Early population · colours

Colours: protect · opportunity · learn

Three working labels for early populations. Not morality. Not a universal scoreboard. Use them so the room agrees what to protect, what to act on, and what to learn from — then move.

ColourMeansDo
Green Both behaviours strong (e.g. focus and return) Protect and feed — this is load-bearing health
Orange Mixed (one up, one down) Brief, weight, choose — act or deprioritise; do not stall
Red Drop-off or harmful path Learn the trail — especially green → red

Examples in one breath

Trails and neighbours

Trails = direction: into green is health; out of green is the hard challenge. Adjacency = a red next to a green can pull a strength down — fix the neighbour to protect the home.

That is the whole colour system for the early journey. Pair lists live in the combination hub if you need a lookup. Walk it live in the journey hub.

Continue the series

Hub first, then time, housings, colours, design question.

Authorship. This page is original writing of Yardstick Games Private Limited (Paul Dutta, Founder). AFITMRR™ is a trade mark and framework of Yardstick Games Private Limited, originated by Paul Dutta. © Yardstick Games Private Limited. All rights reserved.