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>
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>
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>