Model tradability/storability as per-resource properties, not uniform behavior
In an economy sim, do NOT treat all goods as equally tradable and equally storable. Make it a per-resource property map the world authors: bulk (space per unit — so dense iron vs bulky feathers differ ~15x in storage), volatility (a carry-cost multiplier), storage_tech (a good needing tech the world lacks cannot be banked), and crucially TRANSFERABILITY as a three-value spectrum: free (fungible commodity), lossy (degrades every transfer — a rumour/tacit knowledge arrives with a fraction lost), or bound (cannot be traded at all — a comprehended skill, a soul-brand; it must be EARNED via a process). That one enum unifies commodities, degrading information, and non-transferable knowledge. Separately, make ENTITIES tradable as assets: asset_value = holdings + a perpetuity DCF of the entitys production income + owned sub-entities (a mine is worth its discounted extraction), and sell = conserved ownership transfer + payment (one primitive = M&A/labour/IP). Design boundary (engine vs LLM): the engine computes outcomes deterministically FROM the properties; the LLM authors the PROPERTIES of a novel good/storage-system ONCE (a frozen ruling), then the engine enforces forever. Keep defaults (bulk 1, transferability free) so existing content is unchanged.