Emergence

Things that might appear. Not guaranteed. Not defined.

Targets

Inferred from behavior

TargetEarly indicator
Social groupsConsistent proximity clustering
SettlementsRepeated return to fixed location
SpecializationScintillae consistently performing a single role
TradeBidirectional resource transfer across Scintillae
LeadershipBehavioral following patterns, resource deference
Territorial behaviorConflict triggered by location, not just scarcity
RitualsRepeated non-survival group behaviors
Proto-languageStable shared token set across a group
Cultural identityGroup-specific behavior divergence from others
CollapsePopulation crash following resource or social failure

Nothing is hardcoded. Everything is inferred from behavior over time.

Degenerate states in Cardinal

They're data, not bugs

Permanent stagnation

Scintillae survive but never form groups. Solo survival loops. No cultural transmission.

Extinction spiral

Population below critical mass. Reproduction fails. Cardinal goes quiet.

Monoculture lock

One behavioral pattern dominates. Mutation pressure can't break it.

Knowledge death

Critical survival technique lost between generations. Group regresses.

War equilibrium

Two groups in persistent low-grade conflict. Too weakened to collapse or stabilize.

These states are interesting. They're not bugs. They're data.
Substrate loop

Post-MVP

Deferred until the survival loop is stable

Research targets, not MVP scope. Build order lives on the roadmap.

  • Language emergence — token co-occurrence, stabilisation, dialect divergence across groups
  • Naming system — scintillae develop names for recurring locations and entities
  • Generational cultural inheritance — knowledge transmitted parent→child, always lossy
  • Institutional behavior — settlements, leadership, norms, trade routes, rituals
  • Terrain memory — desire paths form from repeated movement, visible as map heat layer
  • Death traces — corpses as scavenger resource and fear memory trigger for witnesses
  • Signal propagation — alarm calls spread beyond visual radius; herds react to distant threats
  • Weather system — storms that tank temperature and hide prey, forcing adaptation
  • Elder value — group survival rate measurably drops when last elder dies
  • Farming emergence — agents tending depleted locations before respawn, unscripted
  • Learned policy layer — RL or imitation for later generations shaped by cultural exposure
  • World map expansion — gated by population density, scintillae push into new biomes
MVP Roadmap