# 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.