feat: define action completion costs
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@@ -652,12 +652,11 @@ Completed after the architecture gate:
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The practical next sequence is:
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1. Move proven action preconditions and material costs into a reusable contract,
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beginning with the patrol/study wood dependency, then expose unavailable
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choices and interruption reasons in the NPC inspector.
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2. Grow the existing familiarity seed into one consequence-bearing relationship
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1. Grow the existing familiarity seed into one consequence-bearing relationship
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dimension, such as trust or obligation, driven by structured events rather
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than proximity alone.
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2. Use that dimension in one real choice or response, then expose the cause in
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the NPC inspector before expanding the relationship graph.
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Recently completed:
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@@ -706,6 +705,10 @@ Recently completed:
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wood deposits. Village wood syncs from storage. Economic events track all
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transfers. Patrol and study no longer produce benefits without paying their
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one-wood cost, and utility selection avoids those actions when wood is empty.
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- Action completion costs are definition-backed: patrol and study share one
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stored-resource contract across selection and execution. The inspector shows
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readable unavailable reasons, and a late shortfall creates a persisted
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`task_blocked` fact without applying the work effect.
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- Structured event feed: EconomicEventRecord now supports narrative events
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(task started, NPC slept, NPC died) alongside economic transfers.
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Per-NPC event history with human-readable descriptions exposed in the
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