feat(#58): trade & embargoes — TurnResult.economy ops (trade/embargo, declare/lift) with a deterministic per-turn effect and war auto-suspension
CI / build + unit + e2e (pull_request) Successful in 2m3s

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All notable changes to **History** are listed here, newest first.
## v0.35.0 — 2026-10-15 17:22
- **#58: Trade & Embargoes — a bilateral trade + embargo economy layer with a deterministic per-turn effect and war auto-suspension.** Every prior turn lever moved borders, dipped stats one-shot, or proposed a player-confirmed change. This version adds `TurnResult.economy = { trade: EconomyTradeOp[]; embargo: EconomyEmbargoOp[] }` (required, default `{ trade: [], embargo: [] }`) so the model can declare/lift **bilateral trade agreements** and **unilateral embargoes**, which persist in `GameState` and apply a small, deterministic economic effect **every committed turn**. The engine is **fully deterministic (no hidden randomness)** and **additive** — declares add to the lists, lifts remove, and nothing else (not even a war, beyond the suspension below) mutates them.
- **Types (`shared/types.ts`).** New `TradeAgreement` (`{ a; b }` — a symmetric pair, stored sorted `a < b`) and `Embargo` (`{ from; target }` — an ordered unilateral pair) interfaces, plus the required `GameState.trades` and `GameState.embargoes` fields (placed after `wars`). Both are `[]` on a fresh game; rows saved before v0.35 load with them defaulted to `[]` (additive, never wiped).
- **Protocol (`shared/protocol.ts`).** New `EconomyTradeOp` (`{ a; b; lift? }`), `EconomyEmbargoOp` (`{ from; target; lift? }`), and `EconomyOps` (`{ trade; embargo }`) types. `TurnResult.economy` is required, placed between `hybrid` and `markers`; a no-`lift` op declares/imposes, `lift: true` ends/lifts.
- **Engine (`server/engine.ts`).**
- `validateEconomyOps(raw)` — new exported, defensive validator (never throws): a missing/malformed object yields `{ trade: [], embargo: [] }`; each op needs non-empty `a`/`b` (or `from`/`target`) refs (trimmed, ≤200 chars) and a boolean `lift` (default false). Raw refs are kept — resolution happens at apply time against the real state (like wars/hybrid ops).
- `applyEconomyOps(next, ops)` — internal; resolves each op's refs via `resolveNationRef` (id first, then unique case-insensitive name). An unresolvable / ambiguous / self-pairing op is dropped (never thrown). A no-`lift` trade **declares** the agreement idempotently (stored sorted, so `{a,b}` and `{b,a}` are the same pair); `lift: true` ends it (a no-op when absent). A no-`lift` embargo **imposes** the ordered from→target pair idempotently; `lift: true` lifts it.
- `suspendEconomyOnWar(next)` — internal; any active trade or embargo whose two nations are on **opposite sides of an active war** (v0.33, #56) is removed — a war severs the economic link, so the suspended agreement stops producing its per-turn effect from now on. Runs **after** the turn's war declare/end ops (so it sees the final `next.wars`, including a war declared this turn) and **before** the per-turn effect.
- `applyEconomyEffects(next, geoOf?)` — internal; the per-turn effect, applied **every committed turn** to the **full** active lists (not just this turn's declares): each active trade grants **both** parties a small, deterministic economy gain (`TRADE_ECONOMY_BONUS`); each active embargo applies a small, deterministic economy dip to the **target only** (`EMBARGO_ECONOMY_PENALTY`). Clamped to 0–100, mirrored to every region the nation owns (`regionStats`), and each affected nation's derived `stats` re-derived afterwards (same 0-region/no-entry guards as the hybrid dip). No-op when there are no active trades or embargoes; never throws.
- `applyTurnResult` — new **economy block** (after the hybrid block, before markers): `applyEconomyOps` → `suspendEconomyOnWar` → `applyEconomyEffects`, in that order (ops first, so a same-turn trade declared between two nations that just went to war is suspended; effects then run on the surviving full lists). Sole ownership is untouched (the economy layer moves stats, never territory).
- `isMeaningful` — a non-empty `economy.trade` or `economy.embargo` makes a turn meaningful.
- `validateTurnResult` — initializes and validates `economy` (default `{ trade: [], embargo: [] }`).
- `buildSystemPrompt` — documents the `economy` field and a constraint bullet (bilateral trade gains both parties; a unilateral embargo hits the target only; omit `lift` to declare/impose, `lift: true` to end/lift; at most 1–2 ops per turn, narrated in `events`; trades/embargoes between warring nations are auto-suspended) in both tool and plain modes.
- `buildUserPrompt` — new optional `trades` and `embargoes` params (the currently active agreements/embargoes) so the model knows what is active and can `lift` it; emitted only when provided.
- `runTurn` — passes `state.trades` and `state.embargoes` to `buildUserPrompt`; the "unclear" fallback carries `economy: { trade: [], embargo: [] }`.
- **Stub (`server/stub.ts`).** The deterministic stub returns `economy: { trade: [], embargo: [] }` — it **never** declares or lifts a trade or embargo, so the e2e (CI, `LLM_STUB=1`) assertions are unaffected and the path is covered by unit tests only (`server/engine.test.ts`).
- **Persistence (`server/db.ts`).** `load()` defaults `trades`/`embargoes` to `[]` on rows saved before v0.35 (additive migration, alongside `unowned`/`pendingNationOps`/`markers`/`wars`) — legacy games are never wiped and never gain phantom trades/embargoes.
- **Game creation (`server/index.ts`, `shared/scenario.ts`).** Fresh games (preset and dynamic) are created with `trades: []` and `embargoes: []`.
## v0.34.0 — 2026-10-15 16:35
- **#57: Espionage & Hybrid War — a non-kinetic operations spectrum with a deterministic per-type effect and an exposure backfire.** Every prior turn lever was kinetic (conquest, state-change, region-change, wars, takeovers) or a player-confirmed proposal (nation ops). This version adds `TurnResult.hybrid = { ops: HybridOp[] }` (required, default `{ ops: [] }`) so the model can run **covert, non-kinetic** operations: spies, sabotage, assassination attempts, cyberattacks, economic pressure, disinformation, and proxy support. Unlike territory these **never move borders** — they dip a target's stats or sour a relation. The engine is **fully deterministic (no hidden randomness)**: the LLM declares an intended `outcome` (`success` by default, or `exposed`); a successful op applies its small per-type effect, an `exposed` op **backfires** (no effect, the actor's relation with the target sours one step toward hostile, and an auto `diplomatic`/`failure` event is emitted).
- **Protocol (`shared/protocol.ts`).** New `HybridOpType` (the seven types) + `HYBRID_OP_TYPES` const, and the `HybridOp` interface (`{ type; from; target; detail?; outcome? }`). `from` is the acting nation (id or unique name — resolved at apply time); `target` is **either** a nation (id/name) **or** a region key (hits that region's sole owner). `TurnResult.hybrid = { ops: HybridOp[] }` is required, placed between `wars` and `markers`.