fix: enforce village resource invariants
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@@ -652,14 +652,12 @@ Completed after the architecture gate:
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The practical next sequence is:
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1. Expand the structured event feed with actor/target/cause metadata so the
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inspector can show a readable timeline per NPC. Narrative events for task
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starts, sleep, and death are recorded; next should add depletion notices,
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relationship seeds, and village-level event summaries filtered by relevance.
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2. Seed relationship dimensions (familiarity, trust, obligation) from shared
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work, meal, and sleep proximity, then expose them through utility
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considerations so NPCs begin to prefer known colleagues and familiar routes.
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Start with one lightweight dimension before building the full graph.
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1. Move proven action preconditions and material costs into a reusable contract,
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beginning with the patrol/study wood dependency, then expose unavailable
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choices and interruption reasons in the NPC inspector.
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2. Grow the existing familiarity seed into one consequence-bearing relationship
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dimension, such as trust or obligation, driven by structured events rather
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than proximity alone.
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Recently completed:
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@@ -706,7 +704,8 @@ Recently completed:
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- Wood inventory and woodpile storage: wood now follows the same
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gather→carry→deposit pattern as food. VillageWoodpile StorageNode receives
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wood deposits. Village wood syncs from storage. Economic events track all
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transfers.
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transfers. Patrol and study no longer produce benefits without paying their
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one-wood cost, and utility selection avoids those actions when wood is empty.
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- Structured event feed: EconomicEventRecord now supports narrative events
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(task started, NPC slept, NPC died) alongside economic transfers.
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Per-NPC event history with human-readable descriptions exposed in the
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