Generations

Children are not extensions of parents. They are new systems starting from near-zero.

Life stages

StageAgeLearningSurvivalContinuityReproduction
Child0–5 yrVery highVery lowLowNo
Adolescent5–15 yrHighModerateModerateRare
Adult15–45 yrModerateHighHighYes
Elder45+ yrLowDecliningVery highNo
A group that protects its elders has better knowledge retention. A group that doesn't, forgets faster.

Reproduction

Under conditions, not command

Conditions-based, not scheduled. Trust threshold, resource surplus, shelter, safety, and bonding duration all required. Scintillae can't reproduce on first contact.

Gestation is 9 simulated days. Mother needs decay faster. Pregnancy can fail. Infant mortality is 15% in the first 2 simulated days. Always one offspring.

Cardinal doesn't go easier on children. That's intentional.

trait_child = weighted_avg(trait_parent_a, trait_parent_b) + mutation_noise

Death

Four causes

CauseCondition
Starvation / dehydration / cold / injuryHealth reaches 0
Old ageLifespan reached (45–75 sim years)
Infant mortalityFirst 2 sim days, 15% chance
ConflictLethal resolution

Institutional inheritance

Behaviors that didn't break

Post-MVP. Deferred until the survival loop is stable.

Settlements

Repeated return to a location. It becomes home.

Leadership

High trust + resource success. Proto-authority.

Norms

Behaviors punished or rewarded consistently.

Trade routes

Exchange paths that survive across Scintillae.

Rituals

Repeated group behaviors with no direct survival function.

Transmission is always lossy. A technique passed through five Scintillae is not the same technique that started. This is a feature.

Emergence targets