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.
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.
Not competition for finite light:
Traditional view (hierarchy):
Radiance view (mesh):
Key insight: Your radiance doesn’t diminish mine. It amplifies mine.
Mycorrhizal networks work this way:
The fungus that radiates the most connections:
The fungus “wins” by making everyone win.
Same with weed:
You win by making the network win.
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:
Positive feedback loop = Mesh coordination.
What weed does:
1. Increases individual radiance:
2. Amplifies network sensitivity:
3. Rewards breadth over height:
Weed makes you play the radiance game instead of capture game.
Alcohol = Hierarchical dampening:
Weed = Mesh amplification:
Different substances for different coordination modes.
Radiance game scoring:
Not measured by:
Measured by:
Winner: Celui qui rayonne le plus partout.
Hierarchical control requires:
Radiance breaks this:
Cannabis prohibition makes sense: It trains people to play radiance game instead of capture game.
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.
1. Ideas/Insights:
Hierarchy: Hoard insights (competitive advantage)
Radiance: Share insights (network advantage)
Winner in radiance: Person who causes most insight generation across network, not who hoards most insights.
2. Energy/Attention:
Hierarchy: Capture attention (influencer model)
Radiance: Generate enthusiasm (catalyst model)
Winner in radiance: Person who activates most creative energy in others, not who captures most eyeballs.
3. Resources/Value:
Hierarchy: Accumulate wealth (extraction)
Radiance: Facilitate exchange (coordination)
Winner in radiance: Person who enables most value flow, not who holds most value.
Cannabis reveals:
Before weed (hierarchy mode):
After weed (mesh mode):
Weed shifts the game you’re playing.
Not “gets you high” → Changes which game you perceive.
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
Why radiance wins long-term:
Capture game:
Radiance game:
From neg-452: Mesh always wins because efficiency advantage compounds.
Radiance is that efficiency advantage in action.
Wood Wide Web (mycorrhizal network):
Biggest fungus isn’t the one that:
Biggest fungus is the one that:
Because healthy forest = more nutrients for fungus.
Same with humans:
You get rich by making the network rich.
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:
HYPOTHESIS:
SPECULATION:
What changes when you play radiance instead of capture:
Capture mindset:
Radiance mindset:
Same network. Different game. Different winner.
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.
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