feat: establish simulation scaling baseline
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@@ -57,6 +57,10 @@ would otherwise obscure that lifecycle:
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- `simulation/definitions/` owns stable IDs and immutable action/profession
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definitions.
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Outside the runtime lifecycle, `simulation/benchmark/` owns reusable,
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schema-valid workload fixtures. CLI tools and headless scenarios consume those
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fixtures; production simulation does not depend on benchmark code.
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The manager deliberately remains a façade instead of being split into a
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collection of scene-tree manager nodes. A new collaborator is justified when
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one cohesive rule set has several real consumers or makes the tick lifecycle
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@@ -76,6 +80,7 @@ hard to read.
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| `simulation/state/` | Versioned, serializable mutable records |
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| `simulation/definitions/` | Stable IDs and immutable gameplay definitions |
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| `simulation/persistence/` | Validated local save-file storage |
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| `simulation/benchmark/` | Reproducible full-fidelity headless workloads and metrics |
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| `world/` | Loaded-world interaction geometry and presentation adapters |
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| `world/resource_nodes/` | Finite resource presentation bound by stable ID |
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| `world/storage/` | Storage interaction geometry, never stored quantities |
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@@ -110,6 +115,9 @@ improving ownership.
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- New mutable features define serialization and deterministic continuation at
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the same time as their first gameplay use. Cross-record causes use stable
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event IDs rather than object references or prose.
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- Benchmark fixtures use ordinary simulation records and must round-trip
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through the current state schema. They may control workload setup, but must
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not add benchmark-only fields or branches to production saves and ticks.
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- Opportunity records reference stable NPC, storage, resource, trigger-event,
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and resolution-event IDs. Their generator may observe authoritative state
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and history, but it does not mutate the economy or command NPC behavior. The
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