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Soul_Game/FINDINGS.md
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mmcghen 3f2c5e2f18 Expansion phase: settlements — the North joins the world
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>
2026-07-21 14:02:59 -04:00

7.2 KiB
Raw Blame History

WorldSim — Soak Experiment Findings (July 2026)

Four long-run experiments against the South (Nature) town MVP. Each run: 15 NPCs, 256×256 world, seed 12345, ~240 simulated days (2 years) at accelerated speed. Data: soak_stats.csv (daily), soak_npc_days.csv (per-villager dominant states), soak_gifts.csv (every gift, with names).


Run 1 — Baseline (no seasons): the dead paradise

Setup: constant regeneration, upkeep + food demand only.

Result: perfectly stable, perfectly inert. 200 days: wood held a ±1% band, shelter condition pinned at 100%, zero trades, no roles — every villager Socializing-dominant ~114 of 119 days, 78% of waking life idle. The village completed all construction and expansion by day 34 and then had nothing left to want.

Lesson: a village is a metabolism, not a project. Equilibrium without pressure produces no society: no differentiation, no exchange, no structure. Abundance makes generosity unobservable.


Run 2 — Seasons (regen throttle only): the buffers win

Setup: 30-day seasons; winter cuts food regen to 5%, wood to 40%. Granary added (clay walls — first clay use), need-based gift trigger.

Result: winter became a worked season — gathering 4,889 ticks/day vs 1,857 in summer, wild stocks visibly drained and refilled. But nourishment ran the identical sawtooth year-round, the granary sat untouched at 150/150 through two winters, and trades stayed at zero across 240 days.

Lesson: three compounding buffers (the sustainability floor acting as a ~360-unit hidden savings account, personal pack reserves, wild food budget exceeding winter need) meant scarcity never reached an individual. Pressure that only raises labor doesn't create interdependence.


Run 3 — Frost: the hungry gap

Setup: winter now decays standing food ~7%/day toward 15% (frost kills the larder); granary draws deepened; anti-redeposit rule.

Result: the simulation came alive.

  • First trades in sim history: 21 (17 deep winter, 4 early spring) — exactly when granary-empty met neighbor-with-food.
  • Granary sawtooth textbook: full through autumn, empty by winter day ~25, refilled within 4 days of spring. Both years.
  • The sim reproduced the "hungry gap" — a real agricultural phenomenon neither designed nor named in the code: worst hunger (village nourishment 0.21) fell in early spring, after stores ran out but before the land regrew past harvestable thresholds.
  • Crisis cascaded: the food emergency pulled labor from heating (firewood reserves dipped to 10, condition below 100% for the first time).
  • Balanced: severe hunger, zero lasting health damage, both years.

Lesson: storage limits + decay + regrowth lag ⇒ emergent seasonality of need. Sharing is a response, not a behavior: 480 days of abundance produced zero exchanges; ten days of genuine need produced twenty-one. Still missing: individual roles — identical souls in a global work queue respond identically (winter gather ticks all within 490553).


Run 4 — The contrast test: 3 selfish souls among 12

Setup: villagers M/N/O run the East (Selfish) soul profile. Same engine, same possibility space; only behavior weights differ: low sustainability (strip nodes to ~15% vs the 50% commons floor), low generosity (refuse gifts; excluded from asking), low community bias (no communal work at all), high accumulation (double carry, standing hoard).

Result — the four-town thesis validated:

  • Selfish villager-days: 0 build ticks (vs 104/day for nature souls), gather 69 vs 269, rest 0 (never tired), socializing 1,369 vs 921. A visible leisure class living off a working village.
  • Gift network: 11 gifts, all nature→nature. The selfish never gave and never needed to receive. First individual differentiation appeared: Villager_A gave 4 of 11 gifts — the village's generous one.
  • The 12 communal souls absorbed 15 souls' worth of burden without a single ruin.

The central finding: selfishness strictly won. Most leisure, least fatigue, fullest bellies, zero costs, no pushback. This is not a balance bug — it is the empirical case for the game's soul layer. Economics alone cannot make selfishness cost anything; that is the job of imprints, debris, echoes, and social memory (the Unity POC's warmth-echo system). The soul-consequence layer is not flavor on top of the economy — it is the only thing standing between the South town and being farmed by the East.


Run 5 — The soul layer, uncalibrated: everyone a sinner

Setup: warmth echoes (memory replaces omniscience), refusal debris, commons-line harvest debris, soul-to-soul atmospheric pressure, debris metabolic tax (faster drain, weaker meals).

Result: justice arrived — all 108 refusals belonged to the selfish three, whose health collapsed to 3164 while nature souls held 100 (the selfish never rest, so they have no healing loop — laziness blocking recovery is fully emergent). But two pathologies: (1) the whole village ratcheted to maxed others-regard debris, because the 50% commons penalty line sat above the nature souls' own 45% harvest floor and debris had no clearing path — harm without healing; (2) warmth-weighted asking plus near-total gift transfers produced a 2,501-gift winter food-swapping loop, and the universal debris tax turned the hungry gap into famine (village nourishment 0.00).

Lesson: a moral system needs calibrated innocence and a redemption path, or it converges to universal guilt and reads as noise.

Run 6 — The soul layer, calibrated: the ledger works

Setup: commons line lowered to 40% (below any respectful floor); gifts capped (keep 5, give ≤3, ask only when genuinely hungry); giving heals the giver (0.003 others-regard vs +0.02 per refusal — harm ~7× easier than healing).

Result — the design document, in numbers:

  • Nature souls: debris 0.000 after two years. The innocent are innocent.
  • Selfish souls: 0.225 and climbing. The debris gap is total and driven entirely by how each soul lives.
  • Gift ping-pong dead (2 gifts); the contact log is 18 refusals — in the hungry gap the only villagers with surplus are the hoarders, so the starving ask them, are refused, and learn. The village's warmth map is a map of learned coldness pointing at three names.
  • Material consequences within one lifetime are mild — the selfish stay comfortable. The sim's justice is written in the souls, not the outcomes. That is correct: in the full game, the ledger cashes out at death (heavy debris carries forward; the rebirth verdict; the grave nobody tends). The sim now produces exactly the input reincarnation consumes.

Next

Soul layer: done and validated (runs 56). The expansion phase begins:

  1. Towns as spatial structure: multiple settlements with their own centroids, buildings, and granaries; NPCs affiliated with a home town but free to roam — the blend space between towns becomes real.
  2. The North (Generational) town: second settlement; its signature knowledge/teaching system (SPEC §5) is the largest unbuilt spec piece.
  3. Inter-town contact and trade routes (Phase 3); object-level soul residue traveling with traded goods.
  4. Save/load round-trip (SPEC §9 amendment) — still outstanding.