mmcghen ed78d560ff Soul layer: imprints, warmth echoes, and consequences
Ports the Unity POC soul systems into the sim:
- Warmth echoes: villagers remember who fed them (+0.15) and who turned
  them away (-0.25). Ask-for-food targeting runs on memory, not
  omniscience; the remembered-cold are not asked. Echoes fade daily.
- Refusing the hungry while holding food marks the refuser (others-regard
  debris) and is logged; empty-handed is not refusal.
- Harvesting below the 50% commons line marks the taker per unit taken.
- Soul-to-soul atmospheric pressure (SoulFieldSystem port): encased souls
  darken nearby atmospheres, clear souls lighten them.
- Debris costs biologically: nourishment drains faster and meals restore
  less as the soul encases.
- Instrumentation: avg_debris + refusals in daily stats; per-villager
  nourish/health/debris; refusals in the contact log; map dots dim with
  encasement.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 13:07:33 -04:00

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)

  1. World gen + NPC base + state machine ← scaffold is here
  2. Building system
  3. Trade + soul-imprint-weighted decisions
  4. Testing protocol + save round-trip + debug UI
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