Commit Graph

4 Commits

Author SHA1 Message Date
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 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 8aab1a763b Calibrate the soul layer: innocent harvests, sane gifts, healing path
Run 5 findings: justice arrived (selfish health 31-64 vs nature 100, all
108 refusals theirs) but two pathologies emerged: the whole village maxed
others-regard debris because the commons penalty line (50%) sat above the
nature harvest floor (45%) and debris had no clearing path; and warmth-
weighted asking + near-total gift transfers produced a 2,501-gift winter
food-swapping loop.

Fixes: commons line lowered to 40% (respectful harvesting never grazes
it; strip-harvesting lives deep inside it); gifts capped at 3 with a
kept reserve of 5; asking gated on genuine hunger; and giving now heals
the giver slightly (-0.003 others-regard vs +0.02 per refusal) — harm
stays an order of magnitude easier than healing.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 13:49:15 -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