Files
Soul_Game/Main.tscn
T
mmcghen f9e22e872f Run 13: the full world - four towns, resources, bonds, spatial grid
World scaled 3x (768x768) with all four towns at compass points, each
running its own soul culture: North generational, South nature, West
materialist (new profile), East selfish. Two new resources: Ore (metal
tier) and Herb (medicine - mends health, reason to forage, trade good).
Spatial hash grid replaces O(n^2) proximity scans (soul pressure,
neighbor, teacher) - 3.6x headless speedup at ~80 NPCs. First social
verb beyond work: pair-bonds - settled adults who keep warm company pair
up; warmth now accrues from proximity not only gifts; bonds break at
death. Reproduction deferred (bonds-first per plan).

The four-town thesis fully realized on one engine (240-day run):
North know 1.27 clean, South nourish 0.85 clean, West prosperous but
debris 0.23, East hungriest 0.60 and lowest knowledge 1.08. Positive
cultures stay soul-clean, negative ones carry real debris, all from
behavior weights - nothing scripted. 99 bonds, 80 deaths, four living
societies.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 17:04:19 -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 = 1800.0
StopAfterDays = 240
[node name="Visualization" type="Node2D" parent="." unique_id=1946930493]
script = ExtResource("2_viz")