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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@@ -117,6 +117,16 @@ public partial class GameManager : Node2D
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}
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}
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/// <summary>How many villagers are currently sleeping at this shelter.</summary>
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public int RestingOccupancy(Building b)
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{
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int count = 0;
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foreach (var npc in Npcs)
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if (npc.State == NpcState.Resting && npc.Position.DistanceTo(b.Site) <= 2.5f)
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count++;
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return count;
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}
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public int TownPopulation(string town)
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{
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int count = 0;
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