docs: capture player standing and quest system in plans and schema
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@@ -855,6 +855,15 @@ Next:
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need for its interested villager, and proves that one ordinary
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`harvest_resource_node` extraction resolves the same open opportunity and
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clears the need segment on the next refresh.
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3. Give the player a reason to keep helping: a persistent **Standing** loop.
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**Complete:** resolving real village needs (pantry, wood, hungry animals)
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now grants Standing (Stranger → Known Hand → Trusted → Village Steward →
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Voice of Jajce) and raises the requester's gratitude. The world's quest
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generator turns each open need into a named player quest in a quiet
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`QuestJournalHud`, and villagers who personally trust the player start
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asking them directly even when another helper could act. All of it flows
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through the ordinary finite-resource harvest/feed contracts, survives
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save/restore deterministically, and adds no quest-only state.
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Do not start with GIS data, a full city, a large asset pack, or more NPC
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mechanics. The next proof is a beautiful stage for the systems that already
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