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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; Engine configuration file.
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; It's best edited using the editor UI and not directly,
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; since the parameters that go here are not all obvious.
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;
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; Format:
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; [section] ; section goes between []
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; param=value ; assign values to parameters
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config_version=5
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[application]
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config/name="Soul World Sim"
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run/main_scene="res://Main.tscn"
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config/features=PackedStringArray("4.7", "C#", "Forward Plus")
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[display]
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window/size/viewport_width=1600
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window/size/viewport_height=900
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window/stretch/mode="canvas_items"
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[dotnet]
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project/assembly_name="WorldSim"
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[rendering]
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textures/canvas_textures/default_texture_filter=0
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