A strategic resource gained via an active inter-player trade now grants unit-build
access exactly like a tile-owned copy (Civ-style "access", not stockpile).
- turn_processor._player_owns_resource (the live production-COMPLETION gate behind
EventBus.strategic_gate_rejected) now short-circuits true when resource_id is in
player.traded_strategics, before the game_map tile scan. The Rust
GdCitySlot.enqueue_item gate has no live GDScript caller (unused FFI surface), so
this completion gate is the only live unit-gating path.
- GUT: test_player_owns_resource_via_traded_strategic (traded → access) +
_false_without_tile_or_trade (neither → no access). Full suite 748/0.
Acceptance chain now GUT-proven link-by-link: process_trades→ledger→traded_strategics
(step 1) · traded_strategics→build access (step 3) · gold_flow_for→net gold
(test_trade_gold_flows_into_net_gold, pre-existing).
Next (step 4): end-to-end in-game proof (a trade demonstrably forms in a played game,
gold flows >0, a gated unit becomes buildable) + deal UI. p3-23 stays partial.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>