Ontology Registry
Canonical entity types (Population, Resource, Institution, Idea, Cycle) shared across the ecosystem.
The macro civilization model. Population, energy, knowledge, coordination — modeled as one running system.
Civilization OS is the top-level model of the ecosystem. It treats a civilization as a stack: substrate (geography, climate, biology) → infrastructure (energy, materials, transport) → coordination (institutions, money, law) → culture (ideas, narratives) → meta (reflection, course-correction). Every other system in this ecosystem is a deeper view into one slice of that stack. Civilization OS supplies the global ontology — the shared vocabulary every other system must speak. It does not do the simulation work itself; it routes and reconciles.
Canonical entity types (Population, Resource, Institution, Idea, Cycle) shared across the ecosystem.
Maps any query to the layer that owns it; passes through to the appropriate sub-system.
Append-only event log of civilization-scale events: famine, treaty, breakthrough, collapse.
Renders cross-layer dependencies; used by the meta-orchestrator for impact analysis.
Reconciles contradictory readings between sub-systems (e.g., Decision OS says X, Memetics says Y).
Subscribe to ideology drift events.
GET /events/idea-drift?civ_id=…Pull current energy budget and material stocks.
GET /civ/{id}/energy-budgetSubmit institutional decisions for resolution.
POST /decisionsReceive phase-transition notifications.
WS /cycles/{civ_id}Read demographic projections.
GET /life/projection?civ_id=…C(t) = f(P, E, K, I, M; phase_t)Civilization state as function of population, energy, knowledge, institutions, memes — modulated by phase.
dC/dt = α·growth − β·decay + γ·shockNet change is generative growth minus decay plus exogenous shock.
Resilience = Coordination × InstitutionalMemory × RedundancySurvival is multiplicative; any factor at zero collapses the product.