docs(governance): Atlas-viewer batch refinement — D-226/D-191/D-236 amendments + ticket rescopes

Si audit rulings (Jeroen, 2026-07-13): D-226 amended (shipped always-toggleable overlay pattern ratified, gen_l0 dropped, legend stands, no tile-level Atlas map); D-191 + CLAUDE.md Phase-4 wording aligned; D-236 amended (Oort-cloud gateway station = concrete player-access cap; Sol never in deterministic runs). T-960 rescoped (L2 roads + L3 settlements + legend in; L4/climate/L5 out), T-949 scoped non-Sol + D-010 citation fix, T-970 refined (Paused gates only advance_tick; economy split; Option A manual-pause reconciliation). New: T-1112 (L4 coarse-footprint design), T-1113 (climate cascade wiring). D-254 claim unused (D-236 already covered Sol).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-13 23:53:59 +02:00
co-authored by Claude Fable 5
parent 81e4cb25d0
commit 672a583e64
6 changed files with 175 additions and 2 deletions
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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 viewed as a **map in the implant Atlas** (no in-world rendering) | 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 |
| 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 |