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>
This commit is contained in:
2026-07-21 17:04:19 -04:00
parent 3e4e44c623
commit f9e22e872f
12 changed files with 21725 additions and 6819 deletions
+2
View File
@@ -63,6 +63,8 @@ public partial class Visualization : Node2D
MaterialKind.Clay => new Color(0.75f, 0.45f, 0.25f),
MaterialKind.Water => new Color(0.25f, 0.45f, 0.85f),
MaterialKind.Food => new Color(0.80f, 0.30f, 0.40f),
MaterialKind.Ore => new Color(0.65f, 0.55f, 0.75f),
MaterialKind.Herb => new Color(0.45f, 0.80f, 0.55f),
_ => Colors.Magenta,
};
// Fade toward depletion so dying groves read at a glance