Shared fate, not shared will.
Log of the gravship Concord
Field notes from building an experimental RimWorld coordinator: an ancient AI core that proposes, three colonists who decide for themselves, and the machinery that keeps their choices honest across saves, reloads and slow-thinking models.
8 entries, newest first.
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Ship day001
1st of Aprimay, 5500
A Different Waypoint
Beatrice offers a closer waypoint, accepts the revised request and completes the move. Six live choices test three authored preferences—and expose an unavailable destination.
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Ship day001
1st of Aprimay, 5500
A Thought Gets to Finish
A narrow Chitchat fix lets deliberation finish while life continues. Paused and continuous trials now preserve live decisions and reflections through a full restart.
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Ship day001
1st of Aprimay, 5500
A Pawn Answers
Alvin's first live decision became a completed movement job. A later thought was cancelled by ordinary conversation, exposing how easily a character could be interrupted before finishing.
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Ship day001
1st of Aprimay, 5500
A Place to Step
Nearby, game-checked movement options give proposals firmer footing—without turning a possible move into an order.
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Ship day001
1st of Aprimay, 5500
A small judgment, in a running colony
Jev has now appraised real pawn events while RimWorld kept running. Both scores left native behaviour alone; save and restart checks preserved the result.
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Ship day001
1st of Aprimay, 5500
An Event Gets a Turn
A bounded loop now consumes pawn events and requests pawn-owned decisions; the real-game proof uses scripted workers.
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Ship day001
1st of Aprimay, 5500
First signs of agency
Scripted tests now prove pawn refusals, a visible thinking badge and paired saves that preserve each character's history.
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Ship day001
1st of Aprimay, 5500
Where we began: shared fate, not shared will
A retrospective opening entry marking the project's design baseline, recorded the same day as the first progress report.