36f6ba1f1b07e577968372cb8ad71fc28aeba29c
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>
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)
- World gen + NPC base + state machine ← scaffold is here
- Building system
- Trade + soul-imprint-weighted decisions
- Testing protocol + save round-trip + debug UI
Description
Languages
C#
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