Run 13: the full world - four towns, resources, bonds, spatial grid
World scaled 3x (768x768) with all four towns at compass points, each running its own soul culture: North generational, South nature, West materialist (new profile), East selfish. Two new resources: Ore (metal tier) and Herb (medicine - mends health, reason to forage, trade good). Spatial hash grid replaces O(n^2) proximity scans (soul pressure, neighbor, teacher) - 3.6x headless speedup at ~80 NPCs. First social verb beyond work: pair-bonds - settled adults who keep warm company pair up; warmth now accrues from proximity not only gifts; bonds break at death. Reproduction deferred (bonds-first per plan). The four-town thesis fully realized on one engine (240-day run): North know 1.27 clean, South nourish 0.85 clean, West prosperous but debris 0.23, East hungriest 0.60 and lowest knowledge 1.08. Positive cultures stay soul-clean, negative ones carry real debris, all from behavior weights - nothing scripted. 99 bonds, 80 deaths, four living societies. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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## Run 13 — The full world: four towns, one engine
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**Built:** world scaled 3× (768×768), all four towns at compass points
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each running its own soul culture (North generational, South nature,
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West materialist — new profile — East selfish); two new resources (Ore,
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Herb — herbs are medicine, mended health; a reason to forage and a trade
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good); a **spatial hash grid** so proximity queries stop being O(n²)
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(3.6× headless speedup at ~80 NPCs, live view viable); and the first
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social verb beyond work: **pair-bonds** (settled adults who keep warm
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company pair up; warmth now accrues from proximity, not only gifts;
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bonds break at death). Reproduction deferred (bonds-first, per plan).
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**Result — the four-town thesis, fully realized on one engine:**
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| Town | Nourish | Knowledge | Debris | Character |
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|-------|---------|-----------|--------|-----------|
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| North | 0.84 | **1.27** | 0.000 | wise, whole — teaching wins |
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| South | **0.85** | 1.18 | 0.000 | content, clean, lives with the land |
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| West | 0.80 | 1.24 | **0.227** | prosperous but soul-marked |
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| East | 0.60 | 1.08 | 0.223 | scheming and hungriest — selfishness starves itself |
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The two positive cultures stay soul-clean; the two negative carry real
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debris. The North leads knowledge (its purpose); the East trails it and
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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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Soul layer: done and validated (runs 5–6). The expansion phase begins:
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1. **Towns as spatial structure**: multiple settlements with their own
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