docs: capture the embodied player citizen slices in plans and schema
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@@ -864,6 +864,15 @@ Next:
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asking them directly even when another helper could act. All of it flows
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through the ordinary finite-resource harvest/feed contracts, survives
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save/restore deterministically, and adds no quest-only state.
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4. Make the player a citizen with a body. **Complete:** the player now has
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hunger and energy that advance on the simulation tick, eats from the real
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pantry, weakens when starving, and can die by starvation (halving Standing).
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Gathering fills a carried inventory with capacity, and depositing at the
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pantry or woodpile is an explicit transaction that resolves the same quests.
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Pressing `E` on a villager opens a personal talk where you accept or decline
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their real request. The embodied needs, carry, and negotiation rules live in
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focused `PlayerNeedsSystem`/`PlayerNegotiationSystem` collaborators and are
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covered by headless, runtime, and schema-restore regressions.
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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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