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design: worldmap visual identity — biomes, roads, fidelity targets #873

Description

@zgeoff

Owns the open visual-design questions the biome procgen spike surfaced. Everything here is open for exploration and discussion with Geoff — nothing is settled; the spike's vocabulary is placeholder.

Scope

  • Biome roster identity and naming (with design: regions & world map #272): what the four-plus regions are, their silhouette vocabulary, palette, and neon signature
  • Road/viaduct look: gauge, tint strength toward biome palette, ruin gap rate, lamp frequency, nav-line vs physical-deck hierarchy
  • Density and scale tuning at map zoom now roads-as-objects exist (every pre-fix verdict predates them)
  • Fog vs revealed-content interplay: does structure glow beyond the frontier leak "earned sight"? (geometry is public plane — design-feel call, not security)
  • Does terrain relief ever affect traversal, or stay purely visual?
  • Panel-wear/detail shader tier and overall fidelity target per zoom regime
  • Sump / Verdant Decks grammars once the roster names them

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    area/gamearea: simulation, aether, game systemsgame-designgame-design lane: discovery → design note → iteration resourcesp2-mediumpriority: medium

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