Database
Villages (Model V)
Single population
Run From Controls
Grid & villages
Grid size (NxN):
Village cap:
Birth threshold (base, needs-met points):
+ per-villager rate (x pop):
Group parent ∝ wealth
β
(β: 0 uniform):
Individual birth threshold (0=off):
Starve death chance:
Catastrophe chance (× populated neighbors):
Fission size (frac that leaves):
Fission target max fullness:
Random founder genes:
Villagers clone founder:
Migration vectors
random:
policy misfit (Tiebout):
starving (seek food):
Cell display:
policy (gene colour)
villagers (wealth)
Wealth colour levels:
Colour grid by:
τ tax rate
θ who pays
φ who receives
κ chief's cut
λ punish
ψ who votes
coop comply
Population
Number of agents:
Regime
Redistribution regime:
none — keep your own
share — hungry take from richest
theft — hungry seize from random (may be lost)
pool — split equally each tick
genome — policy from the social genes
Conflict loss chance (theft only):
Trait evolution (legacy)
Evolve traits (starve = death + mutated heir):
Couple traits (one gene, no divergence):
Genome policy (genes)
τ collection rate:
θ progressivity (who-pays cutoff):
φ focus (equal 0 → neediest 1):
κ hub retention:
λ punishment (destroy defector due):
ψ franchise (who votes: 0 all → 1 richest):
coop (compliance):
ω tracer (inert null gene):
Franchise mode (who votes on ψ):
off — disabled (everyone votes)
A — universal suffrage on ψ
B — entrenched (last tick's ψ)
Wealth-line mode (θ/ψ cutoffs):
relative — frac of richest
percentile — frac of population
Environment & evolution
Initial stock per agent:
Chance to fail gathering (bane):
Chance to skip consuming (boon):
Mutation std dev:
Random death chance per tick:
Sexual reproduction fraction (0–1):
Epoch (ticks per run):
Data sample rate (ticks):
Updates per draw (ticks):
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