feat: integrate regional caravan persistence
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-12
@@ -21,10 +21,11 @@ own persistent quantities, travel completion, or quest progress.
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The long-term direction is one regional simulation containing settlements,
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routes, caravans, named people, aggregate cohorts, and polities. The current
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repository has the regional records, deterministic scheduler, one exact
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caravan transfer service, chunked persistence, and a 20-caravan structural
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benchmark. It does not yet run that regional service as the production
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`SimulationManager` facade or provide a complete market, settlement-growth, or
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kingdom gameplay loop. That distinction is important when extending the game.
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caravan transfer service, a production facade for one inbound Jajce route, a
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combined local/regional save manifest, chunked persistence, and a 20-caravan
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structural benchmark. It does not yet provide a complete market,
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settlement-growth, or kingdom gameplay loop. That distinction is important
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when extending the game.
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## Start here
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@@ -53,9 +54,9 @@ kingdom gameplay loop. That distinction is important when extending the game.
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| Situations/quests | Definition-driven bounded situations, derived progress, journal metadata, commitments and idempotent outcomes | The initial Jajce slice is bounded; it is not a universal objective scripting language |
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| Dialogue | Deterministic semantic `ConversationService`, authored intent/template resources, Dialogue Manager v3 presenter | Dialogue Manager renders planned turns; it is not an authority or save format |
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| Entities | Shared definition → instance/state → presentation contracts for resources, animals, enemies, items, storage | New behavior profiles and genuinely new mechanics still need typed code and tests |
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| Regional kernel | Primitive records, due-job heap, keyed random, analytical updates, caravan proof, chunk/file store | Regional service and 20-caravan trade are currently integration fixtures, not the live Jajce loop |
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| Regional kernel | Primitive records, due-job heap, keyed random, analytical updates, caravan service, production facade, chunk/file store | One authored inbound route is live; the 20-caravan economy remains a structural fixture, not the Jajce market |
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| Presentation | Active-world adapters, context registries, relevance cap of 40, navigation budget of 2/frame, High/Balanced/Low profiles | Hardware frame-time/VRAM evidence is still pending; structural benchmarks are not rendered claims |
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| Persistence | Local save schema v16 with migrations and scope preflight; regional chunk generations with recovery | No save menu/profile system; regional chunk store is not yet the local `SaveSlotStore` backend |
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| Persistence | Combined manifest v1 containing unchanged local schema v16 plus the canonical regional facade; regional chunk generations with recovery | No save menu/profile system; regional chunk/history generations are not yet the `SaveSlotStore` backend |
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## The authority pipeline
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@@ -106,9 +107,10 @@ relationship, or reward that the event claims happened.
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- `simulation/events/`, `knowledge/`, `relationships/`, `situations/`, and
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`dialogue/` — causal history and emergent narrative layers.
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- `simulation/state/` — versioned primitive records and validation.
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- `simulation/persistence/` — local quicksave safety.
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- `simulation/regional/` — regional records, scheduler, caravan proof, chunk
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codec, and file generations.
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- `simulation/persistence/` — combined quicksave manifest and atomic slot
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replacement, plus regional chunk codecs and generations.
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- `simulation/regional/` — production facade, regional records, scheduler,
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caravan transaction, retention planning, and scale contracts.
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### Loaded world and presentation
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@@ -161,12 +163,11 @@ are used when an existing save is loaded.
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The following are deliberately **not** claimed as complete:
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- wire `RegionalCaravanService` into the production regional facade and local
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save manifest;
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- integrate event retention/rollups/chunked history into one atomic,
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lazily loaded long-horizon save;
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- run 20 real caravan trades across five settlement economies with atomic
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cargo/stock ledgers;
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- replace local unloaded travel freezes with authoritative route-time work;
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- integrate event retention/rollups/chunked history into one long-horizon save;
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- add settlement projects, cohort promotion/demotion, offices, diplomacy,
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armies, campaigns, and aggregate conflict;
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- add visual relevance streaming to the live world view rather than only the
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