diff --git a/docs/LANES/ROUND20_INSTRUCTIONS.md b/docs/LANES/ROUND20_INSTRUCTIONS.md index 7ba5b89..fc2f420 100644 --- a/docs/LANES/ROUND20_INSTRUCTIONS.md +++ b/docs/LANES/ROUND20_INSTRUCTIONS.md @@ -88,12 +88,14 @@ pinned"; B→F tram verdict + selector; C/D→F density verdicts. ## Standing -- **John — one ruling to veto (kickoff):** the density widening (ledger #2) — real towns will - gain their real cafes, bakeries, chemists etc. as enterable shops wearing existing interior - archetypes. It changes the texture of real towns from "secondhand crawl" toward "real main - street" (the charter's vision). Veto or trim the class list before C/E start if you want the - towns to stay pure-secondhand. FYI: tram routes by shop adjacency (B may fence per-town); the - selector ships from an index; poster density gets capped. +- **John — the density widening is APPROVED (kickoff, 2026-07-16), with one directive: SUBTLE.** + John: "subtle changes are great." Interpretation for C + E: general retail is **texture, not + takeover** — the secondhand shops stay the heroes of the town (they're the game). Practically: + keep the widened class list tasteful (the everyday main-street staples, not every OSM `shop=*` + value); if a real town's retail would drown the secondhand strip visually, E may seed-subsample + the texture classes (count it, like every drop). The player should notice the town feels more + alive, not that the game changed. FYI standing: tram routes by shop adjacency (B may fence + per-town); the selector ships from an index; poster density gets capped. - **v4.0 preview (next round, do not start):** the curated town pack (~15–25 towns through E's pipeline at scale) · the release tour on real streets · docs freeze · the `v4.0` tag. - **Backlog:** instrument LOD · tram tri diet · audioEmitter · flag retirement · awning ripple ·