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Soul_Game/Main.tscn
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mmcghen 3e4e44c623 Run 12: knowledge system, mortality, and the North's generational soul
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>
2026-07-21 16:27:28 -04:00

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[gd_scene format=3 uid="uid://d4nynm8e2xnyj"]
[ext_resource type="Script" uid="uid://cvugyvd1fuj7l" path="res://scripts/GameManager.cs" id="1_gm"]
[ext_resource type="Script" uid="uid://b822hloehyggd" path="res://scripts/Visualization.cs" id="2_viz"]
[node name="Main" type="Node2D" unique_id=1549676286]
script = ExtResource("1_gm")
TicksPerRealSecond = 1500.0
StopAfterDays = 240
[node name="Visualization" type="Node2D" parent="." unique_id=1946930493]
script = ExtResource("2_viz")