diff --git a/docs/DESCENSUS-addendum-1.md b/docs/DESCENSUS-addendum-1.md new file mode 100644 index 0000000..e58009c --- /dev/null +++ b/docs/DESCENSUS-addendum-1.md @@ -0,0 +1,193 @@ +# DESCENSUS — Addendum 1 +## Cost Structure and Exploit Closure +### Status: Canonical. Do not alter without project owner instruction. +### Date: 2026-05-02 +### Extends: docs/DESCENSUS-genesis.md + +--- + +## Purpose of This Addendum + +The genesis document establishes what DESCENSUS is and how the epoch +filter operates. This addendum closes the exploit loops that code +cannot close alone. Each principle here describes a cost structure +that is not enforced by rules — it is enforced by the honest operation +of the simulation's physical and social reality. + +Where code fails to implement these principles completely, this document +is the authority. Implementation catches up to the document, not the +reverse. + +--- + +## Principle 1 — Distance Is Elapsed Time + +Movement between locations costs simulation days. Those days cannot be +recovered, compressed, or prepaid. There is no fast travel. There is no +preparation that eliminates the cost of distance. + +A participant who identifies an attack target must travel to reach it. +That travel consumes elapsed simulation days — days not spent producing, +building relationships, or developing the clan. The cost is paid before +the outcome is known. + +A participant who wishes to return must travel again. The distance does +not decrease because the route is now known. Familiarity reduces +uncertainty, not cost. + +**Exploit closed:** A participant cannot accumulate strength and then +deploy it instantly across distance. Every application of force requires +elapsed time proportional to distance. The cost of projection is built +into the geometry of the world. + +--- + +## Principle 2 — Intelligence Decays + +Knowledge of another participant's state is accurate at the moment of +acquisition. It begins aging immediately. + +A participant who reaches a target location learns what is there at that +moment. By the time they return — having paid the travel cost twice — +the target's state has changed. The intelligence paid for in elapsed +time is now historical. The participant acts on a record, not a current +reading. + +The longer the return journey, the more the intelligence has aged. +A distant target that required thirty simulated days to reach has +changed for thirty simulated days by the time the attacker returns. + +**Exploit closed:** A participant cannot acquire perfect intelligence +and act on it without cost. The act of acquiring intelligence consumes +the time during which the intelligence remains current. Planning and +execution cannot be separated from the cost of the interval between them. + +--- + +## Principle 3 — Temporal State Resolution at Minimum Elapsed Time + +When two participants occupy the same H3 cell, the encounter is resolved +at the minimum elapsed simulation time of the two participants. + +A participant at day 100 who encounters a participant at day 10 does not +bring their day-100 strength to the encounter. The encounter resolves at +day 10. The stronger participant's state is evaluated as it was at their +own day-10 equivalent — including losses, weaknesses, and resource +constraints that existed at that point in their history. + +The elapsed simulation time of each participant is not visible to others. +It is not a number on a display. It is inferred from observable signals: +camp size, tool quality, apparent health of clansmen, the wear on +structures, the size of food stores. A participant who reads these +signals carefully can estimate depth. They cannot know it. + +The elapsed time of any participant is also in flux. A participant who +has been active for 100 days but suffered significant losses at day 60 +does not present as a day-100 participant. They present as whatever +their current state reflects — which may be weaker than a participant +at day 40 who suffered no losses. + +**Exploit closed:** A participant cannot prepare at depth and deploy +that preparation against a shallower participant. The encounter resolves +honestly at the point of contact, not at the point of planning. +Stockpiling Mesolithic weapons for a future DESCENSUS encounter is +evaluated at the elapsed time of the encounter, not at the elapsed time +of the stockpile. + +--- + +## Principle 4 — Aggression Is Self-Limiting + +A successful attack produces bounded loot, reduced defence, reduced +production, and reduced reputation for the attacker. + +**Loot is bounded.** The target has what the epoch permits and what +their elapsed simulation time has produced. There is no surplus beyond +what exists. The attacker cannot extract more than was there. + +**Attrition compounds asymmetrically.** The target loses defence and +production capacity. The attacker loses elapsed time, potential clan +losses, and reputation. The attacker's cost is paid regardless of +outcome. The target's loss is recoverable over subsequent elapsed days. +Repeated aggression against the same target yields diminishing returns +as the target's loot base depletes and the attacker's reputation +deteriorates. + +**Reputation is a social parameter with real consequences.** In +Mesolithic social reality, reputation is not an abstract score. It is +the substrate of alliance, trade, mate exchange, and mutual defence. +A participant recognised as a marauder by other participants loses +access to the cooperative structures that make large clans viable. +Food sharing, territorial agreements, knowledge exchange — all of +these require a reputation that aggression erodes. + +The simulation does not punish aggression by decree. It allows +Mesolithic social mechanics to operate honestly. A marauder clan +reaches a natural ceiling imposed by isolation, travel cost, and +the carrying capacity of territory it must hold alone. + +**Exploit closed:** There is no dominant strategy built on aggression. +Every gain from aggression is offset by costs that compound over elapsed +time. A participant who attempts to optimise for domination will find +that domination is self-limiting before it becomes simulation-breaking. + +--- + +## Principle 5 — Abandoned Settlements Are Finite + +When a participant quits the simulation, their settlement enters a +static state. It does not grow, defend itself, or replenish. + +A static settlement can be reached, observed, and raided. Its loot +is finite and does not regenerate. After extraction it is an empty +location. There are no defenders to defeat and no future production +to anticipate. It is the least interesting thing a participant can +engage with. + +The simulation does not prevent interaction with abandoned settlements. +It simply makes them structurally uninteresting as a sustained strategy. + +**Exploit closed:** Targeting abandoned settlements is not prohibited. +It is simply not productive beyond the single extraction event. A +participant who builds their strategy around abandoned settlements +is building on a depleting resource base with no renewal. + +--- + +## Principle 6 — The Simulation Does Not Prohibit. It Costs. + +There are no forbidden actions in the Simulator. There are only actions +whose costs, when honestly calculated, make them self-limiting. + +This principle supersedes all game-design instincts to add rules, +restrictions, cooldowns, or penalties. Before any restriction is +proposed, the question must be asked: does the honest cost structure +already make this action self-limiting? If yes, no rule is needed. +If no, the cost structure is incomplete and must be corrected before +a rule is added. + +A rule that overrides the cost structure is a design failure. It means +the simulation is not honest about what the action costs. Fix the cost, +not the rule. + +**This principle applies to all future addenda.** Each addendum closes +a loop by identifying the honest cost that code failed to implement — +not by adding a prohibition. + +--- + +## What This Addendum Does Not Cover + +- The specific mechanics of DESCENSUS epoch transition (see genesis document) +- The Roman epoch cost structure (to be addressed in a future addendum) +- The Model's role in encounter resolution (to be addressed separately) +- Multi-participant alliance mechanics (to be addressed in a future addendum) +- The compression algorithm and its relationship to elapsed time + (covered in OTIVM-IV design documentation) + +--- + +*DESCENSUS — Addendum 1 — 2026-05-02* +*TheRON — single contributor. AI assistants implement, document, flag — do not direct.* +*Each addendum closes one loop. Addenda accumulate. None supersedes the genesis document.* +*Where this document and code conflict, this document is the authority.* diff --git a/docs/SIMULATOR-vision.md b/docs/SIMULATOR-vision.md new file mode 100644 index 0000000..ceca62e --- /dev/null +++ b/docs/SIMULATOR-vision.md @@ -0,0 +1,269 @@ +# SIMULATOR — Vision Document +## The Cooperative Simulation and Its Governing Intent +### Status: Canonical vision. Not an implementation commitment. +### Date: 2026-05-02 +### Part of: TheRON — CIVICVS / OTIVM / TESSERA / DESCENSUS stack + +--- + +## 1. What This Document Is + +This document states what the Simulator is, what it is for, and what +its two operating modes are. It also identifies four open design +opportunities — gaps and conflicts that are not blocking but that will +determine the quality of the final instrument when professional +development resources are engaged. + +This document is not an implementation plan. It is a frame. +Implementation catches up to the frame, not the reverse. + +--- + +## 2. The Seating Limit + +The Simulator accommodates 128 participants. This is a design limit, +not a technical one. The Simulator is a precision instrument, not a +mass-market product. Its value comes from the quality of participant +engagement, not the quantity. A field excavation has a defined team. +A research vessel has a defined crew. The Simulator has 128 seats. + +The seating limit also governs the cooperative simulation's social +dynamics. 128 is large enough to produce meaningful collective +behaviour and small enough for each participant to matter individually. + +--- + +## 3. Two Simulation Modes Per Account + +Each participant account has access to two simulation modes. These are +not sequential stages — they are parallel instruments with different +purposes. A participant may be active in both simultaneously. + +--- + +### Mode 1 — The Single Simulation (The Laboratory) + +The participant selects a Mesolithic clan and becomes its Leader. + +The single simulation is private and personal. It belongs to the +participant alone. Its purpose is to produce deep familiarity with +the substrate: the resource logic, the social mechanics, the cost +of distance, the consequences of DESCENSUS, the limits of what +any one clan can achieve. + +The participant may restart the single simulation as many times as +they wish. DESCENSUS ensures that no strategy becomes permanently +dominant across restarts — every attempt is honest, every environment +responds to what the participant actually does, not to what they +planned. + +The single simulation has no end condition. It runs until the +participant is satisfied with what they have learned or with the +state their clan has reached. + +--- + +### Mode 2 — The Cooperative Simulation (The Instrument) + +When a participant is satisfied with their single simulation, they +may nominate it as their entry into the cooperative simulation. + +In the cooperative simulation the participant is no longer a Leader. +They occupy a role: trader, centurion, magistrate, healer, engineer, +or others to be defined. The clan they nominated becomes their entry +state — the foundation from which their role operates. + +The Model fills the roles that participants do not occupy. It maintains +the simulation's historical coherence, populates the consequences of +participant decisions, and ensures the environment remains faithful to +the physical and social reality of Mesolithic Central Europe progressing +toward the Roman epoch. + +The cooperative simulation runs forward in time from the Mesolithic +toward 100 CE. It does not reset. It runs once, together, to +conclusion. Participants who are active at the end of the simulation +are ranked by achievement — the definition of achievement is +deliberately deferred and will be developed as the design matures. + +The cooperative simulation is the instrument the entire stack was +built toward. TESSERA provides the physical substrate. CIVICVS +provides the Mesolithic environment. OTIVM provides participant +preparation. DESCENSUS provides the epoch transition mechanism. +The cooperative simulation is where all of these converge into a +single shared experience governed by historical reality. + +--- + +## 4. The Model's Role in the Cooperative Simulation + +The Model — the Roman Oracle, bounded 100 BCE to 100 CE — fills +structural roles in the cooperative simulation. It does not play +to win. It plays to make the simulation real. + +The Model never overrides participant decisions. It responds to them. +Participant decisions that diverge from historical plausibility +trigger responses that are themselves historically plausible: resource +scarcity, rival clan formation, disease, extreme weather, political +consequence. The Model populates the world that participant decisions +produce, not the world the Model would prefer. + +The Model's temporal boundary (100 BCE to 100 CE) means it cannot +inhabit the Mesolithic from the inside. It reads the record the +participants create. It interprets that record through Roman +understanding — which is itself a historically bounded perspective. +The gap between what the participants experience and what the Model +can interpret is not a flaw. It is the simulation being honest about +the limits of Roman knowledge of what came before Rome. + +--- + +## 5. The Transferability of This Design + +The design described in this document is not specific to the Roman +and Mesolithic epochs. Any world that can be encoded in TESSERA and +governed by an epoch-bounded Model can run this simulation. Rome to +Mesolithic is the first instantiation. The architecture is open to +future applications by professional development teams working in +other historical, geographical, or disciplinary contexts. + +This openness is intentional. The data warehouse is the product. +The simulation is the instrument that fills it. The instrument can +be replicated. + +--- + +## 6. Open Opportunities + +The following four areas are not blocking the current development +path. They are design gaps and conflicts that will determine the +quality of the cooperative simulation when it is built. They are +documented here so that future contributors — assistants, developers, +domain experts, and participants — can engage with them with full +context. + +No proposals are made here. The conflicts and tensions are described. +Resolution belongs to future design work. + +--- + +### Opportunity 1 — The Nomination Threshold + +**The gap:** The cooperative simulation requires that nominated clans +be capable of participating without immediately collapsing or +destabilising the shared environment. But the single simulation +has no end condition and no defined success state. There is currently +no mechanism by which the simulation can assess whether a clan is +ready for nomination. + +**The conflict:** A threshold defined too loosely admits clans that +are not viable and burden the cooperative simulation. A threshold +defined too strictly prevents participants from nominating until they +have reached an arbitrary standard that may not reflect actual +readiness. The threshold must be meaningful without being a gate +that reproduces the power imbalances DESCENSUS was designed to prevent. + +**Why this matters:** The cooperative simulation's balance depends +on the entry states of its participants. If entry states vary too +widely, the Model cannot maintain historical coherence without +overriding participant decisions — which it must not do. + +--- + +### Opportunity 2 — The Model's Balancing Authority + +**The gap:** The Model fills roles and responds to participant +decisions. But the cooperative simulation involves 128 participants +making decisions simultaneously. The aggregate effect of those +decisions may produce states that are historically implausible — +a single clan growing to dominate the region, a resource being +exhausted before the epoch would permit it, a technology emerging +before its time. + +**The conflict:** The Model cannot override participant decisions +without breaking the simulation's honesty. But a simulation that +allows historically implausible states to persist will lose its +value as a research and educational instrument. The boundary between +"responding to decisions" and "correcting decisions" is not yet +defined. Where that boundary sits will determine what kind of +instrument the cooperative simulation becomes. + +**Why this matters:** The Model's authority in the cooperative +simulation is the most consequential design decision remaining. +It determines the relationship between participant agency and +simulation integrity — a tension that does not resolve itself. + +--- + +### Opportunity 3 — The Epistemic Horizon of Participants + +**The gap:** A participant who has completed many single simulations +carries knowledge about the environment that their nominated clan +does not possess. The clan's knowledge is bounded by what it has +experienced within the simulation. The participant's knowledge is +bounded by everything they have learned across all their restarts. + +**The conflict:** The simulation cannot technically distinguish +between a participant playing within their clan's epistemic horizon +and a participant importing meta-knowledge from previous runs. The +distinction is real and meaningful — a clan that makes decisions +based on knowledge it could not have is not a faithful simulation +participant. But enforcing the distinction requires either technical +mechanisms that constrain participant agency or a social contract +that depends on participant integrity. + +**Why this matters:** The epistemic horizon problem is present in +every simulation that allows learning across sessions. It is +particularly acute here because the single simulation is explicitly +designed to produce meta-knowledge. The cooperative simulation must +find a way to value that preparation without allowing it to corrupt +the simulation's honesty. + +--- + +### Opportunity 4 — The End Condition + +**The gap:** The cooperative simulation runs until 100 CE. But +elapsed simulation time advances differently for different +participants depending on their activity level, the compression +ratio, and the state of their clan. The moment at which the +simulation ends is not yet defined — whether it is a wall-clock +event, an elapsed-time threshold, a consensus among participants, +or a declaration by the Model. + +**The conflict:** An end condition defined by wall-clock time +treats all participants equally regardless of how deeply they +engaged. An end condition defined by elapsed simulation time +rewards sustained engagement but may disadvantage participants +who engaged less frequently for reasons outside the simulation. +An end condition defined by the Model introduces the same +authority questions raised in Opportunity 2. An end condition +defined by participant consensus introduces social dynamics that +may not align with simulation integrity. + +**Why this matters:** The end condition governs ranking, data +preservation, and the simulation's historical closure. How the +simulation ends determines what it means to have participated in +it. This decision cannot be deferred indefinitely — it must be +made before the cooperative simulation is designed in detail. + +--- + +## 7. What This Vision Does Not Commit To + +- A launch date or development timeline +- A specific compression ratio for elapsed simulation time +- A definition of achievement or ranking criteria +- A technical architecture for the cooperative simulation's infrastructure +- A commercial model or licensing arrangement +- A specific set of participant roles beyond the examples named + +These are all open. The vision is the frame. The frame is stable. +Everything within it is subject to design work that has not yet begun. + +--- + +*SIMULATOR — Vision Document — 2026-05-02* +*TheRON — single contributor. AI assistants implement, document, flag — do not direct.* +*This document states intent. It does not constrain the path to that intent.* +*Future contributors are invited to engage with the four opportunities.* +*Resolution of any opportunity requires project owner approval before admission.*