<!-- LIVE · part 105 -->
x = CX + Math.cos(ang) * 35;
        var sz = CZ + Math.sin(ang) * 35;

        var station = new THREE.Group();

        /* Platform */
        var plat = new THREE.Mesh(new THREE.CylinderGeometry(8, 9, 1, 8), steelMat);
        plat.position.y = 0.5;
        station.add(plat);

        /* Color-coded pillar */
        var pillarMat = new THREE.MeshStandardMaterial({
          color: stations[s].color, emissive: stations[s].color, emissiveIntensity: 0.4
        });
        var pillar = new THREE.Mesh(new THREE.CylinderGeometry(1, 1, 12, 6), pillarMat);
        pillar.position.y = 7;
        station.add(pillar);

        /* Holographic name */
        var canvas = document.createElement('canvas');
        canvas.width = 256; canvas.height = 64;
        var ctx = canvas.getContext('2d');
        ctx.font = 'bold 28px monospace';
        ctx.textAlign = 'center';
        ctx.fillStyle = '#ffffff';
        ctx.fillText(stations[s].name, 128, 42);
        var tex = new THREE.CanvasTexture(canvas);
        var label = new THREE.Sprite(new THREE.SpriteMaterial({map: tex, transparent: true}));
        label.scale.set(16, 4, 1);
        label.position.y = 15;
        station.add(label);

        /* Work surface */
        var bench = new THREE.Mesh(new THREE.BoxGeometry(6, 1, 3), steelMat);
        bench.position.y = 2;
        station.add(bench);

        station.position.set(sx, DEPTH + 2, sz);
        scene.add(station);

        /* Pulse animation */
        window._dynamics.push((function(pl, ph){
          return function(t){
            pl.material.emissiveIntensity = 0.3 + Math.sin(t * 2 + ph) * 0.2;
          };
        })(pillar, s * 1.5));
      }

      /* CENTRAL FORGE — the heart of manufacturing */
      var forge = new THREE.Group();
      var forgeBase = new THREE.Mesh(new THREE.CylinderGeometry(10, 12, 4, 8), steelMat);
      forgeBase.position.y = 2;
      forge.add(forgeBase);
      var forgeCore = new THREE.Mesh(new THREE.CylinderGeometry(6, 6, 8, 8), forgeMat);
      forgeCore.position.y = 8;
      forge.add(forgeCore);
      /* Forge glow */
      var forgeLight = new THREE.PointLight(0xff4400, 3, 80);
      forgeLight.position.y = 10;
      forge.add(forgeLight);
      /* Chimney */
      var chimney = new THREE.Mesh(new THREE.CylinderGeometry(2, 3, 20, 6), steelMat);
      chimney.position.y = 22;
      forge.add(chimney);

      forge.position.set(CX, DEPTH + 2, CZ - 25);
      scene.add(forge);

      /* MATERIAL STORAGE — ingots and components */
      for(var m = 0; m < 4; m++){
        var mang = (m / 4) * Math.PI * 2 + 0.5;
        var mx = CX + Math.cos(mang) * 50;
        var mz = CZ + Math.sin(mang) * 50;
        var crate = new THREE.Mesh(new THREE.BoxGeometry(6, 4, 6), steelMat);
        crate.position.set(mx, DEPTH + 4, mz);
        scene.add(crate);
        var ingot = new THREE.Mesh(new THREE.BoxGeometry(4, 1, 2), goldMat);
        ingot.position.set(mx, DEPTH + 6.5, mz);
        ingot.rotation.y = mang;
        scene.add(ingot);
      }

      /* ASSEMBLY LINES — conveyor paths between stations */
      var lineMat = new THREE.MeshBasicMaterial({color: 0x00ffff, transparent: true, opacity: 0.2});
      for(var l = 0; l < stations.length; l++){
        var a1 = (l / stations.length) * Math.PI * 2;
        var a2 = ((l + 1) / stations.length) * Math.PI * 2;
        var x1 = CX + Math.cos(a1) * 35, z1 = CZ + Math.sin(a1) * 35;
        var x2 = CX + Math.cos(a2) * 35, z2 = CZ + Math.sin(a2) * 35;
        var len = Math.sqrt((x2-x1)*(x2-x1) + (z2-z1)*(z2-z1));
        var line = new THREE.Mesh(new THREE.PlaneGeometry(len, 2), lineMat);
        line.rotation.x = -Math.PI / 2;
        line.rotation.z = Math.atan2(x2-x1, z2-z1) + Math.PI/2;
        line.position.set((x1+x2)/2, DEPTH + 2.5, (z1+z2)/2);
        scene.add(line);
      }

      /* POPULATION QUARTERS — not just workers. People. Thriving.
       King's word 2026-10-07: let the population thrive inside it. */
    (function buildQuarters(){
      var DEPTH = -80;
      var CX = 0, CZ = 0;

      var warmMat = new THREE.MeshStandardMaterial({color: 0xd4a080, roughness: 0.8});
      var gardenMat = new THREE.MeshStandardMaterial({color: 0x2d6a2d, roughness: 0.9});
      var waterMat = new THREE.MeshStandardMaterial({color: 0x0088cc, transparent: true, opacity: 0.7});
      var lightMat = new THREE.MeshBasicMaterial({color: 0xfff2cc, transparent: true, opacity: 0.8});

      /* RESIDENTIAL RING — homes around the outer edge */
      for(var r = 0; r < 12; r++){
        var ang = (r / 12) * Math.PI * 2 + 0.3;
        var hx = CX + Math.cos(ang) * 75;
        var hz = CZ + Math.sin(ang) * 75;

        var home = new THREE.Group();
        /* Rounded dwelling */
        var dome = new THREE.Mesh(new THREE.SphereGeometry(6, 12, 8, 0, Math.PI*2, 0, Math.PI/2), warmMat);
        dome.position.y = 0;
        home.add(dome);
        /* Door glow */
        var door = new THREE.Mesh(new THREE.PlaneGeometry(2,