6cbe4bcf83ae408a15aecef13ad0525ec0500d59
Children from bonds (Phase B): death no longer auto-spawns a replacement; bonded, fed, adult pairs conceive, logistic-damped toward a per-town carrying capacity. Population is now dynamic - births vs deaths, a band not a fixed count. Towns anchored to their cardinal seeds (build-centroid 70% weighted to the fixed compass point) so settlements stay planted instead of drifting to map-center - North now founds at ~(388,139) by its (384,130) seed vs West's prior 100+ cell drift. Tuning took three passes (logged in FINDINGS): explosion, then die-out, then a generational-gap bug where founders aged out of fertility before their children matured. Fix: wide fertility window + generous rate. Result: births 108 ~= deaths 104, healthy population band, and the four-town thesis sharpened into demographics - North/South thrive soul-clean, West shrinks with debris, East collapses to a starving remnant. Selfishness now literally fails to sustain a population. 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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