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soul-city

Liminal place prototype — rooms, shops, tools, objects; souls walk here

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SimHacker/moollm
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October 2, 2026 at 17:15
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name
soul-city
description
Liminal place prototype — rooms, shops, tools, objects; souls walk here
license
MIT
tier
1
related
["soul","mind","character","persona","room","object","vehicle","adventure","micropolis","incarnation","party","inventory","memory-palace"]
tags
["moollm","soul-city","prototype","place","city","map","rooms","roads","shops"]
# Soul City Reusable **place** prototype — rooms, roads, shops, tools, objects, plazas, vehicles. Souls walk here ([soul](../soul/)). Human entry: [README.md](README.md) → [SOUL-MODEL.md](SOUL-MODEL.md) Inspiration: Will Wright's 1996 Stanford lecture, where he named **data portability** as the thing he was working on and then demoed an unreleased Dollhouse by loading a SimCity city into it — [lecture notes](../../designs/sims/sims-will-wright-microworlds-1996.md). ## Grain ```text skills/soul/ ← continuity body (0+ minds; free-form) skills/soul-city/ ← place (rooms, shops, tools, …) ↓ INSTANTIATE / COMPOSE instance map ← concrete rooms, roads, plazas, shops ↓ inhabit soul + mind[] + character ← bridges to other games OK ``` ## Contents - **Rooms, roads, maps, plazas** — spatial index - **Shops, tools, objects** — city affordances - **Vehicles** — movable inhabitables - **Souls** — citizens and visitors; each authors its mind graph - **Parties** — multi-soul travel ## Cross-game Souls may bridge to characters, personas, and minds in other games. Each game keeps its own organization — one mind per game, as an **organelle**, in that game's own format, unflattened. [incarnation](../incarnation/) — grant and author architectures. Two kinds of crossing at a save-file border, and they are different primitives: | Gate | Who crosses | Received as | |------|-------------|-------------| | Hydraulics | A displaced population | Conserved quantity — `measure` / `drain` / `squirt` | | Role gate | A named traveler | An office, a byline, a seat | The act is **transmigration**, not import/export — souls are travelers, and most are refugees (delisted games, retired servers, formats locked on purpose), so the statuses that apply are the ones borders use: traveler, expat, immigrant, refugee. Never cargo. Identity rule: **fork and sync, never transport.** Both sides stay alive; shared fields sync; the soul is saved before any ending is played. Conservation means nobody vanishes at the border, and no soul is returned to a world that can no longer hold it. What a traveler may carry is a third layer, and the only one guaranteed for **any** game at all: souvenirs are self-describing objects whose type is an interpretation of their properties, the album is an ordered sequence of them, and Dublin Core is the metadata floor. Characters need a save parser; a photograph and a caption need a screen and a clock. Protocol: [SOUL-BRIDGES.md](SOUL-BRIDGES.md) · luggage: [SOUVENIRS.md](SOUVENIRS.md) · terms: [GLOSSARY.md](GLOSSARY.md) · world-to-world (non-save-file) travel: [PORTABLE-NPCS.md](PORTABLE-NPCS.md). ## Instances | Instance | Role | |----------|------| | [`examples/characters/robin/`](examples/characters/robin/) | Worked SOUL-MODEL character — body, persona, soul, three minds | | [`examples/adventure-4/`](../../examples/adventure-4/) | Bootstrap walkable seed; three imported games interoperating | | [`examples/soul-city/`](../../examples/soul-city/) | Sims-citizen seed | | [MicropolisCore](https://github.com/SimHacker/MicropolisCore) | Design + implementation: product, roadmap, bridge SDK | | [Soul City catalog](https://github.com/SimHacker/WillWrightShowForFood/tree/main/catalogs/soul-city) | Platform layer — object shops, content pipeline, GUID registry, distribution and rights | ## Bound documents MOOLLM-side machinery underneath the soul files: [object-system/](../../designs/object-system/) · [LATENT-SPACE-INHERITANCE.md](../../designs/object-system/LATENT-SPACE-INHERITANCE.md) · [ENDOSYMBIOSIS.md](../../designs/object-system/ENDOSYMBIOSIS.md) · [sims-design-index.md](../../designs/sims/sims-design-index.md) MicropolisCore-side design + implementation: [soul-city.md](https://github.com/SimHacker/MicropolisCore/blob/main/documentation/designs/soul-city.md) · [characters-as-hydrogen.md](https://github.com/SimHacker/MicropolisCore/blob/main/documentation/designs/characters-as-hydrogen.md) · [roadmap](https://github.com/SimHacker/MicropolisCore/blob/main/documentation/designs/soul-city-uplift-roadmap.md) · [role sheets](https://github.com/SimHacker/MicropolisCore/blob/main/documentation/designs/micropolis-role-sheets.md) · [peer games](https://github.com/SimHacker/MicropolisCore/blob/main/documentation/designs/federation-peer-games.md) · [pet shop](https://github.com/SimHacker/MicropolisCore/blob/main/documentation/designs/pet-shop-soul-surgery.md) · [sims-io](https://github.com/SimHacker/MicropolisCore/tree/main/packages/sims-io) (field mapping, TypeScript) · [vitamoo](https://github.com/SimHacker/MicropolisCore/tree/main/packages/vitamoo) (layered resource I/O) · [soul-angel modules](https://github.com/SimHacker/MicropolisCore/tree/main/apps/screen-angel/modules/soul-angel) Vocabulary mapping between the two repos: [README.md](README.md#one-vocabulary-two-repos). ## Public entry [skills/soul-city/](https://github.com/SimHacker/moollm/tree/main/skills/soul-city) ## Part of MOOLLM [README](../../README.md) · [skills/](../) · [INDEX.yml](../INDEX.yml)
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