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The Steward — Learning and Reusable-Systems Roadmap

Purpose

This project is both a playable prototype and an advanced Godot curriculum. The goal is not merely to accumulate features. It is to understand, implement, measure, and document systems that can form the foundation of a later production game.

The roadmap prioritizes:

  • learning through complete vertical behaviors;
  • separating simulation from presentation;
  • repeatable experiments and measurements;
  • systems that survive save/load and scale changes;
  • visible results suitable for building in public;
  • avoiding premature architecture that has not been tested by gameplay.

How to use this roadmap

Each milestone should produce five outcomes:

  1. Concept learned — the Godot or simulation topic being studied.
  2. Playable proof — behavior a player can observe or influence.
  3. Reusable artifact — a system, pattern, benchmark, or tool.
  4. Exit test — an objective condition for calling the milestone complete.
  5. Retrospective — what worked, what failed, and what should change.

Do not advance because files exist. Advance when the exit test passes.

The current implementation has completed ResourceNode migration through player parity, the Jajce scaffold/navigation proof, and the mandatory architecture gate below. See ADR 0001.

Mandatory architecture gate

This gate sits between the first Jajce terrain/navigation proof and substantial beauty work, inventories, schedules, relationships, or population growth.

It requires:

  • an explicit deterministic simulation clock;
  • controlled, seedable random streams;
  • a headless fixed-seed scenario runner and final-state checksum;
  • versioned serializable records for current NPC, village, and resource state;
  • authoritative resource amounts and reservations outside scene nodes;
  • stable action/profession IDs and initial definitions;
  • separate action selection, execution, target resolution, and visual travel;
  • an active-world adapter for navigation facts and NPC position synchronization.

The gate is complete when the same scenario produces the same checksum without loading main.tscn, and loading or unloading a visual does not change authoritative NPC or resource state.

Status: complete. All architecture-gate slices are implemented:

  • SimulationClock advances explicit fixed ticks while preserving remainder;
  • NPC decisions and visual wander requests use controlled per-NPC random streams derived from an exported simulation seed;
  • a headless scenario verifies same-seed equality, different-seed divergence, and a final-state checksum without loading main.tscn.
  • versioned JSON records capture and restore current NPC, village, resource, clock, and RNG state;
  • a save-at-tick-24 continuation test matches an uninterrupted 48-tick checksum and rejects unsupported schema versions.
  • SimulationManager owns resource records and all amount/reservation mutation; ResourceNode binds by stable ID as presentation and interaction geometry;
  • an unload/rebind regression proves resource state remains authoritative while its scene node is absent.
  • stable StringName IDs and validated custom resources define all current actions and professions;
  • NPC duration/preference logic, resource target metadata, generation, and serialized references resolve through the definition registry.
  • focused selection, execution, and target-resolution systems now own their respective rules;
  • ActiveWorldAdapter supplies loaded-world facts, while WorldViewManager only supplies visual position and executes emitted travel requests.
  • active movement synchronizes into authoritative NPC position state;
  • persisted travel destinations let visuals unload/reload without changing actions, targets, reservations, positions, RNG state, or checksums.

The fixed-seed scenario runs without main.tscn, and visual lifecycle invariance is covered headlessly. See the action system architecture, the simulation definitions and the simulation state schema.

Three vertical slices

The long-term vision contains three major risks. Validate them separately before trying to combine the full game.

A. Simulation slice

A small village runs autonomously, exposes understandable decisions, creates history, and produces interesting failures without scripted quests.

B. Action slice

Movement, interaction, melee combat, companions, and small-group commands are fun in an isolated test environment.

C. World slice

One village, one route, and part of a town exchange people, goods, information, and conflict while the player moves between simulation fidelity levels.

The simulation garden is the first slice. A combat sandbox should begin before the simulation is “finished,” because combat feel is a separate high-risk problem.

Continuous learning practices

Keep a decision record

For meaningful architectural choices, record:

  • problem;
  • constraints;
  • options considered;
  • decision;
  • consequences;
  • conditions that would justify revisiting it.

This can later become a docs/decisions/ collection. Do not create records for trivial edits.

Maintain reproducible scenarios

Important behaviors should have fixed seeds and known initial state:

  • normal village day;
  • food shortage;
  • blocked workplace;
  • exhausted worker;
  • path failure;
  • NPC death;
  • relationship conflict;
  • migration or faction pressure.

Scenarios make debugging, videos, balancing, and performance comparisons easier.

Measure before optimizing

Maintain a small benchmark ledger:

Measurement Example
Population 10, 100, 1,000, 10,000 data-only agents
Simulated duration one day, season, or year
Wall-clock runtime total and per simulated tick
Update count decisions and scheduled events processed
Memory state and history footprint
Active visuals navigation/animation cost
Determinism final-state checksum for a known seed

Pair systems with presentation

Every systems milestone should answer: “How can a viewer see this happening?” Every visual milestone should answer: “Which real state does this represent?”

Milestone 0 — Baseline and observability

Learn

  • Godot project execution and scene-tree inspection;
  • debugger, profiler, monitors, and remote scene tree;
  • structured logging and debug overlays;
  • establishing behavioral and performance baselines.

Build

  • a simulation pause, single-step, speed control, and reset;
  • selectable NPC debug panel;
  • current need, task, task state, target, and task score display;
  • deterministic scenario seed entry;
  • concise event feed separate from verbose console logging;
  • baseline performance capture for the existing three-NPC prototype.

Reusable artifact

A simulation debug console/overlay and scenario runner.

Exit test

From the running game, a developer can select any NPC and explain:

  • what it is doing;
  • why it selected that task;
  • where it is going;
  • when the task should complete;
  • what state will change on completion.

The same seed and commands produce the same early simulation result.

Milestone 1 — Simulation/presentation boundaries

Learn

  • Node, RefCounted, and Resource responsibilities;
  • signals versus direct calls;
  • dependency direction;
  • scene composition;
  • typed GDScript and stable identifiers.

Build

  • explicit simulation clock outside frame-dependent rules;
  • stable IDs for NPCs and locations;
  • serializable state records separated from immutable definitions;
  • an adapter interface between simulation and active visual NPCs;
  • smaller managers with focused responsibilities;
  • removal of direct task-string-to-marker coupling from the core.

Reusable artifact

A minimal headless-capable simulation kernel with a Godot presentation adapter.

Exit test

The village can advance without instantiating NpcVisual scenes. Loading or unloading an NPC visual does not change the authoritative NPC state.

Milestone 2 — Data-driven needs, professions, and actions

Learn

  • custom Resource definitions;
  • utility AI and consideration curves;
  • action preconditions, effects, duration, and interruption;
  • dependency injection through definitions;
  • debugging decision scores.

Build

  • need definitions;
  • profession definitions;
  • action definitions for eat, rest, gather food, gather wood, patrol, and study;
  • target discovery independent of hard-coded scene paths;
  • utility considerations with full reason traces;
  • reservations so multiple NPCs do not unrealistically claim one resource or workstation;
  • explicit task failure and replanning behavior.

Reusable artifact

A generic action-selection system that can evaluate defined actions against agent and world state.

Exit test

A new profession and action can be added primarily through definitions and a small effect implementation. The inspector shows the winning score and rejected alternatives. NPCs recover from invalid or unavailable targets.

Milestone 3 — One complete material economy

The staged replacement of abstract task zones begins with the ResourceNode migration plan.

Learn

  • inventories and item stacks;
  • ownership, storage, reservations, and transactions;
  • production recipes;
  • world interaction points;
  • consistency and invariant testing;
  • structured economic events as authoritative facts.

Build

Implement one honest food chain:

source -> gather/harvest -> carry -> store -> retrieve -> prepare/eat

Include:

  • item definitions;
  • personal and building inventories;
  • location-based storage;
  • physical carrying for active NPCs;
  • abstract transfer for distant agents;
  • reservation and cancellation;
  • spoilage only if it improves the initial loop;
  • player participation in the same resource rules;
  • structured gather, transfer, consume, deny, and depletion events carrying stable actor, target, location, and resource IDs.

Wood extraction already exists. Do not build a deeper wood production chain until the food chain is coherent.

Reusable artifact

Inventory, reservation, transaction, and production primitives.

Exit test

Every consumed unit of food can be traced to a source and a sequence of actions. No resource is created or destroyed except through an explicit, inspectable rule. A shortage is visible before the aggregate UI reports it.

Milestone 4 — Attractive simulation garden

The detailed environment and public-demo sequence is maintained in the build-in-public visual slice plan.

Learn

  • Terrain3D regions, sculpting, texturing, LOD, and instancing;
  • environment lighting, fog, sky, and post-processing;
  • modular scene construction;
  • navigation generation and validation;
  • water and vegetation presentation;
  • performance budgets for environment art.

Build

  • a compact Jajce-inspired valley composition;
  • ridge landmark, river/waterfall feature, bridge, mill area, farm, forest, homes, and workplaces;
  • warm painterly environment treatment;
  • replace capsules with simple stylized, animation-ready characters;
  • readable profession props/colors;
  • day/night presentation;
  • cinematic/debug display toggle;
  • stable navigation across all required work routes.

Reusable artifact

A terrain/world-building pipeline and environment performance checklist.

Exit test

A short clip communicates the setting, player perspective, NPC professions, and one production loop without narration or console output. The environment stays inside the agreed frame-time and memory budget on the development machine.

Milestone 5 — Time, schedules, and persistence

Learn

  • authoritative game time;
  • calendar and scheduled events;
  • serialization and schema versioning;
  • save migration;
  • restoring active scenes from data;
  • deterministic random streams.

Build

  • time-of-day and calendar;
  • work, meal, sleep, and discretionary schedule blocks;
  • simulation event queue;
  • versioned save format;
  • save/load for people, inventories, tasks, locations, and village state;
  • state validation after loading;
  • separate random streams where useful.

Reusable artifact

A versioned world-state persistence layer and simulation scheduler.

Exit test

Save during travel, work, eating, and sleep; reload each save; then verify that the simulation resumes coherently. A deterministic headless scenario retains the same checksum across repeated runs.

Milestone 6 — Events, memories, and relationships

Learn

  • event sourcing concepts without overcommitting to full event sourcing;
  • relationship graphs;
  • knowledge versus objective truth;
  • memory selection and decay;
  • social utility considerations;
  • tooling for history inspection.

Build

  • structured world event records;
  • actor, target, witness, location, cause, and consequence links;
  • relationship dimensions such as familiarity, affection, trust, fear, obligation, and hostility;
  • NPC knowledge of witnessed or communicated events;
  • memory importance and retention rules;
  • visible social reactions;
  • person and settlement history views.

Reusable artifact

An event/history store and relationship system with query APIs.

Exit test

Two NPCs exposed to different evidence can hold different beliefs about the same event. Their future choices visibly differ because of those memories and relationships.

Milestone 7 — Rumours and emergent opportunities

Learn

  • information propagation;
  • query systems;
  • narrative framing from structured facts;
  • objective generation;
  • consequence-aware quest state;
  • natural-language presentation separated from authoritative state.

Build

  • rumour creation and transmission;
  • information accuracy, secrecy, and distortion rules;
  • detection of unresolved conditions;
  • interested-party and capable-helper queries;
  • opportunity/quest records that reference real entities and events;
  • multiple valid resolution paths;
  • consequence application to the source systems;
  • concise dialogue/event text templates.

Reusable artifact

An emergent opportunity generator built over world-state queries.

Exit test

A shortage, theft, injury, debt, or disappearance creates an opportunity only when someone knows and cares about it. Resolving it changes the originating people, resources, relationships, and history without spawning quest-only duplicates.

Milestone 8 — Scalable spatial simulation and LOD

Learn

  • spatial partitioning;
  • relevance and interest management;
  • scheduled/batched updates;
  • data layout and allocation profiling;
  • active/abstract entity transitions;
  • statistical aggregation boundaries.

Build

  • spatial index for people, buildings, and events;
  • active, local-abstract, distant-individual, and settlement-aggregate modes;
  • promotion/demotion between modes;
  • abstract travel and work resolution;
  • background settlement updates;
  • performance harness for increasing population and history;
  • safeguards preserving named people and unresolved events.

Reusable artifact

A simulation-LOD framework with measured transition invariants.

Exit test

The benchmark can simulate a target large population faster than real time while a smaller active population remains fully represented. Moving an NPC between fidelity levels preserves identity, inventory, task, relationships, and important history.

Set the target population only after collecting baseline measurements.

Milestone 9 — Player interaction and social agency

Learn

  • interaction targeting;
  • context actions;
  • UI state machines;
  • dialogue presentation;
  • reputation and permission systems;
  • accessibility and feedback.

Build

  • inspect people, storage, workplaces, and events;
  • talk, trade, help, request, employ, threaten, or report where appropriate;
  • priority influence through plausible institutions rather than omniscient sliders;
  • reputation, authority, and social access;
  • player participation in professions;
  • feedback showing likely and actual consequences.

Reusable artifact

A context interaction framework connected to simulation actions and authority.

Exit test

The player can understand and resolve the simulation garden's food crisis in multiple systemic ways without using a developer menu.

Milestone 10 — Combat and companion sandbox

Begin this as a focused prototype before Milestones 69 are fully complete. Integrate it only after its fundamentals feel good.

Learn

  • animation state machines and blending;
  • hit detection and hurtboxes;
  • root motion versus code-driven motion;
  • input buffering;
  • camera feedback;
  • AI combat behavior;
  • group commands and formations;
  • combat profiling.

Build

  • isolated combat test scene;
  • responsive locomotion, attacks, defense, stagger, and recovery;
  • clear targeting without excessive lock-on dependence;
  • one companion with understandable autonomous behavior;
  • a small command vocabulary;
  • morale and retreat prototype;
  • simulation consequences for injury, death, witnesses, and reputation.

Reusable artifact

A combatant state model, animation interface, damage/event model, and companion command layer.

Exit test

A short encounter is enjoyable when repeated without progression rewards. One companion can be directed without constant micromanagement, and combat outcomes produce valid world events.

Milestone 11 — Multiple settlements, factions, and mobility

Learn

  • hierarchical simulation;
  • settlement economies;
  • faction goals and diplomacy;
  • trade routes and migration;
  • authority and governance;
  • large-group command abstraction.

Build

  • one village, one travel route, and one district or edge of the city;
  • movement of goods, people, rumours, and threats;
  • household and workplace membership;
  • faction membership and offices;
  • migration and recruitment;
  • small-scale leadership progression;
  • settlement and faction decision processes.

Reusable artifact

A regional simulation layer connecting local economies and social structures.

Exit test

An event in one settlement creates measurable consequences elsewhere through real movement or communication. The player can gain responsibility through systemic relationships and actions rather than a fixed promotion quest.

Milestone 12 — Integrated world slice

Learn

  • production hardening;
  • content pipelines;
  • onboarding complex systems;
  • balancing and telemetry;
  • regression testing;
  • profiling representative gameplay.

Build

  • the simulation, action, and world slices connected;
  • one coherent regional scenario;
  • polished onboarding for observation, work, social interaction, and combat;
  • save compatibility tests;
  • performance budgets and regression scenarios;
  • build-in-public demo mode;
  • documented extraction boundaries for reusable systems.

Reusable artifact

A proven architecture and a set of tested subsystems ready to migrate or evolve into the production game.

Exit test

The player can begin as an ordinary person, form relationships, participate in the economy, encounter an emergent problem, fight or negotiate through it, and leave persistent consequences in another settlement.

Reuse checkpoints

At the end of each milestone, evaluate the system against this checklist:

  • Does it run without the prototype's main scene?
  • Are definitions separate from mutable state?
  • Is state serializable and versioned where appropriate?
  • Can it be tested with a fixed seed?
  • Can presentation be replaced without rewriting its rules?
  • Does it expose reason/debug information?
  • Do measurements justify its complexity?
  • Has at least one real gameplay feature exercised the API?
  • Does persistent authority remain valid when its presentation node is absent?
  • Can an active visual synchronize position without becoming the sole owner of location state?

Do not extract a plugin solely because a system might be reusable. Prefer a clear internal module until multiple real consumers establish a stable API.

Completed foundations:

  • finite food and wood ResourceNode instances;
  • NPC target selection, reservation, depletion, and authoritative yield;
  • player parity through the same extraction contract;
  • navigation-failure recovery and an initial headless contention scenario;
  • executable flat-map baseline;
  • 512 m Jajce Terrain3D seed, greybox landmarks, stable-ID resource placement, lookdev scene, and tested temporary navigation loop.

Completed after the architecture gate:

  • location-based pantry state, NPC-carried food, and explicit deposit/withdraw/consume transactions;
  • a headless conservation scenario covering the complete food loop;
  • deterministic structured economic events for extraction, deposit, withdrawal, and consumption;
  • persisted event identity/history and a visible carried-food prop derived from NPC inventory;
  • a validated local quicksave with bounded file size, guarded slot names, atomic replacement recovery, F5/F9 controls, and active-visual rebuilding.
  • an integrated Jajce beauty baseline with shaped Terrain3D data, a bounded six-layer palette, atmospheric lighting, shader water, foliage motion, building blockouts, and visible smoke/mist.
  • definition-driven profession colors/props and a selected-NPC inspector fed by real decision branches, destinations, needs, and utility scores.

The first relationship consequence slice is complete:

  • directed familiarity/trust records now live in a top-level relationship graph instead of NPC-local dictionaries;
  • a successful known food-deposit event raises a hungry familiar NPC's trust and is retained as the exact causal event ID;
  • that trust can redirect ordinary patrol work toward replenishing a low pantry for a starving acquaintance;
  • the inspector displays the relationship values and completed event cause;
  • schema migration, save/restore checksums, idempotence, and a neutral-control decision test cover the complete slice.

The first witnessed-knowledge slice is also complete:

  • KnownEventStateRecord keeps per-NPC event references separate from objective event history;
  • successful food deposits are known by their actor and nearby living NPCs at event-record time, while distant NPCs remain uninformed;
  • two equally familiar guards with different evidence now gain different trust and choose helping versus ordinary patrol;
  • the inspector resolves and displays the selected NPC's latest known fact;
  • schema v6 migration, invalid-reference rejection, deterministic save/load, and proximity/idempotence tests cover the complete slice.

The first communicated-knowledge slice is complete:

  • first acquisition is persisted as performed, witnessed, communicated, or legacy, with the direct speaker retained for communicated facts;
  • a villager arriving beside an already-working villager at a shared non-storage activity can receive one newest direct fact within 2.5 metres;
  • communication references the original immutable event, changes only the listener's knowledge/relationship consequence, and cannot relay a heard fact again in this bounded phase;
  • the inspector names who communicated the fact, and schema-v6 migration, malformed-provenance rejection, event-history invariance, save/checksum, and informed-choice regressions cover the complete slice.

The first importance/retention slice is complete:

  • acquisition ticks order facts by when an NPC learned them rather than by the objective event ID;
  • a current relationship cause is lasting, while each NPC keeps at most three other recent facts;
  • a deterministic daily-sized review forgets recent facts at least one day old without deleting objective event history or rolling back trust;
  • communication prefers lasting direct evidence, and a source-method snapshot keeps listener provenance valid after the teller forgets;
  • the inspector shows lasting/recent counts, while schema-v7 migration, boundary, capacity, cause-protection, save/checksum, and informed-choice regressions cover the slice.

The compact history/reaction slice is complete:

  • the selected-person inspector separates lasting-first retained memories from the NPC's own objective event history and keeps both lists bounded;
  • remembered facts show performed, witnessed, communicated, or legacy provenance without copying authoritative events into presentation state;
  • a real trust change blooms once above its observer, remains visible in cinematic mode, and is never persisted or replayed after visual rebuild;
  • ranking, forgetting/objective-history separation, observer-only routing, checksum neutrality, restore, cinematic, and death regressions cover the slice.

This completes the first bounded Milestone 6 evidence-to-choice presentation path without claiming full belief simulation.

The first bounded Milestone 7 opportunity proof is complete:

  • a positive NPC food withdrawal from village_pantry, combined with the pantry currently being empty, is the exact shortage evidence;
  • the need opens only when a living critically hungry villager knows that event through performance, witnessing, or the existing one-hop communication contract;
  • highest hunger and then lowest stable NPC ID select one interested villager, with at most one open pantry need;
  • schema-v8 opportunity records retain stable NPC, event, storage, resource, and resolution IDs, and protect the trigger memory while the need is open;
  • an exact later NPC food deposit or player resource extraction into the pantry resolves the same record through the real economy/event history;
  • generation neither mutates the economy nor commands NPC work, and it adds no quest-only event, acceptance, reward, dialogue, multi-hop rumour, or generic quest framework.

The first build-in-public presentation checkpoint for that proof is also complete:

  • authoritative pantry food selects a physical empty, low, or stocked pantry arrangement instead of leaving a generic storage crate unchanged;
  • only the interested villager shows a restrained empty-bowl concern cue;
  • a real NPC deposit changes the pantry props, clears concern, and produces one brief refill response, while restore derives the stable presentation without replaying that transient effect;
  • the repeatable runtime capture now includes an empty/restocked close pair in the established elevated third-person visual language.

The outcome-defined pantry-crisis demo loop is complete:

  • F11 reloads the authored seed and runs a measured 2030 second cinematic sequence with the development UI hidden;
  • a real final-food withdrawal and consumption leave the physical pantry empty and open the knowledge-gated need for its worried witness;
  • a trusted acquaintance selects ordinary gather_food, reserves and visits a finite berry source, visibly carries its yield home, and autonomously selects the real pantry deposit;
  • that exact deposit resolves the opportunity, restores the physical stock, clears concern, and triggers the existing refill response;
  • restrained captions and a camera handoff clarify the three beats without replacing state-driven world cues, while a runtime validator measures the unassisted route and a headless scenario verifies its full event chain.

The second bounded Milestone 7 consumer is complete:

  • patrol or study that loses its definition-backed wood cost at completion records one zero-transfer task_blocked fact with stable action, woodpile, wood, and required-amount fields, without applying the work effect;
  • the performer and nearby witnesses retain that objective fact, and the performer becomes the interested party for one supply_missing_wood need;
  • a real later NPC wood deposit or player tree extraction into the woodpile resolves the record through its exact existing event;
  • interested-party death or evidence that remains unresolved for one simulated day invalidates the need deterministically, emits no quest-only fact, and releases the protected trigger memory;
  • world schema v9, nested opportunity schema v2, wood-specific UI text, and focused headless/runtime regressions preserve the full open, resolved, and invalidated lifecycle;
  • the two proven consumers now share VillageOpportunitySystem and the common lifecycle fields, while their evidence and care rules remain explicit.

The first bounded capable-helper query is complete:

  • an open need derives at most one living helper who knows its exact trigger, has an existing familiar directed relationship with at least 0.6 trust toward the interested villager, and is not that villager;
  • the helper must either carry enough matching inventory to reach the target or have a matching enabled, NPC-usable, sufficiently stocked finite resource that is not reserved by someone else;
  • ready inventory wins first, followed by higher trust, matching gather profession, familiarity, and lowest stable NPC ID;
  • OpportunityHelperResult exposes the exact opportunity, trigger, helper, action, inventory source or finite-source count, resource, relationship values, and concise reason without mutating RNG, tasks, reservations, resources, or persisted state;
  • food and wood scenarios re-derive the same result after restore, and the village summary explains the current helper route from real simulation facts.

The first bounded autonomous helper consumer is complete:

  • when an NPC becomes idle, SimulationManager re-derives the current helper and passes that ephemeral result into ordinary action selection;
  • only the matching helper can select the reported gather/deposit action, and starvation, critical hunger, mourning, low energy, sleep, and meal behavior keep precedence;
  • the resulting task uses the existing definition, target resolver, finite-node reservation, travel, extraction, inventory, and storage transaction paths;
  • no helper assignment, acceptance, reward, opportunity-specific event, or RNG draw is added, while an in-progress ordinary task continues through the existing NPC save fields and task-start history;
  • focused headless and Jajce runtime regressions prove autonomous selection, precedence, finite-source targeting, reservation, and restore-time re-query.

Milestone 7 is not complete. The immediate next slice should connect the existing one-hop fact transfer to this path: prove that a direct witness or performer can communicate an open need's exact trigger at a real shared activity, after which the newly informed trusted villager is re-derived as the helper and responds through the same autonomous selection contract. Keep this as a truthful event-reference transfer, not generic dialogue or multi-hop rumour infrastructure.

Recently completed:

  • Simulation responsibility cleanup: storage/inventory transactions now live in VillageEconomy, ordered history and rate queries live in SimulationEventLog, and SimulationManager exposes a shorter tick lifecycle while remaining the scene-tree façade. Dead prototype APIs and unused scene artifacts were removed, with the ownership map documented in ARCHITECTURE_OVERVIEW.md.
  • F10 cinematic/debug presentation toggle that hides development UI, world labels, and NPC name/profession labels without changing simulation state;
  • F12 repeatable simulation-garden demo reset by reloading the current scene with the same authored seed and starting state.
  • Activity-site capacity enforcement for rest, study, and patrol target resolution, derived from NPC target claims rather than presentation-only counters.
  • Terrain3D collision/navigation hardening began: scaffold and runtime tests now assert Terrain3D collision remains enabled, the hidden greybox ground no longer provides physics collision, and tested navigation routes stay close to the authored Terrain3D height field.
  • The temporary greybox navigation source was replaced by a project-owned Terrain3D-derived navigation mesh resource generated by tools/bake_jajce_navigation.gd; route tests now also reject partial paths that do not reach their requested targets.
  • Jajce Lookdev 01 is captured and reviewed with a project-owned capture script and a daytime baseline image under docs/baselines/.
  • Simulation Garden 01 is captured and reviewed from main.tscn with paired debug/cinematic baselines that verify live NPC visuals in the Terrain3D-backed village.
  • Runtime task glyphs preserve active NPC task intent in cinematic mode while leaving the simulation task state authoritative.
  • Runtime first-read staging now includes a presentation camera preset and authored path strips that reveal the active village task loop.
  • Landmark and work-site silhouette props make the ridge landmark, pantry, guard, study, and rest sites easier to identify without debug labels.
  • Water and foreground silhouettes strengthened: river/waterfall shaders with multi-layer UV flow, fresnel edges, foam highlights, and sparkle; wider river and waterfall; fortress with crenellations, three turrets, and prominent ridge banner.
  • Resource discovery expanded to 18 finite ResourceNodes across farming, deep-forest, river-bank, and mill-adjacent contexts with scored metadata.
  • NPC schedules implemented: SLEEP/MEAL/WORK/DISCRETIONARY periods driven by simulation clock time-of-day. DayNightCycle synced to simulation clock. NPCs walk home to designated house positions at night, sleep to restore energy, eat at meal times, and work during the day. Starving NPCs always override sleep to seek food.
  • Starvation balance reworked: hunger ~25/day, death threshold ~3 days of starvation (realistic ~6-7 day survival without food). Energy drain uses exact binary fractions for lossless JSON serialization.
  • Wood inventory and woodpile storage: wood now follows the same gather→carry→deposit pattern as food. VillageWoodpile StorageNode receives wood deposits. Village wood syncs from storage. Economic events track all transfers. Patrol and study no longer produce benefits without paying their one-wood cost, and utility selection avoids those actions when wood is empty.
  • Action completion costs are definition-backed: patrol and study share one stored-resource contract across selection and execution. The inspector shows readable unavailable reasons, and a late shortfall creates a persisted task_blocked fact with stable action/resource/requirement fields without applying the work effect.
  • Structured event feed: EconomicEventRecord now supports narrative events (task started, NPC slept, NPC died) alongside economic transfers. Per-NPC event history with human-readable descriptions exposed in the inspector under a "Recent" timeline.

This order strengthens the simulation while regularly producing visible progress suitable for public development updates.

Subjects intentionally deferred

These are valuable future learning areas but should not distract from the first complete slices:

  • multiplayer authority and replication;
  • procedural terrain generation;
  • machine-generated freeform dialogue;
  • full historical demography;
  • hundreds of item recipes;
  • siege-scale combat;
  • sophisticated market speculation;
  • native GDExtension optimization;
  • custom rendering technology.

Revisit them when a completed slice demonstrates a concrete need.