Run 11: satiation and quarry return - clean two-year stability

Granary satiation: hunger scars motivate storage only until town
capacity could carry a winter (pop x 45); sprawl of ~10 granaries falls
to the sated level. Quarry return: packs stuck with undroppable stone
after rebuilds made starving porters; unneeded stone goes back to the
quarry (matter conserved, packs unclogged).

Also corrects the record: run 10's zero-ruin year-2 claim came from
CSV contamination by orphaned headless child processes (console wrapper
kills didn't kill the tree). Clean verified result now: year-1
catastrophe and rebuild, then year-2 at 0.77 nourishment, zero new
ruins, 100% condition, textbook granary sawtooth.

Open in FINDINGS: accessible stone exhaustion plateaus housing below
population - a Phase 3 economy question (deeper quarrying, stockpiles).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -205,18 +205,34 @@ villager-days) but could not get it, twice over:
gathering touches only what regrows, and packs may only shed what the
land replaces. Minerals are mined on purpose and conserved.*
**Verified (260-day headless run):** year-1 winter still wrecks the naive
town — then it rebuilds within 20 days, the famine survivors found the
first granaries (memory, as designed), storage grows through autumn, and
**year-2 winter passes with zero ruins** on granary reserves. The town
now has a history: naive youth, catastrophe, learning, resilient
maturity. Organic civilization works end-to-end.
**Correction:** run 10's original "zero year-2 ruins" claim was
contaminated — the headless console wrapper orphaned child sim processes
that kept writing to later runs' CSVs. (Instrumentation lesson: kill
process trees; distrust out-of-order data.) Clean reruns showed the
recovery loop worked but the town *cycled* — collapse each winter,
rebuild each spring — with chronic post-famine hunger.
Remaining tuning (non-blocking): granary sprawl (hunger-scarred souls
keep founding storage — ~10 granaries by day 200; needs a satiation
rule), and chronically low average nourishment in the post-famine years
(likely endless granary-stocking labor crowding out comfort — related to
sprawl).
## Run 11 — Enough, and the stone-mules: clean stability
Two fixes closed it: **granary satiation** (hunger scars motivate
storage only until the town's capacity could carry a winter — enough is
a real quantity; sprawl of ~10 granaries fell to the sated level), and
**quarry return** (villagers whose packs filled with undroppable stone
after rebuilds became starving porters, unable to gather food while
carrying a house on their backs; unneeded stone now goes back to the
quarry).
**Clean verified result:** year-1 catastrophe and rebuild as before;
then year-2 nourishment steady at 0.77, **year-2 winter with zero new
ruins and 100% condition**, textbook granary sawtooth (1,200 → 0 →
refilled). Organic civilization: naive youth, catastrophe, learning,
stable maturity — now on trustworthy data.
Open (Phase 3 economy, not a bug): accessible stone ran dry during the
rebuild (construction + quarry-return overflow at full nodes + selfish
hoards), so housing plateaus below population — a stable, fed town with
a permanently under-roofed minority. Wants deeper quarrying/metal and
real stockpiles.
---