Organic construction: buildings from need, not quotas
Removes every predetermined construction trigger (shelters-per-capita cap, granary-at-five-shelters milestone). Buildings now emerge from lived need: - Shelters have real bed capacity (3 + modules). A full house turns you away; three nights sleeping outside and a person gathers stone and raises a roof where they actually live. When nobody sleeps outside, nobody builds. Ruined shelters spill their sleepers, so settlements can migrate over time. - The first granary is founded by memory: someone who has truly starved stockpiles food once the land gives again and builds storage where the harvest is. A second granary appears only when the first fills. - Emergent consequence: freeriders compete for beds but never build, so scarce housing squeezes them into the open. The village never decides to punish them; the housing supply does. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -92,6 +92,11 @@ public class Building
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Kind == BuildingKind.Shelter && IsComplete && !IsRuined &&
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Modules < ModuleCap && !WantsUpkeepWood;
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/// <summary>How many can sleep here. Expansion adds beds — growth has a
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/// human meaning, not just a bigger square.</summary>
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public int RestCapacity =>
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Kind == BuildingKind.Shelter && IsComplete && !IsRuined ? 3 + Modules : 0;
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// --- Granary: food store ---------------------------------------------
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public const float FoodStockCap = 150f;
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