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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@@ -110,6 +110,21 @@ public class World
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return taken;
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}
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/// <summary>Nearest node of a kind regardless of amount — for returning
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/// unneeded minerals to the quarry rather than carrying them forever.</summary>
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public ResourceNode? FindNearestAny(MaterialKind kind, Vector2 position)
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{
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ResourceNode? best = null;
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float bestDist = float.MaxValue;
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foreach (var node in Nodes)
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{
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if (node.Kind != kind) continue;
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float d = position.DistanceSquaredTo(node.Cell);
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if (d < bestDist) { best = node; bestDist = d; }
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}
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return best;
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}
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/// <summary>
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/// Called once per in-game day by GameManager. Season multipliers throttle
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/// regeneration — winter is when the granary earns its clay.
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