# Ground Zero Density And Sightline Tuning

The investor-facing Ground Zero dressing should read as a coastal scrub biome
without hiding the first playable survival loop.

## Protected Gameplay Reads

The repeatable map setup reserves clear pads around:

- `AGR_DemoPlayerStart`
- `AGR_DemoWoodResource_01`
- `AGR_DemoFiberResource_01`
- `AGR_DemoCampfire_01`
- `AGR_DemoPrimitiveShelter_01`
- `AGR_DemoRabbitWildlife_01`
- `AGR_GZ_FreshWaterSource_01`
- the placed Ground Zero biome resource nodes

Tree, shrub, and grass reservations use different radii so tall silhouettes
stay farther away while low grass can still sell density without blocking
interaction targets.

## First-Look Sightlines

The setup also reserves sampled corridors from `AGR_DemoPlayerStart` to the
early survival objects and the first freshwater source. These corridors keep
the demo readable when an investor spawns in: wood, fiber, shelter, campfire,
wildlife, and water should all remain visually findable without flattening the
whole biome into an empty test field.

## Verification

`Scripts/verify_ground_zero_density_sightlines.py` loads
`/Game/Agrarian/Maps/L_GroundZeroTerrain_Test` and checks:

- foliage counts remain at the investor-facing density target;
- no tree, shrub, or grass instance violates the critical clearances;
- no tree, shrub, or grass instance violates the sampled start-to-object
  sightline corridors;
- the documentation and roadmap keep the tuning gate visible.
