Run 10: organic recovery achieved - minerals are not a commons

Recovery blocker was material, not motivational. Two fixes: (1) harvest
floors and commons debris apply only to living, regenerating resources -
stone does not regrow, so "leave half" merely stranded the world supply
and kept the homeless homeless forever; minerals now quarry to depletion
for every soul equally. (2) Matter conservation: idle variety-gathering
touches only renewables, and packs may only shed what the land replaces
- lossy make-room had milled 900+ stone to dust during demand flapping.

Verified over 260 headless days: year-1 winter still wrecks the naive
town, it rebuilds in 20 days, famine survivors found the first granaries
from hunger memory, and year-2 winter passes with zero ruins on stored
reserves. The town has a history now: naive youth, catastrophe,
learning, resilient maturity.

Remaining tuning in FINDINGS.md: granary sprawl, post-famine nourishment.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-21 15:23:18 -04:00
parent 676a9f3f31
commit e661a3f739
7 changed files with 7011 additions and 7030 deletions
+23 -10
View File
@@ -82,21 +82,29 @@ public class World
{
if (node.Kind == MaterialKind.Water) return requested; // unlimited at source
float floorFraction = npc.Soul.Sustainability * 0.5f; // how much of the node they leave standing
// Reciprocity is with the living land: floors and the commons line
// apply only to what regrows. Minerals quarry to depletion, for
// every soul equally, with no mark on anyone.
bool living = node.RegenPerDay > 0f;
float floorFraction = living ? npc.Soul.Sustainability * 0.5f : 0f;
float takeable = Math.Max(0f, node.Amount - node.MaxAmount * floorFraction);
float taken = Math.Min(requested, takeable);
node.Amount -= taken;
HarvestedToday += taken;
// The moral line sits below any respectful harvest floor (nature souls
// stop at 45%) — ordinary sustainable taking never grazes it, while
// strip-harvesting (selfish floor ~10%) lives deep inside it.
float commons = node.MaxAmount * 0.4f;
if (node.Amount < commons)
if (living)
{
float takenBelow = Math.Min(taken, commons - node.Amount);
npc.Imprint.OthersRegard =
Math.Clamp(npc.Imprint.OthersRegard + takenBelow * 0.004f, 0f, 1f);
// The moral line sits below any respectful harvest floor (nature
// souls stop at 45%) — ordinary sustainable taking never grazes
// it, while strip-harvesting (selfish ~10%) lives deep inside it.
float commons = node.MaxAmount * 0.4f;
if (node.Amount < commons)
{
float takenBelow = Math.Min(taken, commons - node.Amount);
npc.Imprint.OthersRegard =
Math.Clamp(npc.Imprint.OthersRegard + takenBelow * 0.004f, 0f, 1f);
}
}
return taken;
@@ -146,7 +154,12 @@ public class World
foreach (var node in Nodes)
{
if (node.Kind != kind || node.IsDepleted) continue;
if (node.Kind != MaterialKind.Water && node.Amount <= node.MaxAmount * minFraction)
// The harvest floor is an ethic of regrowth — it applies only to
// living, regenerating things. Leaving half a berry bush lets it
// live; leaving half a stone deposit protects nobody, and once
// stranded it homelessly, we learned that the hard way (run 9).
if (node.Kind != MaterialKind.Water && node.RegenPerDay > 0f &&
node.Amount <= node.MaxAmount * minFraction)
continue;
float d = position.DistanceSquaredTo(node.Cell);
if (d < bestDist) { best = node; bestDist = d; }