8 Commits

Author SHA1 Message Date
mmcghen f4e55feff7 Fix the southward migration: explore direction had a hardcoded +Y bias
Root cause of towns (East worst) drifting south: when an exploring soul was
at its anchor with no outward vector, the fallback direction was
Vector2(PersonalityModifier, 1 - Abs(PersonalityModifier)) - and with
PersonalityModifier tiny (+-0.2) that Y-component was always ~+0.9. +Y is
south, so every town's explorers got shoved into the southern corner. East
showed it worst (selfish souls strip resources fastest, so they explore
most). Now the at-anchor direction comes from the soul's identity hash,
spread around the full compass.

Supporting fixes: exploration is bounded to a ~140-unit home range (forage
out and back, don't march to the horizon); private homesteads clamp to
within 120 units of the town anchor (selfish souls sprawl on their OWN
land, not into a neighbor's). Result: every East home now founds near the
east anchor (x~870 vs the anchor's 962), none in South's territory, and
East is the healthiest town.

Also widened the map view (880 -> 1060px) to use more of the window - the
world grew to 1152 but the render was a fixed square, so it looked no bigger.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 22:29:50 -04:00
mmcghen 9e8ee1d748 Town-colored homes, split diagonally for mixed-culture households
Shelters now wear their town's culture color on the map (North cool-blue,
South green, West gold, East red), dimmed by wear; granaries stay green,
ruins dark. And bonds can now cross town lines: usually you pair within
your own people (that's who you're near), but a wanderer who warms to
someone from another town shacks up across cultures - the first quiet
thread of contact between two peoples. When two towns share a roof, the
house is drawn split diagonally, half each culture, visible across the map.

Mechanics: buildings track their top-two resident home-towns (recomputed
with occupancy, throttled to every 30 ticks since it's map-only); the
bonding rule dropped its same-town requirement. A 240-day run produced
126 bonds, 40 of them cross-town (East+North, West+South, all combos),
with populations still balanced - inter-cultural contact without
destabilizing the towns.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 21:38:57 -04:00
mmcghen 10e772d087 Run 15: known-nodes exploration (addendum stage 1), per-town debug, O(n^2) fix
Exploration addendum stage 1: per-NPC known-nodes. NPCs gather only from
resources they've personally sensed (radius 22) or been told about;
founders seed with home ground, children inherit parents' maps, node
knowledge diffuses between neighbors like skills. Starving NPCs venture
outward and sense as they go - non-random needs-driven exploration, the
seed of first contact. Repopulation preserved (seeding + survival food
fallback): all towns fed, population stable 86-109 over 240 days.

Debug screen rebuilt: the ~68-row per-villager roster (overflowing at
four-town scale) replaced with a per-town summary - pop, fed%, knowledge,
debris, state breakdown, buildings, culture-colored, plus world
births/deaths. Scales to any population.

Performance: added phase timers and measured instead of guessing - npc.Tick
was 94% of cost, O(n^2) via TickResting calling RestingOccupancy (full
population scan) per building per resting NPC. Fixed with a once-per-tick
occupancy cache on Building. npc phase ~4x faster and now linear; full
240-day four-town run in 180s, faster than the pre-exploration baseline.
Profiling scaffolding removed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 21:17:24 -04:00
mmcghen f9e22e872f 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>
2026-07-21 17:04:19 -04:00
mmcghen 3e4e44c623 Run 12: knowledge system, mortality, and the North's generational soul
SPEC §5 built: three skill domains (forage/woodcraft/masonry) that pay
off and grow by practice; proximity diffusion soul-calibrated by
absorption x teaching-drive; and mortality - the piece that makes
knowledge generational. Elders die (~150-230 days), everything unshared
dies with them, a youth comes of age near knowing nothing. North soul
(absorption 1.6, teaching 0.9) vs South (1.0, 0.3); East teaches no one.

Two findings: (1) headless soaks were contaminated by orphaned child
processes writing later runs' CSVs - fixed with StopAfterDays clean
self-terminate; (2) passive diffusion barely helped - the North's real
culture is the young seeking elders on purpose, so added deliberate
teacher-seeking and youths now cradle beside the wisest elder. North
now leads knowledge at every checkpoint, but a stable town approaches
the ceiling regardless, so teaching is a recovery advantage not an
equilibrium one. The crisis-recovery experiment is the real test, noted
in FINDINGS as next.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 16:27:28 -04:00
mmcghen 3f2c5e2f18 Expansion phase: settlements — the North joins the world
Runs 5-6 logged in FINDINGS.md (soul layer validated: nature debris
0.000 vs selfish 0.225 after two years; the ledger works).

Towns are now real spatial structure: TownDef seeds (South at the
bottom of the map, North at the top), NPCs affiliate with a home town,
communal duty serves your own settlement (buildings are town-tagged,
founding uses the town centroid and per-town shelter caps), and each
town raises its own shelters and granary. Generational (North) soul
profile added — temperament only until the knowledge system lands.
Map shows town labels; rosters and CSVs carry town columns.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 14:02:59 -04:00
mmcghen ed78d560ff Soul layer: imprints, warmth echoes, and consequences
Ports the Unity POC soul systems into the sim:
- Warmth echoes: villagers remember who fed them (+0.15) and who turned
  them away (-0.25). Ask-for-food targeting runs on memory, not
  omniscience; the remembered-cold are not asked. Echoes fade daily.
- Refusing the hungry while holding food marks the refuser (others-regard
  debris) and is logged; empty-handed is not refusal.
- Harvesting below the 50% commons line marks the taker per unit taken.
- Soul-to-soul atmospheric pressure (SoulFieldSystem port): encased souls
  darken nearby atmospheres, clear souls lighten them.
- Debris costs biologically: nourishment drains faster and meals restore
  less as the soul encases.
- Instrumentation: avg_debris + refusals in daily stats; per-villager
  nourish/health/debris; refusals in the contact log; map dots dim with
  encasement.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 13:07:33 -04:00
mmcghen 721acbd1aa South town MVP: world sim, seasons, granary, contrast test + findings
Godot 4.7 C# world simulation per SPEC.md (with 2026-07-21 amendments).
15 NPCs, 5-state machine, demand-driven work, soul-imprint triad data
model, seasons with winter frost, granary, need-based gift economy,
selfish-soul contrast wiring, daily/per-villager/gift CSV logging.

FINDINGS.md documents the four soak experiments: the dead paradise,
the buffers winning, the emergent hungry gap, and the contrast test
proving the four-town thesis (and that selfishness wins until the
soul-consequence layer exists).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 12:55:30 -04:00