South town MVP: world sim, seasons, granary, contrast test + findings
Godot 4.7 C# world simulation per SPEC.md (with 2026-07-21 amendments). 15 NPCs, 5-state machine, demand-driven work, soul-imprint triad data model, seasons with winter frost, granary, need-based gift economy, selfish-soul contrast wiring, daily/per-villager/gift CSV logging. FINDINGS.md documents the four soak experiments: the dead paradise, the buffers winning, the emergent hungry gap, and the contrast test proving the four-town thesis (and that selfishness wins until the soul-consequence layer exists). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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[gd_scene format=3 uid="uid://d4nynm8e2xnyj"]
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[ext_resource type="Script" uid="uid://cvugyvd1fuj7l" path="res://scripts/GameManager.cs" id="1_gm"]
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[ext_resource type="Script" uid="uid://b822hloehyggd" path="res://scripts/Visualization.cs" id="2_viz"]
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[node name="Main" type="Node2D" unique_id=1549676286]
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script = ExtResource("1_gm")
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TicksPerRealSecond = 1500.0
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[node name="Visualization" type="Node2D" parent="." unique_id=1946930493]
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script = ExtResource("2_viz")
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