mmcghen 36f6ba1f1b Fix: the East builds private homes (an all-selfish town was homeless)
An all-selfish town had founded zero buildings ever - selfish souls never
do communal work, and with no nature souls to build shelters they could
freeride on, the whole East slept rough forever. That was too absolute:
the East's design is "personal wealth infrastructure," not homelessness.

Selfish souls now build a shelter for THEMSELVES after enough rough nights
- private property, founded where they sleep (no clustering to the town
center), never for anyone else. Required routing homeless-with-stone
selfish souls into the Building state (three paths previously sent them
straight to Socializing) and moving the homeless-stone gather rule ahead
of the communal-only block.

Result: East houses itself (11 private homesteads over a run) as scattered
homes vs the others' clustered villages - a visible cultural signature.
And the verdict sharpens: East is now fed and housed but still lowest
knowledge and highest debris. Selfishness's cost is soul-marks and
ignorance, not homelessness.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 21:30:13 -04:00

Soul World Sim — MVP

Godot 4.7 (.NET / C#) world simulation for the soul reincarnation game.

  • Design rationale: docs/DESIGN.md (the why)
  • Production spec: docs/SPEC.md (the what, with 2026-07-21 amendments)
  • Experiment log: FINDINGS.md (the four soak runs and what they proved)
  • Mechanics reference: the Unity POC at H:\Projects\Game\Game (separate repo; soul/debris/imprint systems, proven Feb 2026)

MVP goal

Prove constrained emergence + soul philosophy with one town: 15 nature-souled NPCs dropped into a 256×256 world with no scripted layout. Success is behavioral (SPEC §11): no over-harvesting, voluntary cooperation, an organic community cluster, stable resource bands — then the contrast test (3 selfish NPCs dropped in) to prove weights alone change the society.

Structure

File Role
scripts/GameManager.cs main loop, tick system (1 tick = 1 in-game minute), day/night
scripts/World.cs 256×256 grid, resource nodes, sustainable harvest, daily regen
scripts/NPC.cs NPC data + 5-state machine (gather/build/trade/rest/socialize)
scripts/SoulProfile.cs soul types, behavior weights, imprint triad (SPEC §2 amendment)
scripts/Building.cs modular, physically-sequential, multi-NPC construction
scripts/TradeSystem.cs generous no-currency exchange, imprint consequences
scripts/Visualization.cs top-down debug view (designer sees all meters; the player never will)
scripts/SaveSystem.cs world-state JSON round-trip (persistence is first-class)

Build weeks (SPEC §12)

  1. World gen + NPC base + state machine ← scaffold is here
  2. Building system
  3. Trade + soul-imprint-weighted decisions
  4. Testing protocol + save round-trip + debug UI
S
Description
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Readme 1.6 MiB
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