docs(meta): D-166 amendment — seamless Atlas zoom ladder is a hard Phase-4 deliverable condition

Jeroen's ruling from the Groombridge/Lendel zoom-ladder captures: the BHAG
stays 'a Reach a character can travel through'; the Phase 4 exit bar now
additionally requires a continuous Atlas zoom ladder (planetary map -> tile
scale, each level deterministically derived at native granularity, never
magnified interpolation). Evidence in the record: the 16-district window is
sub-pixel vs its heightmap source at Lendel scale, so everything below fit
zoom is D-227 invented detail that must be derived, not smoothed.

CLAUDE.md Phase-4 row carries the condition; T-1143 (the ladder design
pass) appended + raised to high — it and the D-226(d) floor question are
now phase-gating.
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2026-07-21 21:02:06 +02:00
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@@ -41,7 +41,7 @@ Development follows a strict cascade. Each phase has a concrete deliverable. **D
| 1 | Wiki content complete — all planets, moons, stations, heightmaps, artwork | Implant-ready Godot map of the Reach with click-throughs + wiki/GTTR popups |
| 2 | Economics layer — supply/demand, transport, political/social pressure, corporations, supply chains | Economics spreadsheets/graphs with runtime-tweakable simulation |
| 3 | Planetary/moon maps & station layouts — cities, rivers, mountains, roads, biomes, rail | Atlas of the Reach (implant app) |
| 4 | World generation (tile/chunk/block) — deterministic multilayer seed→tile cascade; each layer above the tile fill viewed as a **map in the implant Atlas** (no in-world rendering; chunk/tile/voxel output is harness-verified, never Atlas-mapped — D-226 amendment 2026-07-13) | Deterministic walkable-world data + per-layer Atlas maps + asset catalog |
| 4 | World generation (tile/chunk/block) — deterministic multilayer seed→tile cascade; each layer above the tile fill viewed as a **map in the implant Atlas** (no in-world rendering; chunk/tile/voxel output is harness-verified, never Atlas-mapped — D-226 amendment 2026-07-13) | Deterministic walkable-world data + per-layer Atlas maps + asset catalog + **seamless Atlas zoom ladder** (planetary map → tile scale, each level deterministically derived at native granularity, never magnified interpolation — D-166 amendment 2026-07-21) |
| 5 | Player control & in-world rendering — character, walls/stairs/doors, lighting, drawn on **generated** tiles (no test map) | Player viewport with final-version assets on the generated world |
| 6 | Detail coloring — room-level NPC population, cultural room grammar | Only when the world is walkable |