docs: define emergent world architecture

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Rijad Zuzo
2026-08-12 19:57:02 +02:00
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@@ -5,6 +5,30 @@ Serializable simulation records are authoritative; loaded Godot nodes present
that state and contribute active-world facts such as positions and navigation
results.
## Emergent content and narrative boundary
Definitions, authored placements, mutable records, systems, and presentation
are separate layers. New content is registered through deterministic typed
content packs and stable definition IDs. World targets expose capabilities in an
active-context registry; player and NPC actors submit the same authoritative
action commands. Presentation catalogs resolve stable cue IDs without entering
headless simulation or saved state.
World events describe completed authoritative mutations. Knowledge,
relationships, unresolved situations, commitments, dialogue topics, and quest
journal entries reference those exact facts instead of creating parallel quest
state. Dialogue planning owns semantic intents and options; rendered prose and
the Dialogue Manager balloon are replaceable presentation. Every generator
returns its definition, causal references, and rejection/selection reason so a
developer can trace why the world produced an outcome.
Regional expansion uses one simulation authority. Locations, settlements,
routes, mobile groups, people, cohorts, and polities are data records; loaded
scenes are optional presentation contexts. Scheduled simulation-time work owns
distant travel and completion, while visuals interpolate nearby state. This
direction is governed by
[ADR 0002](decisions/0002-emergent-world-content-and-narrative.md).
## Runtime flow
```text