted to the fixed compass point, so
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settlements stay planted (North founds at ~(388,139) by its (384,130)
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seed) instead of drifting to map-center where foraging paths overlap
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(West had wandered 100+ cells before).
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**Tuning story (three failed calibrations, logged as the lesson):**
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first pass exploded (80→211 by day 80 — young founders, nobody dying,
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every couple breeding); over-damped to fix it and the world died out
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(80→6, East extinct); the real bug was a *generational gap* — founders
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aged out of fertility before their children matured and bonded, so
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births stopped even as room opened. Fix: wide fertility window (to 85%
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of life) + generous rate (0.12/couple/day × room). Population dynamics
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are a control loop; the birth rate must track the death rate or the
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system runs away in whichever direction it's biased.
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**Result — reproduction sharpens the four-town thesis:** births (108) ≈
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deaths (104), population settled in a healthy band (~68–109). And the
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cultures now diverge in *demographics*, not just soul-state: North (26)
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and South (22) thrive and stay soul-clean; West shrinks (16) with debris
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creeping in; **East collapses to 4, starving (nourishment 0.00), highest
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debris — selfishness now literally fails to sustain a population.** A
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town that won't share or cooperate can't feed its people or raise a next
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generation. The most damning verdict the sim has produced.
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**Next:** crisis-recovery experiment (North's resilience); save/load;
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then the player pivot.
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---
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