Commit Graph

7 Commits

Author SHA1 Message Date
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 3ffde3d9e9 Run 11: satiation and quarry return - clean two-year stability
Granary satiation: hunger scars motivate storage only until town
capacity could carry a winter (pop x 45); sprawl of ~10 granaries falls
to the sated level. Quarry return: packs stuck with undroppable stone
after rebuilds made starving porters; unneeded stone goes back to the
quarry (matter conserved, packs unclogged).

Also corrects the record: run 10's zero-ruin year-2 claim came from
CSV contamination by orphaned headless child processes (console wrapper
kills didn't kill the tree). Clean verified result now: year-1
catastrophe and rebuild, then year-2 at 0.77 nourishment, zero new
ruins, 100% condition, textbook granary sawtooth.

Open in FINDINGS: accessible stone exhaustion plateaus housing below
population - a Phase 3 economy question (deeper quarrying, stockpiles).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 15:55:39 -04:00
mmcghen e661a3f739 Run 10: organic recovery achieved - minerals are not a commons
Recovery blocker was material, not motivational. Two fixes: (1) harvest
floors and commons debris apply only to living, regenerating resources -
stone does not regrow, so "leave half" merely stranded the world supply
and kept the homeless homeless forever; minerals now quarry to depletion
for every soul equally. (2) Matter conservation: idle variety-gathering
touches only renewables, and packs may only shed what the land replaces
- lossy make-room had milled 900+ stone to dust during demand flapping.

Verified over 260 headless days: year-1 winter still wrecks the naive
town, it rebuilds in 20 days, famine survivors found the first granaries
from hunger memory, and year-2 winter passes with zero ruins on stored
reserves. The town has a history now: naive youth, catastrophe,
learning, resilient maturity.

Remaining tuning in FINDINGS.md: granary sprawl, post-famine nourishment.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 15:23:18 -04:00
mmcghen 676a9f3f31 Organic construction v2: three verified fixes, one open problem
Fixes (headless-verified): homes founded at the habitual sleeping spot
within reach of the community (not at distant stone mines); night sends
everyone to bed so beds are used and rough nights actually occur; a bed
must exist at arrival - floor-sleepers at full shelters now count as
unsheltered. Diagnostics added: incomplete_sites stat column, founding
logs.

Open (documented in FINDINGS.md, paused by request): the loop builds
forward but cannot rebuild after loss - winter crises ruin shelters and
recovery stalls (4 foundings in 240 days, no granary after two famines).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 14:58:43 -04:00
mmcghen 41cd417601 Fix run-7 stone-lock collapse: construction outranks founding
Priority inversion fix: the homeless-gather-stone rule preempted all
communal work, so once everyone was homeless the town gathered stone
forever while half-built walls waited for wood that never came. Now
construction sites are first among works, homeless stone-gathering and
founding defer while any shelter is under construction, and granaries
require hunger memory + surplus (no more day-5 granary sprawl).
Run 7 logged in FINDINGS.md: in a needs-driven economy, priority
ordering is the constitution.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 14:21:41 -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 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