<!-- reviewed: 2026-07-16 | Grok assessment dome ecology / bestiary honesty | canonical facts: docs/VERIFICATION-ANALYTICAL-DATA.md -->

# Entity Sheets — the Bestiary of the Mechalogodrom

_The differentiation bible. Every inhabitant of the world gets a sheet so it reads as a distinct
**biology, behavior, silhouette, material language, animation grammar, world-meaning** — and now an
**economic role** (V13). "Nothing generic cosmic." If two things look or act alike, one of them is a
bug._

> Source of truth: this doc names the intent; the code (`src/sim/*`, `native/src/*`) is the
> implementation. When they disagree, fix the code or amend the sheet — never let them drift silently.
> Cross-refs: [ENTITY-SCHEMA-AND-MAPPINGS-2026-06-26.md](./ENTITY-SCHEMA-AND-MAPPINGS-2026-06-26.md) · [MODULE-CONTRACTS-2026-06-26.md](./MODULE-CONTRACTS-2026-06-26.md) ·
> [AI-SUBSYSTEM-2026-06-26.md](./AI-SUBSYSTEM-2026-06-26.md) · economy in [`src/sim/economy.ts`](../src/sim/economy.ts) ·
> dome ecology ownership in MODULE-CONTRACTS § DOME ECOLOGY · A-Life standing in
> [VERIFICATION-ANALYTICAL-DATA.md](./VERIFICATION-ANALYTICAL-DATA.md) §1.

Legend for the **economic role** row (V13): which currency a class leans toward (AURUM ☉ hoarders vs
UMBRA ☾ speculators), and a relative purse weight (stature).

### Dome food web (who eats whom — load-bearing, not scenery)

| Consumer                         | How they eat                                 | Recovery                     |
| -------------------------------- | -------------------------------------------- | ---------------------------- |
| Base entities                    | Chemotaxis up flora biomass; graze           | Flora ~5 s regrow            |
| Xenomimics                       | Brain motor eat → grazeAt; prey for entities | Flora + 5 s predation revive |
| Titans / Leviathans / Puppeteers | DomeFeeding graze + swallow                  | Prey respawn 5 s elsewhere   |
| Apex SuperCreatures              | SuperHunt predation                          | Prey 5 s                     |
| Shoggoths                        | Own feed cycle                               | Own stack                    |
| Big Tree visitors                | Fruit/leaf `EdibleResourceRegistry`          | Slot restore 5 s             |
| Titans (economy)                 | Harvest → matter/energy ledger               | Population respawn path      |

Sanctuary (Big Tree) can pause competitive graze/predation (**GATE-DOME-REFUGE**). Waste from graze
fertilizes flora and nucleates xeno constructs. Dual economies: titan resource ledger + AURUM/UMBRA
market. Full census: VERIFICATION § dome census.

---

## 1. ENTITY (the morphotype specimens) — the population

- **Biology:** instantiated from one of 250 deterministic **morphotypes** (`sim/phyla.ts`); 10 phyla
  × 25 + ~1% wildcard outliers. Each carries geometry, PBR palette, behavior, motion params.
  **Heredity (ADR-0009 + GATE-REPRO-SELECT):** with `genomeRng`, traits `nW` / strategy / typeId /
  setGroup inherit + mutate; `nW` scales auto-split probability and lifespan phenotype so lineages
  are under real selection (not neutral drift). Sexual genome still incomplete vs Avida-class peers.
- **Behavior:** one of 26 fields (`drift, orbit, pulse, swarm, flee, hunt, split, coil, spiral, …,
nash, market, lorenz`). They split, age, die (weather-tuned lifespan), and feed the connectome.
  **Neural controller (V42):** each organism also carries the genome's compact **70-param brain**
  (`TinyMLP` 6→6→4, `sim/entity-brain.ts`) — it perceives its own energy, mortality and speed, the
  world-chaos, a personality bias and a phase clock, then STEERS itself with a small bounded velocity
  nudge on a round-robin cohort cadence, so all 50,000 move with individual reactive character rather
  than one shared rule.
- **Silhouette:** the geometry cache — spheres, icosahedra, octahedra, tori, torus-knots, cones,
  boxes, and 3 vertex-deformed organics. In **SPECIMEN** view each is framed macro as a jewel.
- **Material language:** the **Reliquary Surface** (V12) — carved-mineral fBm relief engraved into
  the shading normal, worn-jewel roughness (polished crests / matte recesses), subsurface that
  **breathes with the audio bass**, thin-film iridescence on rim + ridge crests. **Six archetypes by
  silhouette (V27):** spheres = PEARL, ico/dodeca/knots = CRYSTAL, octa/tetra = GLASS, tori = AMBER,
  cylinders/cones/boxes = METAL, organics = BONE — each with its own relief, roughness, metalness,
  subsurface tint, and film, so silhouette and material read as one biology, not a recolour.
- **Animation grammar:** behavior-driven drift + the N(2) GPU vertex-melt under nightmare. In the
  **native Jolt engine** the specimens are real rigid bodies that drift, collide and settle — and
  **fracture on hard impact (V28):** the hardest contact each step shatters the smaller body into
  volume-conserving shards that burst apart along the impact normal with their own mass/inertia.
- **World meaning:** the biomass — the substrate every other power feeds on, herds, or converts.
- **Economic role:** ☉/☾ neutral; tiny purse (drones, weight ≈ 0.5). _Queued: per-entity wallets._

## 2. SHOGGOTH — the eldritch devourers

- **Biology:** deformed icosahedron cores studded with 7–11 blinking ocular points, trailing tendrils.
- **Behavior:** drift on lorenz-flavored currents; grid-query neighbors (r≈15) and **consume** them,
  respawning corrupted offspring. Tugged by active singularities. **Count: 100 (V14)** on desktop+
  (16 on phone). **Cognition (V24):** each one PERCEIVES prey density + rival crowding + singularity
  threat, REMEMBERS recent feeding (satiation EMA), then FLEES a dangerous crowd, HUNTS a prey-rich
  calm, and grows AGITATED (faster spin + eye-flicker) under threat — via the pure `creatureDrive`
  kernel. **DECEIVES (V26)** when outmatched: feigns weakness (dims glow + eyes, shrinks, softens
  tendrils, lays low) so a dominant rival overlooks it. **BARGAINS, TRADES & ALLIES (V29):** senses its
  nearest neighbour, and — via the kernel's `trade`/`ally` drives — strikes a deal with the UNLIKE
  (bargaining power ∝ wealth → worth flows to the wealthier, widening the spread) or forms a coalition
  with a PEER under threat (solidarity → worth to the poorer). The deal moves real money
  (`economy.transferWorth`, conservation-exact) and shows next tick through the wealth→boldness→glow
  coupling — verified live: 440 deals / 673 AURUM over 600 frames (103 bargains + 337 alliances).
  _Next: cognition-driven mutation._
- **Silhouette:** lumpen, asymmetric, writhing — the antithesis of the jewel specimens.
- **Material language:** dark, wet, glistening; emissive eyes; tendril line-segments.
- **Animation grammar:** roiling drift + tendril whip + eye-blink flicker; consumption lunges.
- **World meaning:** entropy made flesh — the predator pressure that keeps the population honest.
- **Economic role:** ☾ UMBRA (shadow money — they steal/hoard); medium purse. **All 100 are enrolled
  (V17)** with varied purses, and wealth drives boldness — rich = hunt harder + loom larger + glow
  brighter, broke = timid scavenger (relative to the live mean; verified 210→500 spread, ~31/~32
  bold/timid split).

## 3. PUPPET-MASTER (Puppeteer) — the unseen hands

- **Biology:** named NPC powers (KRONOS, SELENE, …) that never appear as bodies; they act _through_
  the world. Each thinks with a **different** brain technique (FSM / utility / Markov / GOAP).
- **Behavior:** KRONOS **remorphs** ≤30 entities per trigger; SELENE selects weather; others tune
  fields. They emit audit events + lore-named toasts. **Count: 100 (V14)** — the 3 named heroes keep
  their roles + lights; the 97 lesser WRAITH-_n_ hands reshape on long staggered intervals (a
  deterministic golden-angle layout, no rng). **Cognition (V25):** a SCHEMER's mind (shared
  `creatureDrive` kernel, no flee) — PERCEIVES the disorder in its sector, REMEMBERS recent meddling,
  and meddles MORE opportunistically over target-rich chaos (restless glow + spin). _Next: deception._
- **Silhouette:** none (disembodied) — felt as toasts, weather shifts, mass remorphs.
- **Material language:** their signature is in the world's _changes_, not a mesh.
- **Animation grammar:** punctuated interventions, not continuous motion.
- **World meaning:** fate/agency — the world has authors, and they disagree.
- **Economic role:** ☉ AURUM (patrons — they tax/gift). **All 100 enrolled (V19)** with varied
  purses; wealth drives how OFTEN each meddles — rich = reshape/stoke more often + loom larger + glow
  brighter, broke = fall quiet (relative to the live mean; verified 181→435 spread, ~32/~32 split).

## 4. TITAN — the twenty colossi

- **Biology:** 20 fixed colossal intelligences with an **economy/war layer**: each has matter, energy,
  entropy ledgers and a 20×20 relation matrix (truce / alliance / war).
- **Behavior:** roam the mid-field; accrue resources; play an iterated PD over all C(20,2) = 190
  pairs → alliances/wars. **Wealth now steers diplomacy (V16):** a titan far richer in AURUM/UMBRA
  is emboldened to raid (→ war), a poorer one appeases — so the economy decides who marches. _Next:
  explicit patron→proxy funding + trade blocs._
- **Silhouette:** the obelisk ring in the VIZ3D instrument panel encodes them as towers; in-world they
  are the largest roaming bodies.
- **Material language:** identity-hued, translucent, emissive; drift toward war-red as wars mount.
- **Animation grammar:** slow, ponderous, geological; the war-network lines flare on conflict.
- **World meaning:** geopolitics — the macro power structure the economy now plugs into.
- **Economic role:** **enrolled economy agents** (V13) — titan-sized purses (weight 8 + per-titan
  bump). Their wealth will drive pacts/wars (queued coupling).

## 5. NHI — the non-human super-minds

- **Biology:** launched apex intelligences (`sim/nhi.ts`) — game theory, regret-matching, GOAP,
  memory grudges, a per-NHI alien Markov **voice**, and an inherited neural gene (`TinyMLP`). The
  launched population is hard-capped at 32 so pairwise visual-social work and owned GPU resources stay
  bounded.
- **Behavior:** spawn ordinary swarmling minions, **play the nearest faction**
  (gather/pacify when cooperating, scatter + Nash-gaslight when defecting), hunt the exact perceived
  target with bounded energy transfer, behaviorally mimic it, and broadcast hallucinated utterances.
  Production swarms are not NHI offspring; `spawnChild` remains an isolated heredity API. **Mind is now
  inspectable (V15):** the ⊞ NEURAL Observatory shows a live 9-view 3×3 grid of its firing, topology,
  memory, regret, sensory, intention, affect, prediction, and decision state.
- **Silhouette:** an alien biomechanical red-eyed morphing body (`nhi-body.ts`).
- **Material language:** unmistakable cyan NHI glow + subsurface menace.
- **Animation grammar:** ethereal helix-weave float; morphing body; swarm summons.
- **World meaning:** apex simulated agents — the player's avatar of dominion, not evidence of general
  intelligence, consciousness, or sentience.
- **Economic role:** **fattest purse** (weight 14) — super-mind speculators, enrolled on launch and
  removed from the live market when their backing organism dies or Genesis retires it.

## 5★ SUPER CREATURES (GOAL5: 5 ARCHONS / GODFORMS) — the pantheon

_Always exactly 5 (ORACLE-Σ, STARKILLER-Ω, MANHATTAN-Φ, BROLY-Ψ, VOID-Λ) with distinct archetypes, seeds, morphologies, quantum biases + full composite minds (~10k-param each). Prime is dominant player-focusable; others roam/interact (alliances, manipulation). Hero unlock + SUPERHERO mode preserved for one. (See MODULE-CONTRACTS GOAL5 + world.ts GODFORMS.)_

- **Biology:** 5 apex intelligences (prime + peers via `world.ts`) each carrying composite deep mind (cortex+organ-nets+imagitron+ToT+predictor+quantum+Clifford reflex+AST-1/HOT-1/HOT-4/memory scaffolding) + extreme chaotic alive body. Seeded sub-streams; persistent narrative/symbol memory.
  neural mind\*\* — a stacked CORTEX (18→32→16, the world model) → ACTOR (16→12→8, the drives), a true
  4-layer net an order of magnitude past an NHI's gene. Born from a seeded sub-stream; twins inherit
  mutated weights, one generation deeper.
- **Behavior:** each beat it PERCEIVES 18 signals (threat / crowding / chaos / wealth / prey / rivals /
  pull / vision / hearing / interoception / circadian), compresses them to a world-model latent, and
  ACTS on 8 drives. It carries an **emotion-like state** (valence / arousal / dominance EMA), an
  **episodic memory**, a **prediction loop** (forecast → SURPRISE → arousal), **GOAP-style planning**
  (commits to HUNT / FLEE / DOMINATE / DECEIVE / SPAWN / EXPLORE / REST), and **self-replicates** up to
  3 mutated twins when sated + dominant. The **2nd super creature is unlocked (V34)** by solving the
  ⛓ ACCESS cryptographic puzzle ("only the Romans know" — the seed `3455456754` read as Roman
  line-counts); ACCESS GRANTED releases a mutated twin (`ARCHITECT-Ω·twin1`) with its own deep mind +
  apex purse + a god-jewel body standing apart from the prime. **SUPERHERO mode (V35)** then drops the
  player INTO that creature — a top game HUD (life/energy/XP-level bars, stats, wallet, neural meters,
  inventory, four quantum powers, vision/camera) over a progression model; the **FORK** power sires the
  remaining twins (≤3, energy-gated). _Next: damage/combat, the camera following the hero, deeper
  power-effects; vision/sound from real world queries._
- **Silhouette (V32, `sim/super-body.ts`):** a freakish many-eyed colossus — a faceted crystalline
  CORE (R≈6, ½-Titan class) wrapped in a wireframe ARCHITECTURE cage, ringed by a corona of **24
  glowing EYES** (iris + void pupil), stabbed through by **13 radial SPIKE-ARMS**, and orbited by **3
  chrome RINGS** (the halo-mechanism). Reads instantly as the apex authority — verified on screen.
- **Material language (V32):** a hand-written **god-jewel shader** (patched `MeshStandardMaterial`, real
  scene lighting): object-space **fBm crystalline relief** + worn-jewel roughness + **thin-film
  iridescence** (Fresnel-cycled hue) + a **subsurface GOD-GLOW in the live plan colour scaled by
  dominance**. Distinct from every Reliquary jewel archetype; the eyes blaze, the rings are mirror-chrome.
- **Animation grammar (V32 + V39 flight):** wholly cognition-driven — spin + heartbeat ∝ arousal, glow
  - eye-blaze ∝ dominance, core colour + eye colour = the committed plan, arm-splay ∝ aggression. **V39:
    it now FLIES the whole world** — a wander-seek boid steered by its own MIND (move output), **banking**
    toward its heading, **quantum-teleporting** to a new locus on a surprise-scaled timer, and **morphing**
    via a non-uniform writhe (∝ surprise + arousal). The cage counter-rotates, the rings never rest. No
    longer a static centerpiece. Verified live: flew center→radius 156, quantum-blinked, 257u in ~8s.
- **World meaning:** the dominant being — God/Oracle/Architect energy. The smartest, most powerful thing
  in the cosmos; the player's eventual avatar (SUPERHERO mode) and the world's apex authority.
- **Economic role:** **apex purse** (weight 20 — fatter than an NHI's 14), enrolled on launch; its
  wealth will steer its dominance + twin cadence (queued coupling). **Appears in telemetry** via the
  self-mounting **⬢ ARCHITECT** panel (identity · 1444p deep mind · ½ Titan ×100 · plan · 7
  emotion/intent meters · twins · wallet).

## 6. LEVIATHAN — the fourth order

- **Biology:** a fourth class of colossi (`sim/leviathans.ts`), distinct from titans.
- **Behavior / silhouette / material:** _to be sheeted in detail (queued) — must NOT read like a
  titan; give it its own silhouette + material + motion grammar._

## 7. SINGULARITIES — the cosmological holes

Five distinct kinds (`sim/singularities.ts`), each with its own physics + meaning — **never one
generic "black hole."**

- **Black hole:** inward pull; spaghettification (queued GPU stretch). Material: event-horizon dark +
  accretion glow.
- **White hole:** outward ejection — the time-reverse twin.
- **Grey hole:** ambiguous — intermittent pull/push.
- **Strange star:** exotic-matter surface; quark-glow material.
- **Entropy field:** the order/heat-death axis (bipolar twin of chaos) — uniformity creep.
- **World meaning:** the cosmological forces that warp space, drag the big bodies, and end epochs.
- **Economic role:** environmental — they destroy/relocate wealth (queued: sanctions/shocks).

## 8. GRAPH TRIBE — emergent communities

- **Biology:** Louvain community-detection over the live connectome; members get a `setGroup`
  write-back and a lore name.
- **Silhouette / material:** tribe-hued coloring across member entities.
- **World meaning:** emergent society — the substrate for coalitions + signaling in the economy.

## 9. ECONOMY AGENTS — the market (V13)

- **Biology:** any registered intelligence (titans, NHIs; queued: shoggoths/puppeteers/tribes) with a
  **wallet** {AURUM ☉, UMBRA ☾, QUANTA ◇, ICHOR ❖} sized to stature.
- **Behavior:** tâtonnement commodity pricing; a **currency-adoption game** (softmax best-response →
  dominance shifts emerge); buy-against-sell clearing (currency conserved). **Market mechanics (V20):**
  a **cartel** of the richest few withholds supply (oligopoly); **arbitrage** mean-reverts the
  commodity price gap; **sanctions** (`economy.sanction`) embargo an agent's production + trade —
  **titan wars now trigger sanctions** (war with ≥3 rivals → embargo).
- **World meaning:** scarcity, arbitrage, inflation, sanctions, cartels — the math layer that now runs
  titan war, shoggoth hunting, and puppeteer meddling (210 agents). _Next: off-book black market +
  auctions + tribe wallets._

---

## Differentiation checklist (apply to every new entity)

1. **Biology/origin** — where does it come from in the sim?
2. **Behavior** — what does it _do_, and with which AI technique (so it's unlike its neighbors)?
3. **Silhouette** — could you name it from a black outline alone?
4. **Material language** — what is its surface/shader signature?
5. **Animation grammar** — how does it _move_ (and only it)?
6. **World meaning** — what does it mean for the cosmos / the player?
7. **Economic role** — currency lean + purse weight + market behavior.
