glancing at it, it seems good for nearby timepoints, but not so great for very distant timepoints. for distant timepoints, transformation of the described discrete brownian motion into a smooth distribution seems meaningful. this is probably pretty important in general. basically there are crux timeline junctures, where interaction between simulation components need to be handled as trees because they interact e.g. two asteroids colliding, but between them huge swaths of solvable timelines where sentient beings appear basically brownian. i'm feeling doing the trees of individual decisions anyway, but keeping the larger brownian ideas present and important.