docs: record combat, wolves, factions, and tribe war systems
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@@ -45,6 +45,12 @@ would otherwise obscure that lifecycle:
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`PlayerStateRecord` (hunger, energy, carried inventory), deterministic
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needs advancement, and the player's carry/deposit/eat transactions through
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the same storage and event contract as NPCs;
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- `simulation/conflict/ConflictSystem.gd` owns combatants (health, weapons,
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factions, hostility), village/tribe faction records, wolf hostility, the
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tribe war motivation decision (desire + victory confidence), raid spawning,
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deterministic battle resolution, and war consequences. It emits combat and
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war narrative facts and spawn/death signals that presentation binds to
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`HostileCombatant` visuals;
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- `simulation/events/SimulationEventLog.gd` owns ordered event identity,
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history queries, and rate calculations;
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- `simulation/knowledge/EventKnowledgeSystem.gd` owns per-NPC references to
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