# KAIOS V8.3 Time Engine

**Document ID:** KAIOS-V8.3-TIME-ENGINE  
**Status:** Draft for Review / Prototype  
**Level:** Time Runtime Architecture  
**Author:** PrimeForge / 樂天帝 ⌖  
**Maintainer:** KLINE ODYSSEY / Codex

## 1. Core Definition

The Civilization Time Engine is the runtime layer that lets KGEN civilization entities change over time. It converts static records into time-aware life states. A Citizen can work and rest. A Business can produce and restock. A Temple can gather activity and influence population. Resources can regenerate or deplete. Governance can observe the result and issue signals.

## 2. Time Canon

```text
Civilization is alive only if it changes with time.
Time is the rhythm of life.
Tick is the smallest governance-visible movement.
Timeline is the memory of all movements.
```

## 3. Required Time State

Every supported entity must contain a Time State envelope:

```text
Time State =
  Clock Scope
  Tick Index
  Local Time
  Cycle
  Activity State
  Energy State
  Decay State
  Event State
  Governance Signal
```

## 4. Supported Entity Types

- Temple.
- Land.
- Residence.
- Citizen.
- Profession.
- Business.
- Market.
- Exchange.
- Bank.
- Player.
- NPC.
- AI.
- App.

## 5. Civilization Time Loop

```text
World Clock
  -> Simulation Tick
    -> Citizen Behavior
      -> Business Behavior
        -> Temple Activity
          -> Resource Regeneration
            -> Event Engine
              -> Governance Response
                -> Timeline Snapshot
```

## 6. Time Does Not Rewrite Canon

The Time Engine does not change V8.0 asset rules, V8.1 identity rules or V8.2 economy rules. It adds controlled evolution. If a future simulation suggests a Canon conflict, the simulation must be paused and reviewed by Codex before any new rule is promoted.

## 7. Prototype Boundary

V8.3 is a simulation engine. It can display time, event and behavior models. It cannot execute real trading, banking, emergency response, regulated services or live production automation.
