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