docs: define emergent world architecture
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@@ -5,6 +5,30 @@ Serializable simulation records are authoritative; loaded Godot nodes present
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that state and contribute active-world facts such as positions and navigation
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results.
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## Emergent content and narrative boundary
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Definitions, authored placements, mutable records, systems, and presentation
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are separate layers. New content is registered through deterministic typed
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content packs and stable definition IDs. World targets expose capabilities in an
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active-context registry; player and NPC actors submit the same authoritative
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action commands. Presentation catalogs resolve stable cue IDs without entering
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headless simulation or saved state.
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World events describe completed authoritative mutations. Knowledge,
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relationships, unresolved situations, commitments, dialogue topics, and quest
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journal entries reference those exact facts instead of creating parallel quest
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state. Dialogue planning owns semantic intents and options; rendered prose and
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the Dialogue Manager balloon are replaceable presentation. Every generator
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returns its definition, causal references, and rejection/selection reason so a
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developer can trace why the world produced an outcome.
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Regional expansion uses one simulation authority. Locations, settlements,
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routes, mobile groups, people, cohorts, and polities are data records; loaded
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scenes are optional presentation contexts. Scheduled simulation-time work owns
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distant travel and completion, while visuals interpolate nearby state. This
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direction is governed by
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[ADR 0002](decisions/0002-emergent-world-content-and-narrative.md).
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## Runtime flow
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```text
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