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Discovery

🚧 In progress — design gap.

Discovery is how knowledge changes: how a new meme enters the world, who can discover it, and how often. Without it, the meme tree is static and the whole simulation is inert — so this is on the critical path, not a polish item.

  • Discovery is gated by prerequisites (hard), eased by affinity, divided by size (an integer magnitude — a society must be large/specialised enough), and gated for ex-nihilo invention by material reach.
  • Demand precedes intensification: an intensifying praxis only becomes a discovery candidate once demand for its material exists (see Authoring Rules).
  • Intended discovery probability is roughly: base × material_affinity × meme_affinity × prereq_gate × (capacity / size) × …
  • Frequency / cadence of discovery checks, and what triggers one.
  • Per-individual vs. per-settlement discovery; the role of skill, traits, and institutions.
  • How the player discovers/invents differently from NPCs (deliberate pursuit, novel combinations) — the heart of the Learn & Invent feature.
  • How a newly discovered meme propagates into the storage tiers and transmission graph.

→ Tracked in Design Status.