babylon.engine.systems.territory

Territory systems for the Babylon simulation - Layer 0.

Sprint 3.5.4: The Territorial Substrate. Sprint 3.7: The Carceral Geography - Necropolitical Triad. Sprint 3.7.1: Dynamic Displacement Priority Modes.

TerritorySystem manages: 1. Heat dynamics: HIGH_PROFILE gains heat, LOW_PROFILE decays heat 2. Eviction pipeline: triggered when heat >= threshold, routes to sink nodes 3. Heat spillover: via ADJACENCY edges 4. Necropolitics: CONCENTRATION_CAMP elimination, PENAL_COLONY suppression

Displacement Priority Modes (Sprint 3.7.1): - EXTRACTION: Prison > Reservation > Camp (labor valuable, default) - CONTAINMENT: Reservation > Prison > Camp (crisis/transition) - ELIMINATION: Camp > Prison > Reservation (late fascism)

Classes

TerritorySystem()

Territory Dynamic System - Layer 0 spatial dynamics.

class babylon.engine.systems.territory.TerritorySystem[source]

Bases: object

Territory Dynamic System - Layer 0 spatial dynamics.

Implements the territorial substrate mechanics: - Heat dynamics based on operational profile - Eviction pipeline when heat exceeds threshold - Heat spillover between adjacent territories - Necropolitics for sink nodes (Sprint 3.7)

“Legibility over Stealth” - The State knows where you are. The game is about staying below the repression threshold.

Sprint 3.7 additions: - Population transfers to sink nodes during eviction - CONCENTRATION_CAMP population decay (elimination) - PENAL_COLONY organization suppression (atomization)

name = 'Territory'
step(graph, services, context)[source]

Apply territorial dynamics to the graph.

Phases execute in sequence: 1. Heat dynamics (profile-based accumulation/decay) 2. Eviction pipeline (triggered at threshold, routes to sinks) 3. Heat spillover (via adjacency edges) 4. Necropolitics (sink node effects)

Sprint 3.7.1: Context can contain ‘displacement_mode’ to override the default EXTRACTION mode for sink node routing.