docs: document simulation readability layer
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@@ -342,8 +342,11 @@ A small village panel displays:
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- knowledge;
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- starving NPC count;
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- selected village modifiers.
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- a Tab-cycled NPC inspector with profession, needs, task state, destination,
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decision reason, and utility scores.
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Most deeper reasoning is currently visible only through verbose debug output.
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NPC name/profession labels, definition-driven colors and props, and the
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carried-food visual make active simulation state readable in the world.
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## Runtime architecture
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@@ -518,7 +521,8 @@ These are expected prototype constraints, not necessarily isolated bugs:
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and the village pantry.
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- NPCs do not have homes, schedules, possessions, memories, relationships,
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goals, or social knowledge.
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- NPC reasoning is logged but not presented through an in-game inspector.
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- The reason inspector exposes current decisions, but deeper historical traces
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and rejected preconditions are not yet retained.
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- Active navigation is used as if all agents are local; no simulation LOD exists.
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- Unloaded traveling NPCs preserve their state but do not yet advance through
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abstract travel time.
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