721acbd1aa
Godot 4.7 C# world simulation per SPEC.md (with 2026-07-21 amendments). 15 NPCs, 5-state machine, demand-driven work, soul-imprint triad data model, seasons with winter frost, granary, need-based gift economy, selfish-soul contrast wiring, daily/per-villager/gift CSV logging. FINDINGS.md documents the four soak experiments: the dead paradise, the buffers winning, the emergent hungry gap, and the contrast test proving the four-town thesis (and that selfishness wins until the soul-consequence layer exists). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
13 lines
599 B
CSV
13 lines
599 B
CSV
day,giver,giver_soul,receiver,receiver_soul,material,amount
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117,Villager_F,Nature,Villager_G,Nature,Food,5.2
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117,Villager_G,Nature,Villager_A,Nature,Food,3.8
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234,Villager_A,Nature,Villager_K,Nature,Wood,4.0
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237,Villager_C,Nature,Villager_L,Nature,Food,2.8
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237,Villager_A,Nature,Villager_H,Nature,Food,6.3
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237,Villager_H,Nature,Villager_A,Nature,Food,4.8
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237,Villager_A,Nature,Villager_B,Nature,Food,4.0
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237,Villager_B,Nature,Villager_D,Nature,Food,2.7
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238,Villager_K,Nature,Villager_A,Nature,Food,3.6
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238,Villager_A,Nature,Villager_B,Nature,Food,2.7
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239,Villager_B,Nature,Villager_C,Nature,Food,0.9
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