feat: add missing wood opportunities
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@@ -726,13 +726,18 @@ Completed:
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concern cue; a real deposit clears it and briefly animates the refilled
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pantry. The capture tool writes an edit-ready empty/restocked close pair
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while leaving gameplay camera defaults and simulation authority unchanged.
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27. Missing-wood village need: a real patrol/study shortfall now opens one
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wood-specific need from its structured `task_blocked` fact. NPC deposit and
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player tree-harvest resolutions use real economy history; interested-party
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death and one-day staleness close the need cleanly. The compact UI explains
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the blocked action without reusing the pantry's hunger cue.
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Next:
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1. Resume the second bounded opportunity proof from a real missing-wood
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`task_blocked` fact. Include deterministic interested-party death/staleness
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handling before extracting shared opportunity machinery, as sequenced in
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`LEARNING_ROADMAP.md`.
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1. Add the first read-only capable-helper query for an open need. Expose one
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deterministic viable villager and the real knowledge, relationship, action,
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inventory, and resource facts behind that result before allowing it to
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affect autonomous selection, as sequenced in `LEARNING_ROADMAP.md`.
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Do not start with GIS data, a full city, a large asset pack, or more NPC
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mechanics. The next proof is a beautiful stage for the systems that already
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