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Engineering, operations & design history

Continuous evolving regions — one-week goal

Full repository source: docs/regional-composition-goal.md

Technical documentation includes historical decisions, proposals and verification reports. For playing instructions and practical rules, open Gameplay.

Continuous evolving regions — one-week goal

Started October 11, 2026 at 04:18 UTC. Deadline October 18, 2026 at 04:18 UTC (06:18 Copenhagen). This is a maximum duration, not a reason to delay an accepted release. The goal remains active until the full detailed pilot and reusable system meet the acceptance below, including geographic water, coherent settlement detail, dynamic state, surrounding regions and a verified live release. The first woodland milestone alone does not complete it.

Outcome

Build a detailed playable pilot region toward the user's October 11 painterly reference, then establish a reusable composition system. Region borders are planning and ownership boundaries, not visual texture boundaries. Adjacent regions share world-space terrain phase, scenery placement, geographic topology, art scale and lighting. Preserve the current saved world and seed.

Acceptance

  • Review the pilot and surrounding regions together at mobile and desktop sizes and close/ordinary Region zoom. Compare the same boundary approached from both sides: no texture reset, cut-off canopy, mismatched water edge or missing neighbor context.
  • Artwork fits its role, biome and lifecycle state. No substituted settlement on empty ground. Review existing assets before generating targeted missing pieces. Exact source hashes and contextual decisions belong in the asset library; unreviewed files stay excluded.
  • Clearing removes rendered canopy and reveals suitable ground; planting and regrowth restore age-appropriate foliage. Construction, operation, damage, ruin and recovery follow actual server state, with stable identities and footprints. No baked mature forest remains under cleared land and no invisible old building remains under a new stage.
  • Prototype and production region rendering use the same composer. Local fixtures may select real canonical sites and exercise disposable local simulation state, but never invent success in the live save.
  • Shared world-coordinate plans are deterministic across reload and neighboring view bounds. Sparse chunk changes invalidate only affected visual work, with bounded memory and responsive mobile navigation.
  • Keep the living-world design, player guide, technical explanation, tutorials and generated wiki synchronized. Ship only after the visual and lifecycle checks pass; verify the live release.

Work sequence

  1. Day 1: audit current composition and assets; implement world-space plans and cross-boundary tests; prepare the woodland pilot and missing removable foliage/ground.
  2. Days 2–3: integrate layered scenery and effective vegetation/structures; review coherent neighborhoods and ground transitions with their neighbors.
  3. Days 4–5: complete matched stage presentation, geographic/land-use transitions and actual command/reload evidence. Extend only verified reusable roles.
  4. Days 6–7: mobile/desktop performance and visual review, documentation, release, live verification. Fix failures within the remaining window rather than claiming an unaccepted prototype complete.

Initial findings

The current production path selects approved terrain and sparse canonical landmark contacts. Hex feature selection was corrected on October 10. Most older assets are opaque paintings; the 32 older transparent motifs inspected include export streaks and do not qualify for automatic approval. Dense old forest materials contain baked canopy and are unsuitable as the ground beneath independently removable trees. The existing authoritative vegetation, structure stages, chunk deltas and revision caches are foundations to extend, not replace.

Delivery evidence

  • The isolated codex/region-composition branch preserves unrelated work in the shared checkout and starts from the prior live release b6e48ae.
  • The production composer uses world-space ground and removable vegetation, shared Region/Hex state, canonical landmark identity and real structure footprints. Neighbor overlap, sparse growth and analytical-state invalidation are tested.
  • Eight exact woodland sources are accepted under checksum-bound role/context contracts. Three rejected camera/platform candidates remain in the library without approval. Source originals and generation prompts are retained; no opaque source derivative was silently promoted.
  • Real local commands reviewed clear/plant/regrowth, foundation/frame/operation, damage/repair, demolition/ruin and rebuild, followed by saved-state reload. The normal renderer is used; only site selectors and disposable simulation controls are fixture additions.
  • Mobile 390×844 and desktop 1250×720 reviewed the woodland pilot q493,r201, west/east neighbors q485/501,r201, canonical coast context and mutable forest/lodge q519/520,r714. Ground, foliage and contacts continue across regions. The corrected one-hex floor scale keeps twigs/leaves coherent with the building.
  • Quiet-band caching reduced sampled warmed frames to about 10 ms mobile and 7.5 ms close desktop in the test browser. Initial source/cache work remains separate. Plan, sprite and canopy cache budgets prevent unbounded growth during travel; no universal hardware guarantee is implied.
  • Living-world design, player explanation, technical guidance, tutorial review and generated wiki accompany the release. Approved artwork is regenerated from exact reviewed files; live health, served script/asset checks and unchanged world identity are the final deployment acceptance checks.

Limits and next composition work

This delivers a reusable composition foundation and a playable woodland pilot. It does not reproduce the full reference everywhere. Further biome ground, rock/reed families, more matched building stages and geographic water/road improvements are planned. Existing suitable reviewed landmarks are reused only for their actual canonical feature; empty terrain cannot become a different location type to fill an artwork gap.

Decision log

Keep gameplay geography and identity unchanged. Do not re-enable legacy client-only decorative roads or rivers as if they were authoritative waterways. The pilot must compose existing canonical water and implemented land works honestly; additional connected waterways require their own state contract.

Second milestone: forest identity and observed-water foundation

The first woodland milestone shipped as 5f8d02b, with live health, all 35 exact image hashes, served client code and unchanged world/instance identity verified on October 11. The next increment reuses the existing forest shrine and lumber-camp subjects over the shared floor. Region/Hex, canonical magic/resource sites, neighbors, 1250×720 desktop and 390×844 mobile passed contact review. Their two exact runtime files raise the whitelist to 37; they remain canonical illustrations, not player construction stages.

Read-only surface-map projections now expose retained abstract water and the latest completed observed transfer interval, with identical complete edge IDs at either chunk endpoint. Positive historical cumulative flow and potential drainage geometry cannot create current flowing-water art. Real returned surveys and paid station commands verify wet/dry deltas, cross-chunk endpoints and saved reload. This does not add rain, change flow routing, alter rights or mutate the world save.

The first runoff painter was rejected during browser review: dispersed runoff became parallel blue channels, which misrepresented the quantity and failed the painterly reference. The draft painter was removed. Water scenery remains pending; the data projection is an implementation foundation, not visual acceptance of rivers. The full goal still requires richer coherent settlement detail, suitable connected geographic water/shore composition, complete dynamic and neighbor review, mobile performance, and live verification of those accepted layers.

Live library review found and corrected a context leak: intended forest compatibility could show a fields-only approval under approved + forest. The combined filter now intersects the declared reviewed profiles. This does not widen any artwork review or game binding.

Third milestone: distinct evolving village sites

Fifteen matched transparent sources cover commons, lumbermill and community-field foundations, frames, operational state, dedicated damage and ruins. Exact contracts authorize reviewed grassland contexts; the mill also passed cleared-woodland review. The whitelist now contains 52 files, with terrain coverage still nine of eleven profiles. Other building/terrain contexts remain gated. Built-in ImageGen supplied targeted missing source families; originals and exact prompts are retained in public/assets/region-composition/{commons,settlement,damage}-prompts.json.

Real disposable simulation commands reviewed demolition, paid rebuilding and each job deadline; foundation/frame/operational changes retain stable contacts. Actual damage, repair and saved reload were verified. A new mill was legally built after clearing its woodland footprint; surrounding canopy stayed removed through its stages and ruin. Region and Hex reuse the same source, and 390×844 mobile and 1250×720 desktop reviewed contact, silhouette and neighborhood continuity. A warmed village-region sample used about 5.6 ms of composition painting; this is one browser sample, not a universal frame-time guarantee.

The generic damage crack failed review and was replaced by dedicated damaged sprites. Manifest cache revalidation was corrected after the candidate preview revealed stale source registrations. Food art remains construction-stage illustration, not a new crop calendar or yield mechanic. The live save is preserved. This milestone advances settlement composition; connected geographic water/shore scenery, additional reviewed contexts and the complete pilot/neighbor/dynamic/performance/live acceptance remain part of the active goal, with the original October 18 deadline unchanged.

Fourth milestone: shared geographic ocean and lake shores

55 exact approved files now cover ground for eleven profiles; this supersedes the third milestone's nine-profile limitation. One existing upland material, quiet wetland soil and a transparent low shore-stone detail passed actual forest/wetland/upland lake and ocean contexts at mobile and desktop sizes. The first wetland soil draft remains explicitly rejected. Source originals, exact prompts and checksum-bound decisions are retained.

Region and coastal Hex use one world-coordinate contact field across neighboring regions. Canonical centers, saved geography and simulation stay unchanged. Stable segment identity survives overlapping views and reload; actual occupied/reserved ground suppresses shore decoration. An existing opaque-ocean fallback bug was corrected. Cold neighboring texture readiness now repaints a cached Hex. Geometry, exact contracts, occupied footprints and actual compositing behavior have automated coverage.

This is a geographic shore milestone, not completion of the full reference-level pilot. Flowing waterways still require reviewed state-driven presentation; broader landscape detail and full pilot acceptance remain within the active goal and original October 18 deadline. Existing observed-water data has not become invented river scenery.

Fifth milestone: actual wet/dry ground response

The production Region/Hex composer now uses retained surface water and latest completed observed transfers for soft damp earth beneath subjects. Potential routes and accumulated historical transfers remain excluded. Dry intervals remove old traces, and resumed rainfall restores only actual positive observed edges. Geographic land clipping and stable canonical identities continue across surrounding regions. This supersedes the second milestone's data-only status for wet ground; it does not introduce perennial river scenery.

Five focused moisture tests include real paid survey/station commands across eight actual intervals, saved reload, neighboring plans, exact quantities and save immutability. Browser review saw tick 1–3 wet, tick 4–5 dry and tick 6 wet again; desktop and real 390 by 844 Region/Hex views passed contact review. Warm mobile painting sampled 6.2 ms. Source preparation and first interval repaint remain separate costs. Thirty-two plans and eight MiB of image cache bound this additional work.

The 55-image whitelist, seed and saved world are preserved. This is another part of the full active goal; larger landscape forms, engineered waterway visuals and final detailed pilot/neighbor/performance/live acceptance remain to be completed by the original October 18 deadline.

Sixth milestone: broad canonical terrain relief

Two high-resolution granite ridge silhouettes now compose at existing mountain peaks, using the approved upland palette, irregular footslopes, exact native width 168 and fixed camera. Stable seed/cell selection and depth contacts continue across neighboring regions and reload; occupied construction footprints suppress scenery. Three older 256-pixel mountain candidates failed enlarged contact review and remain unapproved, with original files retained. Targeted built-in ImageGen siblings reuse the existing granite shape/material direction; exact prompts, original generation paths and review evidence are retained. The whitelist is 57 exact images and ground coverage remains eleven profiles.

Review covered canonical ridge 1046/212, west/east surrounding views, field transition 974/244 and a different ridge silhouette at 962/260; 390×844 mobile Region/Hex and desktop views passed contact checks. A larger source exposed hard square clipping and offset ground projection in Hex; full-viewport foreground and selected-ridge framing resolve both. Region uses the existing eight-MiB shared sprite budget with 256-pixel relief sprites. Warm mobile Region sampled about 10 ms; cold scene preparation is still a separate larger cost. Automated checks include actual Hex projection, immutable canonical scenery, overlapping views, occupied footprints, source variety and exact role contracts.

This advances larger landscape forms without regenerating saved geography. It does not complete the whole painterly pilot goal. State-driven land-use/waterworks presentation and final detailed playable pilot, neighbor, dynamic, performance and live acceptance remain active under the original October 18 deadline.

Seventh milestone: authoritative working landscapes

The shared working-land module replaces the old opaque tilled hex and bright schematic waterworks rectangles with irregular earth contact, restrained furrows, dirt paths, dry channels and small lining/control details. Region and Hex share canonical coordinates, scale and relevant revisions. Fallow operational food plots retain their field boundary over worked ground and omit the crop sprite. Terrain still extends through neighboring region ownership boundaries; path half-edges meet exactly and construction/removal uses saved records.

Paid road and paired drainage/retention lifecycle tests verify actual material-funded completion, removal, immutable geography, pure rendering and reload. The isolated pilot uses paid soil improvement and irrigation alongside a built food plot and a local path extension. The path genuinely paused for an under-supplied specialist program; its saved partial work required existing physical resupply/support before completion. No new art or permissions are introduced; all 57 exact approved source bytes remain the gate. Player/wiki explanations distinguish ground detail from completion, production and actual observed water.

This is a working-land milestone, not final acceptance of the full painterly vision. Remaining goal work includes the complete combined pilot and neighboring-region visual audit, further landscape density/material refinements where that audit identifies gaps, and the consolidated desktop/mobile/lifecycle/live acceptance report before the one-week deadline.

Eighth milestone: continuous terrain material and fuller woodland

The old inland organic masks left underfilled contacts that revealed a teal coarse-atlas band, especially around forest/field edges. A first hard-hex foundation draft removed that band but made a small cold patch read as a sharp tile; it failed local visual review and was superseded before release. The accepted canonical triangular compositor interpolates native land materials with complementary weights, then clips the combined foundation against the existing shared shore mask. Region and mixed-terrain Hex share exact cell faces and world texture phase across surrounding regions. The renderer caps temporary raster work at four million pixels and geometry at 16,384 cells, with graceful fallback above that bound.

The 32-unit woodland lattice produces fuller mature canopy using the existing exact sources and balanced variation. It preserves the 480-unit chunk span, authoritative cover/age, clearing/burning, sparse regrowth and occupied exclusions. The saved young patch (cover 35.4, maturity 47.4) still selected a young source after reload, and the existing paid fallow plot retained worked earth and its boundary without crop imagery. No new raster asset is admitted; the whitelist remains 57 exact files and eleven painted ground profiles.

Visual review covered western/eastern overlapping views, woodland/field/cold material contact, canonical coast and actual phone rendering at 375 CSS pixels in a 390×844 viewport. A warmed phone woodland sample was 6.0 ms, with a 14.9 ms maximum scene preparation slice; broad desktop travel can take longer and those samples are not a universal performance guarantee. Geometry/weight/readiness/phase/temporary-budget tests complement the actual paid clearing, planting, building, road, drainage, observations and reload regressions. The complete combined painterly pilot and final consolidated desktop/mobile/lifecycle/live audit remain active under the original one-week deadline.

Ninth milestone: combined village lifecycle and registry identity

One saved, normally funded village now combines commons, food plot, lumbermill and registry; improved soil, irrigation and paid local paths; planted and later harvested/regrown woodland; real returned surveys/monitoring; observed wet/dry earth; and the existing canonical lake within its surrounding regional neighborhood. Programme shortages and worn land were handled through actual physical resupply, timber processing and paid maintenance, without injected goods or regenerated geography. Actual registry damage, repair, demolition and paid rebuild preserve a stable transparent footprint through five distinct stages. Their exact grasslands-only contracts increase the whitelist to 62.

Desktop 1250×720 and phone 390×844 (375 CSS pixels) reviews include ordinary/close Region, Hex, western/eastern surrounding views and lake contact. Wet tick107, dry108/109 and wet-again110 were observed in the same state. Warm phone composition sampled 3–4ms; cold source work is separate. Production source gates and cache budgets remain unchanged. Candidate review overrides were removed before the final whitelist/reload check. Native sources, exact prompts, stage decisions, screenshots and the combined command journal are retained in the repository acceptance record (docs/regional-review/acceptance.json).

This consolidates the earlier isolated layer checks into one evolving pilot. The final normal-whitelist/reload audit and 63 scoped regressions plus five wiki checks pass. Warm phone composition sampled 3.8ms with an 11.1ms maximum scene slice; desktop composition sampled 2.1ms with 39.1MiB of the 64MiB scene budget used. Live release 91abceb passed health, exact client/module/manifest checks and all 62 asset hashes; world and instance identities are preserved. The live browser shows the same regional compositor and five approved registry cards, with sorting/filter state intact. Wider biome/stage artwork and permanent river scenery remain planned, beyond this selected pilot. The original October 18 deadline is unchanged.

Final selected-pilot acceptance — October 11, 2026

The selected woodland/grassland/lake pilot and reusable composition system meet the one-week goal acceptance. Desktop and phone reviews cover close/ordinary Region, Hex and surrounding regions; canonical scenery and geographic contacts share world coordinates. One real saved pilot proves paid vegetation, construction, damage/recovery, working-land maintenance and wet/dry observations. The normal whitelist/reload audit, 63 scoped regressions, five wiki checks and live release verification pass. Source prompts, exact contextual approvals, command journal and screenshots remain in docs/regional-review/acceptance.json.

This completes the selected pilot toward the reference, with the October 18 deadline met early. Wider biome/building source families, additional landmark variety and permanent river scenery remain planned extensions. The live player save and geography are preserved; the disposable test village was not inserted into the live world.