Verify-first while scoping part B (strategic gating) surfaced that p3-23's premise
was wrong. The inter-player trade evaluation does NOT run in the played game:
- turn_manager.gd:287 has Diplomacy.process_turn() commented out under a stale
"empty stub module" note (diplomacy.gd was rebuilt but never re-enabled).
- The only writer of GameState.trade_ledger_json is diplomacy.gd:32 inside that
disabled call → the ledger is never populated → NO inter-player trades run
(luxury, strategic, or gold).
- The diplomacy.gd <-> GdTrade.process_trades contract has drifted in 3 places:
input shape ({index,traded_luxuries,personality} vs Vec<PlayerTradeInput>),
return keys ({ledger} vs trade_ledger_json/relation_changes/new_trades), and
relations advancement. So enabling is not a one-line uncomment.
Consequence: the part-A gold-flow wiring (last pass) is correct + GUT-tested but
INERT in-game until the integration is revived (it reads an always-empty ledger).
The mc-trade simulation logic remains complete + cargo-tested (66/0). p3-23's real
remaining work is now scoped: revive the diplomacy trade turn-integration
(reconcile the 3 contract drifts, re-enable carefully, add PlayerState.traded_strategics
+ unit-gating, verify headless+GUT) then the deal UI. Status stays partial.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>