Carceral Equilibrium
The Default 70-Year Trajectory
This document defines the baseline trajectory of the simulation over a 70-year timescale. This is what happens if the player never organizes a revolutionary movement—the “null hypothesis” of imperial collapse.
Player agency is about disrupting this trajectory, not preventing collapse itself. Collapse is inevitable (TRPF, peripheral revolt, metabolic rift). The question is HOW it resolves: through revolutionary transformation or genocidal stabilization.
Implementation Status
Status |
VALIDATED |
Validation Date |
2026-01-01 |
Optimization Score |
88.87/100 |
Test File |
|
The Seven Phases
Phase 1: Imperial Extraction (Years 0-20)
Peripheral exploitation via EXPLOITATION edges
Imperial rent flows to Core Bourgeoisie (C_b)
Super-wages paid to Labor Aristocracy (LA)
LA consciousness suppressed (W > V, no material basis for revolt)
System appears stable (Hollow Stability)
Phase 2: Peripheral Revolt (Years 15-25)
TRPF erodes extraction efficiency
Peripheral consciousness rises (W < V, exploitation visible)
EXPLOITATION edges severed (revolt severs tribute)
Rent pool begins draining
Core still unaware (buffer of accumulated wealth)
Phase 3: Superwage Crisis (Years 20-30)
Rent pool exhausted
C_b cannot pay super-wages
SUPERWAGE_CRISISevent emittedLA decomposition begins
Carceral turn initiated
Phase 4: Carceral Turn (Years 25-40)
LA splits: 15% → Enforcers, 85% → Internal Proletariat
Prison infrastructure activated
Enforcers paid from C_b accumulated wealth
Slow death begins (neglect: reduced rations, no medical care)
Control ratio: manageable (prisoners < enforcers × 4)
Note
The enforcer/proletariat split defaults to 15%/85% in
GameDefines.carceral, not 30%/70% as in earlier documentation.
Phase 5: Control Ratio Crisis (Years 35-50)
Prisoner population grows (no productive absorption)
Control ratio exceeded (prisoners > enforcers × CAPACITY)
TERMINAL_DECISIONrequiredWithout organization: outcome = genocide
Death camp logic activated
Phase 6: Genocide Phase (Years 45-65)
Active population reduction to restore control ratio
Lumpen eliminated first (not worth incarcerating)
Prisoners eliminated until ratio restored
Each tick: kill enough to match capacity
Wealth consumption continues (enforcers still paid)
Phase 7: Stable Necropolis (Years 60-70+)
Equilibrium reached through elimination
Small prisoner population (minimal labor value)
Enforcer population matched to capacity
C_b concentrated (fewer, wealthier)
System can persist indefinitely (with occasional culling)
“Thousand-year Reich” stable state
The Revolution Window
Revolution is possible at every phase, but difficulty increases:
Phase |
Difficulty |
Notes |
|---|---|---|
1 |
Easy |
LA sedated but not surveilled |
2 |
Easy |
Peripheral revolt creates opening |
3 |
Medium |
Crisis creates desperation AND surveillance |
4 |
Hard |
Prison conditions, atomization |
5 |
Very Hard |
Control apparatus at peak strength |
6 |
Extremely Hard |
Death camp conditions, but desperation maximal |
7 |
Nearly Impossible |
Equilibrium, resistance crushed |
Critical Insight: The window doesn’t CLOSE, it NARROWS. Even in Phase 6, revolution is possible if organization threshold (0.5) is reached.
The Warsaw Ghetto Dynamic
When prisoners learn they’re headed for death camps:
Before knowledge of genocide:
P(S|A) = some positive value (compliance might work)
P(S|R) = organization / repression (risky)
Decision: Depends on relative probabilities
After knowledge of genocide:
P(S|A) → 0 (compliance = certain death)
P(S|R) = organization / repression (the ONLY chance)
Decision: Revolution is rational even with low organization
This means in Phase 6, even atomized prisoners may revolt spontaneously. The death camp paradox: the system designed to eliminate resistance may provoke it.
Historical examples: Warsaw Ghetto Uprising (1943), Sobibor (1943), Auschwitz Sonderkommando (1944), Treblinka (1943).
Control Ratio Mechanics
The control ratio is a social fact, not a physical one. Guards control prisoners through:
Surveillance (knowing who organizes)
Atomization (preventing communication)
Despair (no hope of change)
Divide and conquer (prisoner hierarchies)
When organization reaches 0.5, these mechanisms fail. The guards are outnumbered and know it.
Current defaults (from GameDefines):
carceral.control_capacity: 4 (1:4 ratio, US national average)carceral.enforcer_fraction: 0.15 (15% become guards)carceral.proletariat_fraction: 0.85 (85% become prisoners)
Theoretical Sources
Marx, Capital Vol. 3: TRPF creates systemic crisis
Lenin, Imperialism: Imperial rent as temporary stabilizer
Fanon, Wretched of the Earth: Colonized consciousness and violence
Angela Davis, Are Prisons Obsolete?: Prison-industrial complex as successor to slavery
Ruth Wilson Gilmore, Golden Gulag: Carceral state as crisis management
Achille Mbembe, Necropolitics: Sovereignty as power over death
Hannah Arendt, Origins of Totalitarianism: Death camps as logical endpoint
The Mantra
“Collapse is certain. Revolution is possible. Organization is the difference.”
The player cannot prevent imperial collapse. They can only determine whether it resolves through revolutionary transformation or genocidal stabilization.
See Also
Carceral Geography - Spatial dimensions of carceral management
MLM-TW Theoretical Foundation - MLM-TW theoretical foundation
Formulas Reference - Complete formula reference