save.js: optional wants:[{artist?|title?|sku?}] on procity-save/1 (validated exact-and-loud,
≥1 string field per entry, cap 40, absent-when-empty — the same back-compat law as pulls).
recordWant (case-insensitive dedupe) / findWant (a want covers an item when every field the
WANT names matches) / removeWant (identity). TRAVEL in adopt(): the adopted save's town !==
this boot's townKey (town OR seed — a new seed is a new town) ⇒ day += 1, traveled = true,
prunePulls — load AND import both pay the fare; same-town adoption is FREE, so reloads and
export→import round trips keep the save-determinism gate's byte equality untouched. The 23
towns are a map you spend days crossing now, not a dropdown.
interior_mode.js: onWant/isWanted seams into dig.open; buying a matching item clears its want
('✓ off the wantlist'). THE RUMOR (charter #6 — the keeper finally gossips): seeded
xmur3('rumor:citySeed:shopId:day') → ~45% of shop entries mutter a hunted want + a real
cached town in the banner. Runtime-only stream, freshly keyed — A's rotation boundary holds;
no game / empty wantlist ⇒ the line never exists. Full persona lines stay D's for the v6
clip epoch; the banner is the keeper's voice until then.