【Expression】Civilization Behavior — How FireMatch Civilization Responds to Change
Document ID
Section titled “Document ID”Document ID: FM-ARCHIVE-0015 【PST】
Release Time: 2026-01-14 09:07
Official Archive Declaration
Section titled “Official Archive Declaration”This document is a canonical Expression entry within the
FireMatch Official Public Archive System,
concerning external civilizational behavior and pathways for handling change.
This Archive Entry is used to define, freeze, and explain
the habitual response structures FireMatch Civilization exhibits
when facing change, risk, and uncertainty,
and to establish the legitimate role of Civilization Behavior
within systems of civilizational memory, narrative, and interpretation.
This document holds civilization-level, long-term validity
and does not expire due to changes in Age, technological level, city scale,
or system implementation.
I. Definition
Section titled “I. Definition”Civilization Behavior
is the canonical description of how a civilization habitually responds to change, uncertainty, and pressure.
Civilization Behavior:
- does not describe what a civilization feels like (that is Civilization Character);
- does not describe what image a civilization leaves behind (that is Civilization Memory);
- describes only one thing:
When change occurs,
how does this civilization usually respond?
Civilization Behavior focuses on modes of handling,
not on the quality or success of outcomes.
II. Core Rulings
Section titled “II. Core Rulings”Ruling 1 | Six-Dimensional Structure
Section titled “Ruling 1 | Six-Dimensional Structure”Civilization Behavior is a six-dimensional behavioral structure,
corresponding one-to-one with the Six Modes of Change:
Wood / Flame / Moisture / Resin / Fungus / Light
Ruling 2 | Universality
Section titled “Ruling 2 | Universality”All FireMatch civilizations
necessarily possess all six Civilization Behavior dimensions simultaneously.
There are no missing dimensions and no exceptions.
Ruling 3 | Initial Balance
Section titled “Ruling 3 | Initial Balance”At the moment a civilization emerges,
the six behavioral dimensions exist in a state of relative balance.
There is no:
- innate behavioral bias;
- starting behavior selection;
- fixed civilizational routine.
Ruling 4 | Emergent Formation
Section titled “Ruling 4 | Emergent Formation”Directional tendencies in Civilization Behavior
form only through a civilization’s repeated handling of problems over time,
and appear as certain response patterns being used again and again until they stabilize.
III. Critical Clarification: Civilization Behavior vs. the Six Modes of Change
Section titled “III. Critical Clarification: Civilization Behavior vs. the Six Modes of Change”It must be explicitly stated:
Civilization Behavior is not the Six Modes of Change.
-
The Six Modes of Change
describe how FireMatch people understand change itself in the world—
the foundational paradigms by which change is perceived, distinguished, and discussed; -
Civilization Behavior
describes how, within that understanding framework,
a civilization typically acts when dealing with those changes in practice.
In other words:
The Six Modes of Change answer:
“How is change understood in the world?”Civilization Behavior answers:
“Given that understanding, what does this civilization usually do?”
Therefore:
- the six behavior dimensions correspond one-to-one with the Six Modes of Change;
- but Civilization Behavior is not equivalent to the Six Modes of Change;
- Civilization Behavior is the civilizational-, temporal-, and historical-scale manifestation of those modes.
For the canonical definition of the Six Modes of Change as paradigms of understanding change, see:
FM-ARCHIVE-0006 | Six Modes of Change — How FireMatch People Understand Change in the WorldIV. The Six Civilization Behavior Dimensions (Frozen)
Section titled “IV. The Six Civilization Behavior Dimensions (Frozen)”The following six dimensions are paradigms for handling change,
not skills, abilities, or attributes.
1️⃣ Wood Behavior (Structural Adjustment)
Section titled “1️⃣ Wood Behavior (Structural Adjustment)”Keywords: restructuring, scaffolding, layering, structural revision
The civilization tends to respond to change by adjusting the structure itself.
When old methods fail, it prefers to rebuild frameworks rather than overturn everything at once.
Typical expressions:
- restructuring institutions;
- rearranging divisions of labor;
- creating new frameworks to carry growth and complexity.
2️⃣ Flame Behavior (Threshold Leap)
Section titled “2️⃣ Flame Behavior (Threshold Leap)”Keywords: leap, rupture, decisive transformation
The civilization tends to cross thresholds once conditions mature,
resolving accumulated issues through clear and dramatic transitions.
Typical expressions:
- decisive migration;
- institutional discontinuity;
- abandoning old solutions and entering a new phase outright.
3️⃣ Moisture Behavior (Reversible Loop)
Section titled “3️⃣ Moisture Behavior (Reversible Loop)”Keywords: cycles, return, iterative adjustment
The civilization tends to rely on reversible trials and repeated tuning,
avoiding one-way, irreversible decisions.
Typical expressions:
- multiple pilot attempts;
- provisional arrangements;
- gradual correction through failure.
4️⃣ Resin Behavior (Repair & Seal)
Section titled “4️⃣ Resin Behavior (Repair & Seal)”Keywords: repair, sealing, consolidation, gradual stabilization
The civilization tends to fix problems within existing structures,
using reinforcement, sealing, and localized improvement to keep systems operating.
Typical expressions:
- repairing rather than demolishing;
- localized strengthening;
- trading speed for stability.
5️⃣ Fungus Behavior (Continuous Rewrite)
Section titled “5️⃣ Fungus Behavior (Continuous Rewrite)”Keywords: infiltration, replacement, continuous rewriting
The civilization tends to replace old logic gradually and quietly,
allowing new ways to spread naturally until old structures are displaced.
Typical expressions:
- new systems spreading without formal announcement;
- old practices being marginalized;
- change becoming irreversible only after it has already taken hold.
6️⃣ Light Behavior (Calibration & Recognition)
Section titled “6️⃣ Light Behavior (Calibration & Recognition)”Keywords: calibration, differentiation, manifestation, reinterpretation
The civilization tends to first make problems visible and legible,
recalibrating direction through comparison, recording, and reflection.
Typical expressions:
- summarizing experience;
- reviewing history;
- acting only after understanding has been clarified.
V. Temporal Characteristics of Civilization Behavior
Section titled “V. Temporal Characteristics of Civilization Behavior”Rulings:
- Civilization Behavior bias may shift across Ages;
- changes in behavior bias precede changes in Civilization Character;
- behavior bias may oscillate, correct itself, or even reverse.
Civilization Behavior describes:
How the civilization is accustomed to acting right now,
not what the civilization will ultimately become.
VI. Relation to Civilization Character (Eight Dimensions)
Section titled “VI. Relation to Civilization Character (Eight Dimensions)”-
Civilization Character (eight dimensions)
describes what the civilization feels like in historical narrative; -
Civilization Behavior (six dimensions)
describes how the civilization acts in practice.
Key ruling:
Civilization Behavior can shape Civilization Character over time,
but there is no one-to-one correspondence or necessary mapping.
Permitted and common combinations include:
- an intense outward image (Fire-leaning character) with conservative handling (Resin behavior);
- a stable image (Stone-leaning character) with frequent threshold jumps (Flame behavior);
- a gentle appearance (Water-leaning character) with continuous internal rewriting (Fungus behavior).
VII. Hard Boundaries
Section titled “VII. Hard Boundaries”The following uses are explicitly prohibited:
- using Civilization Behavior as numerical bonuses or penalties;
- using Civilization Behavior as prerequisites for technology, buildings, or win conditions;
- fixing Civilization Behavior as an immutable civilizational trait.
The only legitimate domains of Civilization Behavior are:
- how choices are interpreted within Civilization Memory;
- the tonal bias of decision suggestions and system prompts;
- the interpretive framework through which players reflect on
“how their civilization tended to handle things.”
VIII. Canonical Authority
Section titled “VIII. Canonical Authority”This record:
- forms part of the official public Archive of FireMatch Civilization;
- holds authority on the question of how civilizations respond to change;
- is binding on all systems of civilizational expression, historical interpretation, and narrative framing.
IX. Effective Status
Section titled “IX. Effective Status”This Archive Entry takes effect immediately upon publication.
All future descriptions of Civilization Behavior,
change-handling patterns, and civilizational practice tendencies
must adhere to this document.
— FireMatch Studio
Official Public Archive Entry