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# The Steward — Economic Event Stream
## Current contract
Every successful food or wood movement creates an `EconomicEventRecord` using
the applicable event type:
```text
resource_extracted
storage_deposited
storage_withdrawn
item_consumed
```
Each record contains a monotonically increasing event ID, event type,
simulation tick, actor ID, source ID, destination ID, item ID, and transferred
amount, plus the authoritative world position captured when the fact is
recorded. NPC events preserve their authoritative interaction target (or NPC
position when no target applies); player extraction/depletion events preserve
the ResourceNode interaction position. Actor `-1` identifies a player-triggered
extraction until persistent player identity is introduced.
Events are immutable facts about completed transfers. They do not perform the
transaction and are not replayed to reconstruct current state. Resource,
inventory, and storage records remain authoritative.
`SimulationEventLog` owns ordered event identity, append/restore behavior, and
history/rate queries, including exact lookup through `get_by_id()`.
`VillageEconomy` performs transactions and requests event records only after
state changes succeed; `SimulationManager` remains the public signal boundary
used by presentation.
An action whose definition-backed completion cost becomes unavailable records
a zero-amount `task_blocked` narrative fact with the action and shortfall
reason. This makes late contention inspectable without pretending that a
transfer occurred.
## Persistence and determinism
`SimulationStateRecord` schema v8 stores the ordered event stream,
`next_event_id`, directed relationships that may reference an exact event, and
per-NPC known-event references with first-acquisition provenance, plus
opportunity records that reference exact trigger/resolution events. Schema v1
and v2 saves migrate to an empty stream beginning at ID zero; world schemas
v1v7 migrate to an empty opportunity list. Parsing rejects duplicate event
IDs, invalid or duplicate knowledge/opportunity references, impossible
communicator sources, relationship causes the observer does not know, and next
IDs that could collide with restored history.
Positive food deposits and positive NPC food withdrawals from
`village_pantry` into that actor's matching inventory are currently knowable.
The actor and living NPCs within the bounded witness radius receive a
`KnownEventStateRecord` at record time. Witness distance uses the event's
captured position, never the actor's later location. A successful food deposit
can raise a hungry familiar witness's directed trust; the relationship stores
that same deposit event ID rather than copied prose, so the inspector can
resolve and display the real completed fact. This is evidence-gated use of the
event stream, not general event sourcing.
Knowledge now records whether an NPC performed, witnessed, heard, or inherited
a fact from a legacy save. When an NPC arrives beside an already-working NPC at
the same non-storage activity site, the worker may communicate one newest
direct fact within 2.5 metres. The listener references the same immutable event
and retains the speaker ID; no transaction or event is replayed. Only
performed/witnessed facts can cross this one social hop, so this is not yet a
rumour cascade. Relationship appraisal uses the listener's state when the fact
is acquired, not a reconstruction of their needs when the old event occurred.
Known facts are now bounded without deleting objective history. A fact is
lasting while it remains that NPC's current trust cause; other facts are recent.
An NPC keeps at most three recent facts, and a deterministic review once per
simulated-day-sized interval removes recent facts at least one day old. Current
causes remain so `Relationship` and `Because` never point at forgotten
evidence. Conversations prefer lasting direct facts, then the most recently
acquired direct fact. Communicated provenance snapshots how the speaker knew
the event, so a listener's memory stays valid after the speaker forgets.
`FoodShortageOpportunitySystem` is another read-only consumer of immutable
facts. A known positive NPC pantry withdrawal, combined with the pantry
currently being empty and a living critically hungry knower, can open one
`restock_empty_pantry` record. The opportunity does not perform a transaction,
assign an NPC, or append a quest-only event. It resolves only after the pantry
actually reaches its target through either:
- a later positive `storage_deposited` event from a real NPC inventory; or
- a later player `resource_extracted` event from an existing player-usable food
ResourceNode directly into `village_pantry`.
The exact trigger and resolution IDs remain in opportunity history. The active
trigger memory is protected until resolution, then returns to normal bounded
retention.
The food-loop regression verifies this chain:
```text
bush -> NPC inventory -> village pantry -> NPC inventory -> consumed
```
It checks event order, stable IDs, exact quantities, conservation, and
save/restore continuity.
## Presentation
`npc_inventory_changed` is a transient presentation signal. The active
`NpcVisual` shows a small food sack whenever its authoritative inventory
contains food. A newly loaded visual derives the same state directly from the
NPC record, so unloading presentation does not lose the fact.
The selected-NPC inspector shows up to four lasting-first retained facts with
acquisition provenance, separately from three objective events the NPC
personally performed. A real trust-changing consequence emits one transient
amber blossom above its observer. The cue is presentation-only, remains visible
in cinematic mode, and is neither saved nor replayed after visual rebuild.
The village summary also shows one compact active need with its real food
progress and interested villager; only that villager's inspector retains its
open/resolved detail and names the exact supplier.
## Deliberate limits
The objective stream is currently kept in full for the small simulation
garden; only per-NPC known references are bounded. Before large populations or
long-running worlds, add measured archival/summary rules and query indexes.
Proximity is the only current direct witness rule, and communication is
intentionally one-hop and tied to shared activity arrival. Line of sight,
hearing, personalized reinforcement/decay, multi-hop rumours, secrecy, false
beliefs, and multi-event causal graphs belong in later event/history slices.
They should extend this record family without making prose authoritative or
recomputing old evidence from current positions.
The current opportunity is likewise a single bounded projection, not a generic
quest, reward, acceptance, dialogue, or capable-helper framework.