Turn 001 — Committed state
Reading edition of a structured SIMULATION record. Repeated embedded state and generated views are omitted from phase checkpoints; the literal JSON below preserves the complete record. Commit pages show the turn’s decisions, approvals and status; the World State and Timeline pages provide the readable state history.
Calendar
Current Key
Y01-M07
Display Label
Early autumn, Year 1
Year
1
Month
7
Next Key
Y01-M08
Legacy Source Label
Not recorded.
Turn
Id
turn-001
Number
1
Status
CLOSED
Deadline
2026-09-07T16:19:05.375Z
Maximum Submission Words
1500
Current Blocker
Not recorded.
Status History
Record 1
Status
OPEN
At
2026-09-07T16:19:05.375Z
Approval Id
Not recorded.
Record 2
Status
INTAKE_LOCKED
At
2026-09-07T16:19:05.435Z
Approval Id
Not recorded.
Record 3
Status
ANALYZED
At
2026-09-07T16:20:00.625Z
Approval Id
Not recorded.
Record 4
Status
ADJUDICATION_APPROVED
At
2026-09-07T16:21:20.635Z
Approval Id
T001-A-GM
Record 5
Status
RESULTS_DRAFTED
At
2026-09-07T16:35:08.253Z
Approval Id
Not recorded.
Record 6
Status
DELIVERY_APPROVED
At
2026-09-07T16:35:08.253Z
Approval Id
T001-A-DELIVERY
Record 7
Status
DELIVERED
At
2026-09-07T17:40:27.748Z
Approval Id
T001-A-DELIVERY
Record 8
Status
CLOSED
At
2026-09-07T17:40:27.748Z
Approval Id
Not recorded.
Intake
T001-I-player1
Id
T001-I-player1
Player Id
player1
Classification
VALID
Counts As Miss
false
Consecutive Misses Before
0
Consecutive Misses After
0
Word Count
1005
Byte Count
5879
Archive Path
turns/turn-001/intake/player1/submission.md
Checksum Sha256
c0b26cb67095e11728943d782662758d5fe87fc407e236835469a3f73c8a0540
Ruling Id
Not recorded.
T001-I-player2
Id
T001-I-player2
Player Id
player2
Classification
VALID
Counts As Miss
false
Consecutive Misses Before
0
Consecutive Misses After
0
Word Count
1050
Byte Count
6388
Archive Path
turns/turn-001/intake/player2/submission.md
Checksum Sha256
1f8ffaba5b1b031f34a3697b99aa6db75e3b030982920a4fbc9b65fbfd622488
Ruling Id
Not recorded.
T001-I-player3
Id
T001-I-player3
Player Id
player3
Classification
VALID
Counts As Miss
false
Consecutive Misses Before
0
Consecutive Misses After
0
Word Count
738
Byte Count
4580
Archive Path
turns/turn-001/intake/player3/submission.md
Checksum Sha256
b2282dda910dec496641b97e25bd6b2470d702da89aa6128291c314f8c1eb753
Ruling Id
Not recorded.
T001-I-player4
Id
T001-I-player4
Player Id
player4
Classification
VALID
Counts As Miss
false
Consecutive Misses Before
0
Consecutive Misses After
0
Word Count
883
Byte Count
5287
Archive Path
turns/turn-001/intake/player4/submission.md
Checksum Sha256
3c6aba5192128c980f0f9941880017a76b3a7e92beabff11050d6177ef5b2c4d
Ruling Id
Not recorded.
Players
player1
Id
player1
Clan Id
saltmere
Leader Character Id
saltmere-leader
Leader Title
Leader of Saltmere
Control Status
ACTIVE
Eligible
true
Expected Submission
true
Consecutive Misses
0
Influence
SUPPORTIVE
player2
Id
player2
Clan Id
keelstrand
Leader Character Id
keelstrand-leader
Leader Title
Leader of Keelstrand
Control Status
ACTIVE
Eligible
true
Expected Submission
true
Consecutive Misses
0
Influence
SUPPORTIVE
player3
Id
player3
Clan Id
high-barley
Leader Character Id
high-barley-leader
Leader Title
Leader of High Barley
Control Status
ACTIVE
Eligible
true
Expected Submission
true
Consecutive Misses
0
Influence
SUPPORTIVE
player4
Id
player4
Clan Id
ternhaven
Leader Character Id
ternhaven-leader
Leader Title
Leader of Ternhaven
Control Status
ACTIVE
Eligible
true
Expected Submission
true
Consecutive Misses
0
Influence
SUPPORTIVE
Decisions
T001-D01
Id
T001-D01
Title
Saltmere Fuel Allocation, Pan Bank Reinforcement, and Food Preservation
Type
GROUPED_REVERSIBLE
Status
APPROVED
Affected Player Ids
- player1
Approval Id
T001-A-GM
Summary
Player 1's plan astutely addresses the immediate fuel dispute by prioritizing dry billets for fish smoking while pausing full salt boiling to inspect and reinforce the leaking pan bank. Using stored salt cakes for dry-salting and Sava's canopied drying racks absorbs the surplus catch without overtaxing fuel reserves. Preventive coppicing and drainage preparation in the clay hollow secure future wood, and Evi's patrol strictly obeys observational caution. The fuel allocation conflict is peacefully resolved with dry billets allocated to fish smoking, solar pan management maintained, and stored salt cakes utilized for dry curing. Fen and the leader inspect the pan bank at low tide, finding seepage channels that are packed and reinforced with clay and turf. The two leaking roofs are thatched, garden roots stored dry, willow coppiced and stacked in a drained hollow shelter, and Evi scouts the marker beach safely from cover.
T001-D02
Id
T001-D02
Title
Keelstrand Hull Construction Pause, Shed Shoring, and Roofing Priority
Type
GROUPED_REVERSIBLE
Status
APPROVED
Affected Player Ids
- player2
Approval Id
T001-A-GM
Summary
Player 2 makes a disciplined and well-orchestrated decision to prioritize leaking sleeping quarters over capital shipbuilding ahead of winter rains. Pausing the large hull under pitched thatch prevents joint rot, while overhauling the old boat maintains autumn fishing. Shoring the boat shed brace before heavy work mitigates structural collapse risk, and deploying Pell to run a lashing school turns an injured specialist into an effective training asset. The unfinished hull is securely cradled and sealed under thatch, with completion deferred to spring. Mara overhauls and caulks the existing fishing boat. Tor's crews, supported by Pell's newly trained apprentices, tie thatch on all four leaking houses. The rotted shed brace is shored with props, stabilizing the building. Heavy offcuts become two drag-sleds, garden crops are stored in straw pits, and Ivo conducts a bounded scout up the southeast trail to the ridge line.
T001-D03
Id
T001-D03
Title
High Barley Care Rota Protection, Storehouse Salvage, and Harvest Pacing
Type
GROUPED_REVERSIBLE
Status
APPROVED
Affected Player Ids
- player3
Approval Id
T001-A-GM
Summary
Player 3 grounds their plan in realistic human capacity, formally establishing Cal's dependent care rota and observing the covered bowl custom to prevent caregiver burnout. Pacing harvest cutting strictly to drying throughput prevents grain spoilage. Sorting the lower store bay and erecting raised dunnage protects stored sacks from rising damp, while converting the wool loft into ventilated drying hurdles adds vital indoor processing capacity. Deploying pack goats for sheaf hauling relieves human labor. Cal's care rota is established and honored with the covered bowl, maintaining household morale and protecting caregivers. Barley harvesting proceeds steadily during dry weather, hauled by Osa's pack goats. In the storehouse, Leth and the leader separate damp grain for immediate consumption, compost spoiled grain, and install raised timber dunnage. Beren converts the disused wool loft into ventilated hurdle drying space, and prime seed is safeguarded on upper racks. Outward travel down to the coast is avoided.
T001-D04
Id
T001-D04
Title
Eastern Trail Reconnaissance: Ternhaven Alder Scout and High Barley Ford Surveillance
Type
CROSS_PLAYER
Status
APPROVED
Affected Player Ids
player3
player4
Approval Id
T001-A-GM
Summary
The simultaneous reconnaissance operations resolve with realistic spatial and temporal pacing. Seli's 3-day scout from Ternhaven along the alder path reaches the stream ford and lower meadow, discovering signs of upland cultivation. Jun, maintaining high-shelf watch in High Barley, spots the scouts at the meadow margin. Respecting strict orders of engagement, Seli observes from cover and withdraws eastward down the alder path toward Ternhaven without crossing the ford or forcing contact, establishing mutual awareness without friction. Seli completes a three-day scout along the alder trail to the stream ford, noting pack tracks and sighting upland structures on the high shelf before withdrawing peacefully eastward. Jun observes the coastal scouts from the high shelf above the ford, noting their peaceful demeanor and eastward return. Both leaders acquire credible, evidence-limited knowledge of neighboring presence.
T001-D05
Id
T001-D05
Title
Ternhaven Mooring Line Relocation, Boat Safety, and Hospitality Rule Enactment
Type
GROUPED_REVERSIBLE
Status
APPROVED
Affected Player Ids
- player4
Approval Id
T001-A-GM
Summary
Player 4's plan immediately eliminates marine risk by hauling boats onto the inner beach pending inspection of the suspect mooring. Inspecting the line at calm slack tide discovers and resolves underwater stone chafing before rope breakage occurs. The two-stage hospitality rule masterfully reconciles Del's traditional welcome (dry first night, hearth meal) with Ves and Ruan's resource concerns (reciprocal labor required thereafter or respectful departure with rations). Building upper ledge drying racks and pitching roof seams protects village stores. Both fishing boats are kept safe on the inner beach while Kiri inspects the underwater mooring, finding the chafing stone and re-rigging the line with sound rope. Drying racks are constructed on the upper ledge, the landing hall roof seam is pitched, and coughing children are nursed at the hearth. The two-stage hospitality rule is established and accepted by the community.
Approvals
T001-A-GM
Id
T001-A-GM
Kind
ADJUDICATION
Approved At
2026-09-07T16:21:20.635Z
Target Ids
T001-D01
T001-D02
T001-D03
T001-D04
T001-D05
Scope
AI GM reviewed the complete locked simultaneous turn.
T001-A-DELIVERY
Id
T001-A-DELIVERY
Kind
DELIVERY
Approved At
2026-09-07T16:35:08.253Z
Target Ids
player1
player2
player3
player4
Scope
Independent AI narrative review passed: Joint causal consistency and narrative disclosure audit passed across all four clans.
Causality & Prerequisites: All player plans operate strictly within mundane physical limits and established clan capabilities. Labor allocations, seasonal constraints, and resource trade-offs (e.g., green wood seasoning in Saltmere, pausing the large hull to secure roofs in Keelstrand, pacing barley cutting to loft drying capacity in High Barley, and beaching boats pending slack-water mooring repairs in Ternhaven) are fully grounded. No missing prerequisites were bypassed or magically granted by leadership scores.
Simultaneous Interactions & Contact Pacing: Cross-clan movements resolve with realistic spatial and temporal pacing. In the west/north, Player 1's scout (Evi) reaches the marker beach and observes smoke across the creek without crossing, while Player 2's scout (Ivo) explores the southeast ridge trail with a strict midday turnaround, avoiding collision. In the east/upland, Player 4's alder scout (Seli) advances to the stream ford/meadow on a 3-day scout and sights upland dwellings, while Player 3's watcher (Jun) monitors the ford from the high shelf. Neither forced contact or diplomatic overreach occurs, and mutual awareness is established with strict observational boundaries.
Character Agency & Dramatic Pressure: Named NPCs act strictly according to established knowledge, motives, and local customs (witnessed stones, keel vows, covered bowls, hearth hospitality). Grievances and allocation disputes were de-escalated through grounded compromise rather than arbitrary compliance or score override. Trope reviews correctly resulted in REJECTED_ALL dispositions, ensuring no contrived literary tropes or forced dramatic escalations were imposed.
Narrative Disclosures & Information Privacy: All four private narrative reports strictly preserve epistemic boundaries. Concealed structural conditions (pan bank seepage channel, boat shed rot, cracked storehouse drain, submerged mooring rock) were revealed only to the extent physically uncovered by active inspection. No hidden scores, GM reasoning, trope names, other players' private intentions, or omniscient geographic facts leaked into player reports. Machine visibility envelopes align with authored prose, and uncertainty regarding neighboring clans and approaching weather is properly preserved.
Mechanics, Scoring & Validation: Submissions complied with word counts (738 to 1050 words) with concise-submission fairness maintained. Substantive decisions (5 approved) fit the required target, without unauthorized rule or victory activations. No eliminations occurred.
Rules
saltwind-baseline
Id
saltwind-baseline
Name
Frozen v0.2 simulation baseline
Status
ACTIVE
Scope
CAMPAIGN
Effect
Mundane causality; 1500 words; simultaneous monthly turns; six anchored scores and P=.65 mean+.35 minimum; causal uncertainty target and prerequisites; persistent bounded character agency; privacy; specific AI_GM elimination and emergent activation gates within SIMULATION only. General mechanics fixed; source rules bundle supplies detail.
Approval Id
SIM-BOOTSTRAP-saltwind-sound-01
Visibility
Scope
GM_ONLY
Player Ids
None recorded.
Provenance
Source Kind
PRIOR_STATE
Source Ids
- SALTWIND-INITIALIZATION
Attractors
None recorded.
Deliveries
T001-DEL-player1
Id
T001-DEL-player1
Result Id
T001-R-player1
Player Id
player1
Source Path
turns/turn-001/results/player1/RESULTS.md
Destination Path
mailboxes/player1/inbox/turn-001-results/RESULTS.md
Source Checksum Sha256
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Delivered Checksum Sha256
edee52705853c0f12c0cd8472957a8827b30252b26c25f8be6b00a03922c4856
Approval Id
T001-A-DELIVERY
Delivered At
2026-09-07T17:40:27.748Z
Verified
true
T001-DEL-player2
Id
T001-DEL-player2
Result Id
T001-R-player2
Player Id
player2
Source Path
turns/turn-001/results/player2/RESULTS.md
Destination Path
mailboxes/player2/inbox/turn-001-results/RESULTS.md
Source Checksum Sha256
9f47495b05f43eeaa45d642fc16940b3ca657393518c0497e94e0c5d3a4c2841
Delivered Checksum Sha256
9f47495b05f43eeaa45d642fc16940b3ca657393518c0497e94e0c5d3a4c2841
Approval Id
T001-A-DELIVERY
Delivered At
2026-09-07T17:40:27.748Z
Verified
true
T001-DEL-player3
Id
T001-DEL-player3
Result Id
T001-R-player3
Player Id
player3
Source Path
turns/turn-001/results/player3/RESULTS.md
Destination Path
mailboxes/player3/inbox/turn-001-results/RESULTS.md
Source Checksum Sha256
ee8a3d06d73e2614eceac35478bab57f2fff515d3f233e6d1c0237d12ad2ac8b
Delivered Checksum Sha256
ee8a3d06d73e2614eceac35478bab57f2fff515d3f233e6d1c0237d12ad2ac8b
Approval Id
T001-A-DELIVERY
Delivered At
2026-09-07T17:40:27.748Z
Verified
true
T001-DEL-player4
Id
T001-DEL-player4
Result Id
T001-R-player4
Player Id
player4
Source Path
turns/turn-001/results/player4/RESULTS.md
Destination Path
mailboxes/player4/inbox/turn-001-results/RESULTS.md
Source Checksum Sha256
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Delivered Checksum Sha256
3ac758c33c48d7749bb17155e4fe848e0940df5618141352f567b5138b36fad4
Approval Id
T001-A-DELIVERY
Delivered At
2026-09-07T17:40:27.748Z
Verified
true