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Natura Algorithms -- implementable detail per system + decisions & lessons

The deepest capture, written while the design is fully in hand (operator: "are you sure you've maximized what you can from the knowledge you hold?"). SYSTEMS.md says WHAT each system is; this says HOW -- the actual state, update equations, coupling transfer functions, and the emergence test to aim at, detailed enough that building is transcription, not re-derivation. Plus Part Z: the design decisions (the WHY) and the hard-won lessons, so the next builder doesn't repeat them.

Conventions (from README): grid N x N, cell k=j*N+i, world [-1,1]^2, time in seconds, seeded rng, fields read from ctx.fields.<system>.<field> (one-frame-delayed). dt_h = clamp(dt/3600, 0, ~1) is a per-step hour fraction; most rates below are per-hour and scaled by dt_h.


TERRAIN erosion coupling (close the weather<->land loop) [BUILD NEXT]

Wrap the Terrain Engine; add a slow erosion step driven by weather moisture.

TIME / SEASONS [EASY, do early]

OCEAN / HYDROLOGY [after terrain+weather]

VEGETATION [HIGH VALUE -- the real "greening under rain"]

LIFE-CYCLE [a creature's life as a state machine]

ECOSYSTEM / POPULATION [the food web + herds]

BIOME DYNAMICS [biomes spread & shrink]

FIRE [drought -> fire -> regrowth, a gorgeous loop]

TECTONICS / PLANET [bigger worlds, deep time]

ORBITS + STELLAR [the cosmic pole, deep time]

MICRO [the small pole -- reuse existing craft, wrap as systems]


Part Z -- DESIGN DECISIONS (the WHY) and LESSONS (the scars)

Decisions

Lessons (paid in the weather build -- do not re-pay)