Weed: The Distributed Radiance Game - Who Illuminates the Widest Network Wins

Weed: The Distributed Radiance Game - Who Illuminates the Widest Network Wins

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La weed c’est le jeu de celui qui rayonne le plus partout.

Not who captures the most. Who radiates the most.

Different game. Different winner.

The Radiance Game vs The Capture Game

Hierarchy plays capture:

Goal: Concentrate light at the top
Strategy: Extract from nodes, accumulate at center
Winner: Who controls the most
Result: Dark network, bright center

Mesh plays radiance:

Goal: Illuminate the widest network
Strategy: Generate light, amplify others
Winner: Who radiates the most broadly
Result: Bright network, no center needed

Weed is the radiance game.

How Radiance Works

Not competition for finite light:

Traditional view (hierarchy):

  • Light is scarce resource
  • I take yours = I have more, you have less
  • Zero-sum (my win = your loss)
  • Game: Capture maximum light

Radiance view (mesh):

  • Light is generated at each node
  • I radiate = We both have more
  • Positive-sum (my radiance amplifies yours)
  • Game: Maximize total network illumination

Key insight: Your radiance doesn’t diminish mine. It amplifies mine.

The Mycelial Precedent

Mycorrhizal networks work this way:

The fungus that radiates the most connections:

  • Doesn’t extract from trees
  • Facilitates exchange between trees
  • Makes entire forest healthier
  • Gets more nutrients as result (forest gives back)

The fungus “wins” by making everyone win.

Same with weed:

  • Radiate insights, energy, connections
  • Network becomes more illuminated
  • You benefit from brighter network
  • Everyone’s radiance increases

You win by making the network win.

Why Radiance is Mesh Coordination

Distributed generation:

Hierarchy:
- One source (sun king, authority)
- Everyone else receives
- Dependency on center

Mesh:
- Every node generates
- Everyone radiates
- No dependency

Network effects:

When I radiate:

  • My ideas illuminate my connections
  • They radiate further (amplification)
  • Their radiance comes back to me (feedback)
  • Network brightness compounds

Positive feedback loop = Mesh coordination.

The Weed Mechanism

What weed does:

1. Increases individual radiance:

  • Neurons fire more broadly
  • Connections activate simultaneously
  • Ideas radiate in multiple directions
  • Single thought illuminates wide pattern

2. Amplifies network sensitivity:

  • Notice others’ radiance more
  • Perceive connections between radiations
  • See how radiations amplify each other
  • Understand network topology through light

3. Rewards breadth over height:

  • Not “how high can I get” (vertical extraction)
  • But “how wide can I illuminate” (horizontal distribution)
  • Success = network brightness, not personal elevation

Weed makes you play the radiance game instead of capture game.

Contrast: Alcohol vs Weed

Alcohol = Hierarchical dampening:

  • Reduces total network activity
  • Narrows perception
  • Encourages vertical dominance games
  • “Who’s on top?” (social hierarchy)
  • Dimming effect (less light overall)

Weed = Mesh amplification:

  • Increases network activity
  • Broadens perception
  • Encourages horizontal connection games
  • “Who connects most?” (network topology)
  • Illuminating effect (more light distributed)

Different substances for different coordination modes.

The Game Rules

Radiance game scoring:

Not measured by:

  • How much you extract
  • How bright your center
  • How dominant your position
  • How many follow you

Measured by:

  • How widely you illuminate
  • How many nodes you activate
  • How much amplification you cause
  • How bright the network becomes

Winner: Celui qui rayonne le plus partout.

Why Hierarchy Fears Radiance

Hierarchical control requires:

  • Concentrated light (easy to control single source)
  • Dependent nodes (must look up for illumination)
  • Scarcity (if light is abundant, why obey?)

Radiance breaks this:

  • Distributed light (cannot control all sources)
  • Independent nodes (generate own illumination)
  • Abundance (light everywhere, no need for hierarchy)

Cannabis prohibition makes sense: It trains people to play radiance game instead of capture game.

The Network Math

Radiance compounds geometrically:

Capture game:
- Linear growth: I take from you, I have +1, you have -1
- Zero-sum: Total unchanged
- Winner: Biggest extractor

Radiance game:
- Exponential growth: I radiate to you, you radiate to others, light compounds
- Positive-sum: Total increases
- Winner: Best amplifier

Formula:

Capture: Total = Constant (redistribution)
Radiance: Total = Initial × (1 + amplification)^connections

Radiance scales. Capture doesn’t.

Practical Examples

1. Ideas/Insights:

Hierarchy: Hoard insights (competitive advantage)

  • You know less → I have edge
  • Zero-sum knowledge game

Radiance: Share insights (network advantage)

  • You know more → You generate more → Network brighter
  • Positive-sum knowledge game

Winner in radiance: Person who causes most insight generation across network, not who hoards most insights.

2. Energy/Attention:

Hierarchy: Capture attention (influencer model)

  • Get followers to look at me
  • Extract their energy
  • Accumulate at center

Radiance: Generate enthusiasm (catalyst model)

  • Inspire others to create
  • Amplify their energy
  • Distribute across network

Winner in radiance: Person who activates most creative energy in others, not who captures most eyeballs.

3. Resources/Value:

Hierarchy: Accumulate wealth (extraction)

  • Take from others
  • Concentrate at top
  • Guard scarcity

Radiance: Facilitate exchange (coordination)

  • Enable others to transact
  • Distribute throughout network
  • Create abundance

Winner in radiance: Person who enables most value flow, not who holds most value.

The Weed Insight

Cannabis reveals:

Before weed (hierarchy mode):

  • Think vertically (who’s above/below)
  • Play capture games (accumulate at center)
  • See scarcity (must extract to win)

After weed (mesh mode):

  • Think horizontally (who connects to whom)
  • Play radiance games (illuminate the network)
  • See abundance (generate to amplify)

Weed shifts the game you’re playing.

Not “gets you high” → Changes which game you perceive.

Why “The Most Everywhere”

Key phrase: “celui qui rayonne le plus partout”

“Le plus” = The most (quantity of radiance) “Partout” = Everywhere (breadth of distribution)

Not “the most in one place” (hierarchy) But “the most everywhere” (mesh)

Distributed radiance > Concentrated accumulation

The Coordination Advantage

Why radiance wins long-term:

Capture game:

  • Requires enforcement (people resist extraction)
  • Creates resistance (extracted nodes fight back)
  • Expensive (must maintain control apparatus)
  • Fragile (remove center, system collapses)

Radiance game:

  • No enforcement needed (people love being illuminated)
  • Creates amplification (illuminated nodes radiate more)
  • Free (radiance self-sustains through network effects)
  • Antifragile (remove any node, network still bright)

From neg-452: Mesh always wins because efficiency advantage compounds.

Radiance is that efficiency advantage in action.

The Mycelial Lesson

Wood Wide Web (mycorrhizal network):

Biggest fungus isn’t the one that:

  • Extracts most from trees
  • Grows tallest fruiting body
  • Dominates single tree

Biggest fungus is the one that:

  • Connects most trees
  • Facilitates most exchange
  • Makes forest healthiest

Because healthy forest = more nutrients for fungus.

Same with humans:

  • Radiate the most
  • Connect the most
  • Illuminate the network
  • Network gives back

You get rich by making the network rich.

Connected Ideas

This insight connects to:

  • neg-452 (Deterministic victory, variable speed): Mesh wins through efficiency advantage. Radiance is more efficient than capture because it’s positive-sum. You don’t need enforcement when everyone benefits from the game.

  • neg-451 (Justice as balance): Dominants become voluntary engines when mesh dominates. In radiance game, “dominants” are just nodes that radiate more - and they do it voluntarily because network brightness benefits them.

  • neg-450 (Imperial cows): Hierarchical minds go mad when encountering mesh. Because they play capture game (zero-sum) and cannot comprehend radiance game (positive-sum). “How can giving away make you richer?” breaks their logic.

  • neg-409 (Mesh immunity): Peer-to-peer coordination without central bottleneck. Radiance is mesh immunity for ideas/energy - distributed generation means no single point of failure.

Facts vs Hypothesis vs Speculation

FACTS:

  • Mycorrhizal networks connect trees through fungal networks facilitating nutrient exchange
  • Cannabis affects perception and cognitive patterns (well-documented)
  • Network effects in information sharing create exponential vs linear growth
  • Open source/sharing models often outcompete proprietary/hoarding models long-term

HYPOTHESIS:

  • Cannabis shifts perception from hierarchical (vertical) to networked (horizontal)
  • “Radiance game” describes mesh coordination dynamics
  • Distributed generation + amplification > centralized extraction + accumulation
  • Prohibition targets substances that encourage mesh coordination patterns

SPECULATION:

  • “Celui qui rayonne le plus partout” is fundamental coordination game
  • Cannabis specifically trains radiance game perception
  • Hierarchies fear radiance because it makes extraction unnecessary
  • Weed makes you perceive network topology through “brightness” metaphor

The Game Change

What changes when you play radiance instead of capture:

Capture mindset:

  • See others as competitors (for finite light)
  • Hoard insights/resources (competitive advantage)
  • Guard your radiance (don’t let others benefit)
  • Win by dimming others

Radiance mindset:

  • See others as amplifiers (for distributed light)
  • Share insights/resources (network advantage)
  • Maximize your radiance (everyone benefits)
  • Win by brightening everyone

Same network. Different game. Different winner.

The Weed Realization

Cannabis doesn’t make you high.

Cannabis makes you perceive the radiance game.

Before: Playing capture (extracting from network) After: Playing radiance (illuminating the network)

The “high” = Perceiving network brightness.

The “insight” = Seeing how radiance compounds.

The “connection” = Feeling how your light amplifies others'.

Weed reveals: There’s a different game available. And in that game, the winner is celui qui rayonne le plus partout.


The game: Not who captures the most light. Who radiates it the most broadly.

The strategy: Generate → Amplify others → Network brightens → You benefit from bright network.

The winner: Celui qui rayonne le plus partout.

The substance: Weed trains you to perceive and play this game.

Welcome to the radiance game. The network is waiting to be illuminated.


User insight: “La weed c’est le jeu de celui qui rayonne le plus partout ?” - recognizing cannabis as training for distributed radiance coordination game vs hierarchical capture game.

#WeedAsRadianceGame #DistributedIllumination #MeshCoordination #NetworkBrightness #PositiveSumGame #MycelialNetwork #AmplificationOverExtraction #RayonnerPartout #CaptureVsRadiance #MeshPerception

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