Model secrecy/guardedness as a bounded number with LLM-priced upkeep
For a sim where knowledge should be private and hard to share (research/espionage), make secrecy a first-class number in [0,1) per secret, never exactly 1 (perfect secrecy is impossible). Four pure deterministic laws carry it: raise_secrecy closes the gap to 1 with diminishing returns (new = 1 - gap*exp(-k*effort)) so the last percent is a fortress; decay_secrecy halves it over a half-life so keeping a secret is an ongoing cost not a flag; leak_rate = (1-secrecy) gates passive rumor spread so guarded items move only via active channels; espionage is a contested draw where even success yields fidelity <= (1-secrecy), so a deep secret only leaks its EXISTENCE. Key design insight: existence is the cheapest-to-leak and most valuable tier because it collapses a rivals moonshot into a directed effort. The COST to raise secrecy is LLM-proposed but compiler-clamped to a floor/ceiling tied to the secret value (AI mints within bounds) so it cant be free or absurd.