The loop's problem was that it had no decision in it. Condition was health, capability, currency sink and fail state all at once, so every event pushed the same way and there was nothing to weigh against anything else. This is the axis the loop turns on instead: A tractor is slow and made of tin, and nobody looks twice at it. An armoured car survives being shot at, and everybody notices it. Five cars from a field tractor to an armoured car. Money buys them permanently rather than paying a repair bill, so progress climbs while any single drive still declines. There is deliberately no best one - a quiet errand down cold roads wants the thing nobody reports, a run into a district that already knows your face wants the thing that survives what happens next. Kept honest by a pairwise test rather than a glance at the table: every rung has to be more conspicuous than the one below by at least the geometric mean of what it gains in toughness and speed. The armoured car failed it on the first pass - 3.7x tougher for 1.4x the attention, which is a strictly better car and would have collapsed the choice back into "drive the newest thing". Repriced to 3.6, because being undercover in an armoured car ought to be close to a contradiction in terms. Catalogue and state only; nothing reads it yet. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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| .. | ||
| audio | ||
| core | ||
| physics | ||
| render | ||
| sim | ||
| ui | ||
| carSpec.ts | ||
| debug.ts | ||
| heatProps.test.ts | ||
| heatProps.ts | ||
| main.ts | ||
| persistence.ts | ||
| unitBodies.test.ts | ||
| unitBodies.ts | ||