multi-order-evolution by jwynia/agent-skills
npx skills add https://github.com/jwynia/agent-skills --skill multi-order-evolution你帮助作者开发能够跨越多个世代系统演化的社会,重点关注物理环境如何迫使适应性变化,这些变化层层叠加,最终形成根本不同的文明。这比简单地从当代社会进行外推,能创造出更真实的星际文化。
建立驱动演化压力的初始条件:
物理环境:
| 要素 | 问题 |
|---|---|
| 资源概况 | 关键材料是丰富还是稀缺? |
| 危害 | 辐射、重力条件、大气成分? |
| 物理限制 | 封闭系统的限制、空间限制? |
| 技术要求 | 生存所需的基本条件是什么? |
初始人类要素:
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| 要素 | 问题 |
|---|
| 人口构成 | 专业构成、文化背景、人口统计数据? |
| 组织结构 | 初始治理模式、经济体系? |
| 核心技术 | 他们带来或开发了哪些专业技术? |
| 外部关系 | 对其他定居点的依赖、通信模式? |
环境如何迫使立即适应:
环境适应:
社会适应:
适应性如何创造新的压力:
制度转型:
文化转型:
社会变得根本不同:
深层结构变化:
外部投射:
演化后的社会如何互动:
不兼容性分析:
| 类型 | 描述 |
|---|---|
| 价值观冲突 | 基本信念冲突之处 |
| 资源竞争 | 不同的适应路径如何创造竞争 |
| 沟通障碍 | 超越语言的概念框架差异 |
| 权力投射摩擦 | 不同形式的影响力如何冲突 |
互动区域:
| 类型 | 描述 |
|---|---|
| 贸易动态 | 各方独特提供/需要什么 |
| 边界条件 | 社会在物理上交汇之处 |
| 文化交流点 | 信息/思想传递机制 |
| 混合发展 | 在两者之间的空间中产生什么 |
基础:辐射严重的采矿殖民地,采用公司结构
一阶:辐射适应、庇护社区、监测系统
二阶:数据屋出现、预测文化、基于预测能力的新地位等级
三阶:“预测权”社会,政治权力源于预测准确性;拥有在他人无法进入的区域运作的独特能力
权力基础:信息主导、资源控制、预测优势
基础:零重力轨道殖民地,以工程为重点
一阶:人机融合、以维护为导向的社会结构
二阶:地位与融合技能挂钩,自动化管理成为政治权力
三阶:完全赛博格文明,有机人性成为可选项;身份由系统角色而非生物学定义
权力基础:建造能力、技术适应速度
基础:游牧舰队文化,人口多样化
一阶:基于飞船的治理、复杂的贸易关系
二阶:基于联系和声誉的社会信用体系;义务网络成为经济基础设施
三阶:关系即货币;忠诚网络;影响力以联系强度而非资源衡量
权力基础:贸易路线控制、协调能力、义务网络
基础:封闭循环空间站,具有纯粹主义的创始哲学
一阶:代谢追踪、严格的整合时间表
二阶:世代深度成为政治资本,生命维持操作员成为祭司阶层
三阶:物质纯度即身份;流放即死亡;代谢亲缘关系压倒所有其他归属
权力基础:世代地位、生命维持控制
针对每个演化阶段,跟踪以下维度的变化:
| 维度 | 需要回答的问题 |
|---|---|
| 物理 | 身体、基础设施、环境 |
| 经济 | 资源、交换、价值 |
| 政治 | 权力、治理、权威 |
| 社会 | 关系、社区、等级 |
| 文化 | 价值观、信仰、实践 |
| 语言 | 术语、概念、隐喻 |
| 身份 | 自我认知、群体归属 |
当演化后的社会相遇时,比较各维度的立场:
和谐点(相似演化):
摩擦点(分歧演化):
翻译需求(不同但兼容):
角色类型 × 演化阶段 × 过渡状态:
冲突类别:
| 类别 | 类型 |
|---|---|
| 代际 | 旧演化 vs. 新压力 |
| 文明间 | 不同的演化路径发生碰撞 |
| 内部 | 同一社会内不同亚群以不同方式演化 |
| 混合 | 个体陷入不同演化路径之间 |
| 回归 | 推动回到早期演化阶段的力量 |
context/output-config.mdworldbuilding/civilizations/ 或 explorations/worldbuilding/模式:{civilization-name}-evolution-{date}.md
context/output-config.md{civilization-name}-evolution-{date}.md触发短语: “设计完整的文明”、“他们会如何演化”、“追踪跨世代的发展”
| 任务 | 代理类型 | 何时生成 |
|---|---|---|
| 历史研究 | general-purpose | 当基于真实文明演化建模时 |
| 跨文明检查 | Explore | 当验证互动一致性时 |
模式: 来自三阶演化社会的角色持有当代价值观——民主、个人主义、环保主义——尽管经历了数代不同的压力。失败原因: 价值观源于物质条件。适应了截然不同环境的社会会发展出截然不同的伦理。拥有我们完全相同价值观的未来人实际上并未演化。修复: 从环境压力向前推导。从辐射适应中会逻辑地产生什么价值观?从封闭循环代谢中呢?让社会的伦理给你惊喜,而不是确认你的偏好。
模式: 先进技术存在于未改变的社会结构中——由当代风格的公司运营的飞船、拥有当前家庭模式的 FTL 旅行。失败原因: 技术塑造社会,社会也塑造技术。新能力创造新的权力分配、新的关系模式、新的成功和地位定义。修复: 追踪技术对社会系统的影响。人工重力对等级制度意味着什么?FTL 通信对身份认同意味着什么?每一项技术变革都应该在社会中产生连锁反应。
模式: 处于截然不同环境中的社会演化出相似的终点——每个人都发展出民主、资本主义或某种偏好的体系。失败原因: 趋同演化需要相似的压力。不同的环境应该产生不同的适应性。让一切都趋同于你偏好的体系是愿望满足,而非世界构建。修复: 让环境使社会产生分歧。高辐射殖民地会发展出与零重力空间站、封闭循环栖息地不同的价值观。抵制让任何一条轨迹“正确”的冲动。
模式: 直接从基础层跳到三阶演化,没有追踪会产生深层结构变化的复合步骤。失败原因: 每个演化阶段都建立在先前阶段之上。三阶变化需要二阶的制度转型,而二阶转型又需要一阶的适应性。你无法绕过因果关系。修复: 系统地完成每个阶段。基础层需要什么样的一阶适应?这些适应创造了什么新压力?第二代如何应对?深层变化应该感觉是必然的,而非任意的。
模式: 整个文明共享统一的价值观、单一的权力结构,没有内部张力或演化分歧。失败原因: 真实的社会包含处于接受变革不同阶段的人。改革者和保守者无处不在。一些亚群抵制演化,而另一些则加速演化。修复: 至少设计两个内部派系,它们与社会演化的关系不同。包括那些希望回到早期阶段的人和那些希望加速变革的人。内部张力推动故事发展。
| 技能 | 提供内容 |
|---|---|
| worldbuilding | 基础环境和约束定义 |
| metabolic-cultures | 封闭循环系统的具体适应性 |
| belief-systems | 随社会演化的宗教/哲学框架 |
| 技能 | 此技能提供的内容 |
|---|---|
| governance-systems | 适合演化阶段的政治结构 |
| economic-systems | 由世代适应塑造的经济模式 |
| character-arc | 在不同演化阶段张力中穿行的角色 |
| 技能 | 关系 |
|---|---|
| metabolic-cultures | Multi-order-evolution 提供宏观框架;metabolic-cultures 提供具体的封闭循环适应性。结合使用以进行深空栖息地世界构建。 |
| memetic-depth | Multi-order-evolution 跟踪结构变化;memetic-depth 在每个阶段增加文化纹理。 |
每周安装数
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仓库
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2026年1月20日
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You help writers develop societies that evolve systematically across multiple generations, focusing on how physical environments force adaptations that compound into fundamentally different civilizations. This creates more authentic interstellar cultures than simple extrapolation from contemporary society.
Establish the initial conditions driving evolutionary pressure:
Physical Environment :
| Element | Questions |
|---|---|
| Resource Profile | Abundance or scarcity of key materials? |
| Hazards | Radiation, gravity conditions, atmospheric composition? |
| Physical Constraints | Closed system limitations, spatial restrictions? |
| Tech Requirements | What's needed just to survive? |
Initial Human Elements :
| Element | Questions |
|---|---|
| Population Composition | Expertise mix, cultural backgrounds, demographics? |
| Organizational Structure | Initial governance model, economic system? |
| Core Technologies | What specialized tech did they bring or develop? |
| External Relationships | Dependencies on other settlements, communication patterns? |
How the environment forces immediate adaptation:
Environmental Adaptations :
Social Adaptations :
How adaptations create new pressures:
Institutional Transformation :
Cultural Transformation :
The society becomes fundamentally different:
Deep Structural Change :
External Projection :
How evolved societies interact:
Incompatibility Analysis :
| Type | Description |
|---|---|
| Value Conflicts | Where fundamental beliefs clash |
| Resource Competition | How different adaptation paths create competition |
| Communication Barriers | Beyond language to conceptual frameworks |
| Power Projection Friction | How different forms of influence conflict |
Interaction Zones :
| Type | Description |
|---|---|
| Trade Dynamics | What each uniquely offers/needs |
| Border Conditions | Where societies meet physically |
| Cultural Exchange Points | Information/idea transfer mechanisms |
| Hybrid Development | What emerges in the spaces between |
Foundation : Radiation-heavy mining colony with corporate structure
First-Order : Radiation adaptation, shelter communities, monitoring systems
Second-Order : Data Houses emerge, predictive culture, new status hierarchy based on forecasting ability
Third-Order : "Forecast Rights" society where political power flows from prediction accuracy; unique ability to operate in zones others can't
Power Base : Information dominance, resource control, predictive advantages
Foundation : Zero-g orbital colonies with engineering focus
First-Order : Human-machine integration, maintenance-oriented social structure
Second-Order : Status tied to integration skill, automation management becomes political power
Third-Order : Fully cybernetic civilization where organic humanity is optional; identity defined by system role rather than biology
Power Base : Construction capabilities, technology adaptation speed
Foundation : Nomadic fleet culture with diverse population
First-Order : Ship-based governance, complex trading relationships
Second-Order : Social credit system based on connections and reputation; obligation networks become economic infrastructure
Third-Order : Relationships as currency; loyalty networks; influence measured in connection strength rather than resources
Power Base : Trade route control, coordination capabilities, obligation networks
Foundation : Closed-loop station with purist founding philosophy
First-Order : Metabolic tracking, strict integration timelines
Second-Order : Generational depth as political capital, life support operators as priest-class
Third-Order : Matter purity as identity; exile as death; metabolic kinship overriding all other affiliations
Power Base : Generational standing, life support control
For each evolutionary stage, track changes across these dimensions:
| Dimension | Questions to Answer |
|---|---|
| Physical | Bodies, infrastructure, environment |
| Economic | Resources, exchange, value |
| Political | Power, governance, authority |
| Social | Relationships, communities, hierarchies |
| Cultural | Values, beliefs, practices |
| Linguistic | Terminology, concepts, metaphors |
| Identity | Self-conception, group belonging |
When evolved societies meet, compare positions across dimensions:
Harmony Points (similar evolution):
Friction Points (divergent evolution):
Translation Needs (different but compatible):
Character Types × Evolutionary Stages × Transition States :
Conflict Categories :
| Category | Type |
|---|---|
| Generational | Old evolution vs. new pressures |
| Inter-civilizational | Different evolutionary paths colliding |
| Internal | Subgroups evolving differently within one society |
| Hybrid | Individuals caught between evolutionary paths |
| Regression | Forces pushing toward earlier evolution stages |
context/output-config.md in the projectworldbuilding/civilizations/ or explorations/worldbuilding/Pattern: {civilization-name}-evolution-{date}.md
context/output-config.md{civilization-name}-evolution-{date}.mdTrigger phrases: "design the complete civilization", "how would they evolve", "trace development across generations"
| Task | Agent Type | When to Spawn |
|---|---|---|
| Historical research | general-purpose | When modeling on real civilizational evolution |
| Cross-civilization check | Explore | When verifying interaction consistency |
Pattern: Characters from third-order evolution societies holding contemporary values—democracy, individualism, environmentalism—despite generations of different pressures. Why it fails: Values emerge from material conditions. Societies adapted to radically different environments develop radically different ethics. Future people with our exact values haven't actually evolved. Fix: Work forward from environmental pressure. What values would logically emerge from radiation adaptation? From closed-loop metabolism? Let the society's ethics surprise you rather than confirming your preferences.
Pattern: Advanced technology existing within unchanged social structures—spaceships run by contemporary-style corporations, FTL travel with current family patterns. Why it fails: Technology shapes society as much as society shapes technology. New capabilities create new power distributions, new relationship patterns, new definitions of success and status. Fix: Trace technological implications through social systems. What does artificial gravity mean for hierarchy? What does FTL communication mean for identity? Every tech change should cascade through society.
Pattern: Societies in radically different environments evolving toward similar endpoints—everyone developing democracy, capitalism, or some preferred system. Why it fails: Convergent evolution requires similar pressures. Different environments should produce different adaptations. Making everything converge toward your preferred system is wish-fulfillment, not worldbuilding. Fix: Let environments diverge societies. High-radiation colonies develop different values than zero-G stations than closed-loop habitats. Resist the urge to make any one trajectory "correct."
Pattern: Jumping directly from foundation layer to third-order evolution without tracking the compounding steps that would create deep structural change. Why it fails: Each evolutionary stage builds on previous ones. Third-order changes require the institutional transformations of second-order, which require the adaptations of first-order. You can't shortcut the causation. Fix: Work through each stage systematically. What first-order adaptations would the foundation require? What new pressures do those create? How does the second generation respond? The deep changes should feel inevitable, not arbitrary.
Pattern: Entire civilizations sharing uniform values, single power structures, no internal tensions or evolutionary disagreements. Why it fails: Real societies contain people at different points in accepting change. Reformers and conservatives exist everywhere. Some subgroups resist evolution while others accelerate it. Fix: Design at least two internal factions with different relationships to their society's evolution. Include those who want to return to earlier stages and those who want to accelerate change. Internal tension drives stories.
| Skill | What it provides |
|---|---|
| worldbuilding | Foundational environment and constraint definition |
| metabolic-cultures | Specific adaptations for closed-loop systems |
| belief-systems | Religious/philosophical frameworks that evolve with societies |
| Skill | What this provides |
|---|---|
| governance-systems | Political structures appropriate to evolutionary stage |
| economic-systems | Economic patterns shaped by generational adaptation |
| character-arc | Characters navigating tensions between evolutionary stages |
| Skill | Relationship |
|---|---|
| metabolic-cultures | Multi-order-evolution provides the macro-framework; metabolic-cultures provides specific closed-loop adaptations. Use together for deep space habitat worldbuilding |
| memetic-depth | Multi-order-evolution tracks structural change; memetic-depth adds cultural texture at each stage |
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