docs: record player-citizen loop, care needs, regrowth, and seasons
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@@ -836,15 +836,35 @@ Completed:
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action; unload clears the note and restore re-derives saved facts while
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awaiting the next transient reason. The note coexists with the `E` prompt,
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remains in cinematic mode, and adds no saved state or simulation mutation.
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46. `Jajce Field Note Need 13`: the same field note now surfaces the inspected
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villager's exact open village need, its real progress, and whichever
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authoritative response currently exists — the capable helper, the player
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finite-source route, or an honest unavailable state. A real player
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harvest-to-pantry deposit resolves it through the ordinary carry path
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without dialogue, acceptance, or quest state.
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47. `Jajce Citizen Player 14`: the player becomes a citizen. A persisted
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`PlayerStateRecord` tracks hunger, energy, and carried inventory; gathering
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fills the pack, depositing restocks typed storage, and eating eases hunger.
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A bottom-center status line makes the loop readable, and nearby villagers
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witness and can trust a real pantry restock.
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48. `Jajce Care Needs 15`: two more village needs join the family — a starving
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low-energy villager who cannot feed themselves (`feed_weak_villager`,
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resolved only when that villager eats) and a damaged roof after a low-safety
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night (`repair_home_roof`, resolved through the wood deposit path).
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49. `Jajce Seasons 16`: a deterministic four-day seasonal cycle halves gather
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yields and pauses berry regrowth on the cold day, so the garden keeps
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producing real scarcity the player can help address.
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Next:
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1. Let an inspected villager who owns an open opportunity surface that exact
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village need plus the authoritative direct-help route, capable helper, or
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honest unavailable state that currently exists.
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2. Prove that the ordinary finite-resource-to-storage harvest resolves an
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available player route and updates the context without dialogue branching,
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acceptance state, rewards, a quest log, or saved presentation state.
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1. Let finite berry sources that the player helps regrow feel owned: a bounded
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replanting interaction for depleted sources and, later, a planted resource
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that appears at a fixed plot after a deterministic delay.
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2. Let population growth emerge from a built house: a new named villager arrives
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after a seeded delay and joins the profession registry, with arrival covered
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by the scaling fixture.
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3. Add a market/traveler cadence so the returning player finds something new:
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a traveler who shares one rumour or a bounded food-for-wood exchange.
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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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