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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@@ -89,6 +89,25 @@ public class SoulProfile
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TeachingDrive = 0.9f, // and to hand it down in turn — the whole culture
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};
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/// <summary>
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/// West-weighted profile: worth measured in visible possessions
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/// (DESIGN.md). They build — even communally — but for display, so they
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/// expand shelters hard (status is size); moderate generosity, moderate
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/// hoarding, little interest in learning or teaching. A functioning town
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/// whose surplus goes to ostentation rather than resilience.
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/// </summary>
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public static SoulProfile MaterialistSoul() => new()
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{
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Type = SoulType.Materialist,
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Generosity = 0.4f,
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Sustainability = 0.6f,
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CommunityBias = 0.6f,
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StatusBias = 0.9f,
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Accumulation = 0.6f,
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Absorption = 0.9f,
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TeachingDrive = 0.2f,
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};
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/// <summary>
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/// East-weighted profile — not part of MVP behavior, but defined now for
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/// the end-of-MVP contrast test (SPEC §11 amendment): 3 selfish NPCs
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