<!-- SOLID CITY · part 2743 -->
+ 0.1, (gz0 + gz1) / 2, ang, rx, 7.6, run + 1.6, 0.11);
            if (j % 2 === 0 && s2 === 0) box(solid, 0.35, 0.05, 2.2, 0, 0.14, 0, C.path);   // center dash
            BASE = new T.Matrix4();
          }
        }
      }
    });
    // street lights along the roads, alternating sides — set PERPENDICULAR
    // to the road's own direction (the old x-only offset dropped 33 of 56
    // lamps into the carriageway on the east-west runs; the King found them
    // there, 2026-10-13). Every pole also enters the collision registry:
    // a lamp at the verge is a post, not a ghost.
    for (var k = 6; k < roadPts.length; k += 9) {
      var p = roadPts[k], side = (k % 18 === 6) ? 1 : -1;
      var pa = roadPts[Math.max(0, k - 1)], pb = roadPts[Math.min(roadPts.length - 1, k + 1)];
      var dx = pb[0] - pa[0], dz = pb[1] - pa[1], dl = Math.hypot(dx, dz) || 1;
      var lx = p[0] + side * (dz / dl) * 5.2, lz = p[1] + side * (-dx / dl) * 5.2;
      var ly = groundAt(lx, lz);
      BASE = M4(lx, ly - 0.1, lz, R() * 3, 0, 0);
      streetLight();
      BASE = new T.Matrix4();
      foot.push([lx, lz, 0.3, 0.3, ly - 0.1, ly + 5.1, 0]);
    }
  }
  function nearestRoad(x, z) {
    var best = null, bd = 1e12;
    for (var i = 0; i < roadPts.length; i++) {
      var dx = roadPts[i][0] - x, dz = roadPts[i][1] - z, dd = dx * dx + dz * dz;
      if (dd < bd) { bd = dd; best = roadPts[i]; }
    }
    return { x: best[0], z: best[1], dist: Math.sqrt(bd) };
  }
  function steppedPath(x0, z0, x1, z1, wdt, col, stepLen) {
    var len = Math.hypot(x1 - x0, z1 - z0), n = Math.max(1, Math.round(len / stepLen)), ang = Math.atan2(x1 - x0, z1 - z0), run = len / n;
    for (var j = 0; j < n; j++) {
      var t = (j + 0.5) / n, px = x0 + (x1 - x0) * t, pz = z0 + (z1 - z0) * t;
      // THE ONE ROAD reaches the driveways too: each stone pitches between
      // the same sampled ends its neighbours use — a path of ramps that
      // follow the land, not a staircase dropped on it.
      var ga = groundAt(x0 + (x1 - x0) * (j / n), z0 + (z1 - z0) * (j / n));
      var gb = groundAt(x0 + (x1 - x0) * ((j + 1) / n), z0 + (z1 - z0) * ((j + 1) / n));
      var rx = -Math.atan2(gb - ga, run);   // pitch truth (2026-10-13): atan2, as above
      BASE = M4(px, (ga + gb) / 2 + 0.08, pz, ang, rx, 0);
      box(solid, wdt, 0.18, stepLen + 0.7, 0, 0, 0, col);
      standQuad(px, (ga + gb) / 2 + 0.08, pz, ang, rx, wdt, stepLen + 0.7, 0.09);
      BASE = new T.Matrix4();
    }
  }

  /* ================= SITING — the placement law, enforced ================= */
  var EXCLUDE = [   // [x, z, radius] — structures and ground that stay untouched
    [0, -1600, 578],      // THE ANCESTRAL ROADS terrace (platform r=560)
    [0, -3200, 430],      // Imperial Colosseum
    [0, 0, 1060],         // the capital
    [0, -950, 205],       // Gate of Ancestors
    [450, -1150, 205],    // Compass Meridian
    [750, -1600, 255],    // Overlook Mira
    [-750, -1600, 255],   // Roost Keel
    [-700, -700, 290]     // Quadrant Crown
  ];
  var placed = [];
  function clearOf(x, z, r) {
    for (var i = 0; i < EXCLUDE.length; i++) {
      var e = EXCLUDE[i];
      if (Math.hypot(x - e[0], z - e[1]) < e[2] + r) return false;
    }
    for (var j = 0; j < placed.length; j++) {
      if (Math.hypot(x - placed[j][0], z - placed[j][1]) < placed[j][2] + r) return false;
    }
    return true;
  }
  function findSpot(cx, cz, rad, lotR) {
    for (var ring = 0; ring < 8; ring++) {
      var rr = rad * ring / 7;
      for (var k = 0; k < 10; k++) {
        var a = (k / 10) * Math.PI * 2 + ring * 0.7 + R() * 0.3;
        var x = cx + Math.cos(a) * rr, z = cz + Math.sin(a) * rr;
        if (benchAt(x, z, lotR) >= 0 && clearOf(x, z, lotR + 4) && roadClear(x, z, lotR)) return [x, z];
      }
    }
    return null;
  }
  function faceAngle(x, z, tx, tz) { return Math.atan2(tx - x, tz - z); }
  function plantAt(x, z, fn) {
    BASE = M4(x, groundAt(x, z) - 0.15, z, R() * Math.PI * 2, 0, 0); fn(); BASE = new T.Matrix4();
  }

  // drive + parking + path for one home (the placement law: every house has a driveway)
  function serveHome(rec, roadPt) {
    var fx = Math.sin(rec.ry), fz = Math.cos(rec.ry);            // front dir
    var rx = Math.cos(rec.ry), rz = -Math.sin(rec.ry);           // right dir
    var frontL = rec.padCz + rec.padD / 2;
    var doorX = rec.x + fx * (frontL + 0.9), doorZ = rec.z + fz * (frontL + 0.9);
    // parking pad on the home's right-front side, at terrain height
    var pkX = rec.x + rx * (rec.padW / 2 + 3.6) + fx * (frontL - 3), pkZ = rec.z + rz * (rec.padW / 2 + 3.6) + fz * (frontL - 3);
    var pkY = groundAt(pkX, pkZ);
    BASE = M4(pkX, pkY + 0.06, pkZ, rec.ry, 0, 0);
    box(solid, 5.6, 0.16, 5.6, 0, 0, 0, C.path);
    standQuad(pkX, pkY + 0.06, pkZ, rec.ry, 0, 5.6, 5.6, 0.08);
    BASE = new T.Matrix4();
    if (R() < 0.55) { BASE = M4(pkX, pkY + 0.14, pkZ, rec.ry + (R() - 0.5) * 0.2, 0, 0); car(CAR_COLS[Math.f