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SPEC §5 built: three skill domains (forage/woodcraft/masonry) that pay off and grow by practice; proximity diffusion soul-calibrated by absorption x teaching-drive; and mortality - the piece that makes knowledge generational. Elders die (~150-230 days), everything unshared dies with them, a youth comes of age near knowing nothing. North soul (absorption 1.6, teaching 0.9) vs South (1.0, 0.3); East teaches no one. Two findings: (1) headless soaks were contaminated by orphaned child processes writing later runs' CSVs - fixed with StopAfterDays clean self-terminate; (2) passive diffusion barely helped - the North's real culture is the young seeking elders on purpose, so added deliberate teacher-seeking and youths now cradle beside the wisest elder. North now leads knowledge at every checkpoint, but a stable town approaches the ceiling regardless, so teaching is a recovery advantage not an equilibrium one. The crisis-recovery experiment is the real test, noted in FINDINGS as next. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
13 lines
489 B
Plaintext
13 lines
489 B
Plaintext
[gd_scene format=3 uid="uid://d4nynm8e2xnyj"]
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[ext_resource type="Script" uid="uid://cvugyvd1fuj7l" path="res://scripts/GameManager.cs" id="1_gm"]
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[ext_resource type="Script" uid="uid://b822hloehyggd" path="res://scripts/Visualization.cs" id="2_viz"]
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[node name="Main" type="Node2D" unique_id=1549676286]
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script = ExtResource("1_gm")
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TicksPerRealSecond = 1500.0
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StopAfterDays = 240
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[node name="Visualization" type="Node2D" parent="." unique_id=1946930493]
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script = ExtResource("2_viz")
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