merge: integrate remote player quest slices
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@@ -897,6 +897,40 @@ Next:
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by the scaling fixture.
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3. Add a market/traveler cadence so the returning player finds something new:
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a traveler who shares one rumour or a bounded food-for-wood exchange.
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1. Let an inspected villager who owns an open opportunity surface that exact
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village need plus the authoritative direct-help route, capable helper, or
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honest unavailable state that currently exists. **Complete:** the quiet
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`VillagerFieldNoteHud` now shows a restrained `Need` line for exactly that
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note, derived from the existing player-response/helper queries and the real
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storage state. It names the helper when one is capable, shows the direct
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finite-resource-to-storage route when the player response derives it, or
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honestly states why help is unavailable, and it re-derives from live facts
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after restore without entering saves.
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2. Prove that the ordinary finite-resource-to-storage harvest resolves an
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available player route and updates the context without dialogue branching,
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acceptance state, rewards, a quest log, or saved presentation state.
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**Complete:** a runtime scenario stages the real pantry crisis, surfaces the
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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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4. Make the player a citizen with a body. **Complete:** the player now has
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hunger and energy that advance on the simulation tick, eats from the real
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pantry, weakens when starving, and can die by starvation (halving Standing).
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Gathering fills a carried inventory with capacity, and depositing at the
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pantry or woodpile is an explicit transaction that resolves the same quests.
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Pressing `E` on a villager opens a personal talk where you accept or decline
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their real request. The embodied needs, carry, and negotiation rules live in
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focused `PlayerNeedsSystem`/`PlayerNegotiationSystem` collaborators and are
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covered by headless, runtime, and schema-restore regressions.
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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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