Removes every predetermined construction trigger (shelters-per-capita
cap, granary-at-five-shelters milestone). Buildings now emerge from
lived need:
- Shelters have real bed capacity (3 + modules). A full house turns you
away; three nights sleeping outside and a person gathers stone and
raises a roof where they actually live. When nobody sleeps outside,
nobody builds. Ruined shelters spill their sleepers, so settlements
can migrate over time.
- The first granary is founded by memory: someone who has truly starved
stockpiles food once the land gives again and builds storage where the
harvest is. A second granary appears only when the first fills.
- Emergent consequence: freeriders compete for beds but never build,
so scarce housing squeezes them into the open. The village never
decides to punish them; the housing supply does.
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>
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>
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>
The why-document and production spec now live and version alongside the
code they govern, instead of loose in the Unity POC folder — which is how
the original design docs got lost.
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>