Resource density
Regenerates slowly. Depletes under sustained use.
Everything is just terrain until Scintillae start treating it like something more.
Environment
MVP runs on a 1000×1000 grid in memory, roughly 10km². Nothing is handed in at spawn.
Post-MVP, Cardinal can scale toward a ~10km continent. Expansion stays gated by Scintilla population density and exploration. Cardinal doesn't grow until something pushes into it.
Environment fields
Regenerates slowly. Depletes under sustained use.
Varies by season. Cold stress, heat stress.
Static per terrain type.
Accumulates from events.
Seasonal cycle
1 real minute = 72 simulated days 20 real minutes = 1 simulated day 2 real days = 1 simulated year (4 seasons, 144 days)
Scintillae don't know what seasons are. They just notice that food gets harder to find, and it gets cold, and some of them don't survive it.
That's the point.
Entities
None of it is known at spawn. Knowledge dies with the carrier if untransmitted.
Low risk. 0.4 hunger yield (stock 4–12 per herd). Respawns with random new stock.
High risk. 1.2 hunger yield. Respawns every 20 sim days.
Lethal. Patrols a radius, attacks on proximity. Respawns every 40 sim days.
Berry bush, fruit tree, hardwood, reed. Seasonal availability. Some finite.
Infinite. Detectable from 8 cells. First Scintilla to find it has a survival edge.
Cave (natural shelter), rock deposit (finite, never respawns). Scarcity drives migration.
Degenerate states in Cardinal
Collapse
Sustained overharvesting depletes a region permanently. Scintillae either migrate or die. This is not a bug.
Hazard
Areas permanently hazardous through event accumulation: fire spread, disease, territorial conflict residue.
Isolation
Geography that cuts off agent groups from the rest of Cardinal — potentially forcing independent development.