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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@@ -63,6 +63,8 @@ public partial class Visualization : Node2D
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MaterialKind.Clay => new Color(0.75f, 0.45f, 0.25f),
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MaterialKind.Water => new Color(0.25f, 0.45f, 0.85f),
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MaterialKind.Food => new Color(0.80f, 0.30f, 0.40f),
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MaterialKind.Ore => new Color(0.65f, 0.55f, 0.75f),
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MaterialKind.Herb => new Color(0.45f, 0.80f, 0.55f),
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_ => Colors.Magenta,
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};
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// Fade toward depletion so dying groves read at a glance
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