CSVs now write to soak/ instead of the project root. A .gdignore there
stops the Godot editor from importing CSV columns as translation files -
which had been silently generating 50+ .translation and .import files per
run. Only the .gdignore is tracked; the CSVs stay ignored. Root is clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
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>
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>