George b17a8990b0 Speed up ecosystem decay and fix succession cap being silently reset
VegetationModule:
- All living tiers now die under bad conditions, not just grass. Rates:
  grass 1.0, flowers 0.5, shrubs 0.25, trees 0.10 per sim cycle (trees
  only die under severe pollution >60 or near-zero soil <10).
- Dead accumulation raised 0.20 → 0.50 per bad cycle.
- Previously only grass died, keeping vegetation pressure artificially
  high and preventing regression even when soil/pollution were terrible.

RecoveryModule:
- DAMAGE_PER_BAD_TICK raised 3.0 → 5.0 so regression fires in ~14 bad
  cycles (~35s) once conditions trip the threshold, down from ~23 cycles.
- DAMAGE_DECAY_RATE lowered 0.05 → 0.03 so damage sticks around during
  oscillating conditions instead of washing away on good ticks.
- Fixed bug: 3-arg RecoveryRegionData constructor (used during damage
  decay) defaulted maxSuccessionStage to MATURE_FOREST, silently
  overwriting any biome or dynamic cap set by setRegionBiomeCap() /
  applyDynamicCapUpdate(). Now uses 4-arg constructor to preserve cap.

Net result: a heavily polluted forest regresses a stage in ~2 minutes
of sustained bad conditions instead of 10-15+ minutes.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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