# Ground Zero Landform Pass This pass classifies the selected Ground Zero 1 km tile from the extracted 1-meter DEM so terrain decisions are data-driven before gameplay polish begins. ## Source - Tile: `gz_us_ca_pacifica_utm10n_e544_n4160` - DEM: `Data/Terrain/Extracted/gz_us_ca_pacifica_utm10n_e544_n4160/gz_us_ca_pacifica_utm10n_e544_n4160_1m_dem_subset.tif` - Analysis: `Data/Terrain/Analysis/gz_us_ca_pacifica_utm10n_e544_n4160/gz_us_ca_pacifica_utm10n_e544_n4160_landform_analysis.json` ## First-Pass Classification - Hills: present. - Mountains: not present inside this MVP tile. - River: not confirmed from the DEM-only pass. - Stream: not confirmed, but low drainage/search zones exist. - Lake: not present. - Coastline: absent inside this tile, as confirmed by the water/shoreline pass. ## Handling Decisions - Use hills and slope classes for movement modifiers, resource placement, and foliage density. - Do not invent river, stream, lake, or coastline geometry from elevation alone. - Use the possible drainage/freshwater search zone as a candidate area for later NHD or equivalent hydrography validation. - Keep ocean, bathymetry, and coastline handling attached to west/southwest neighboring coastal tiles. ## Gameplay Implications - Favor flatter and gentler terrain for the spawn area, primitive shelter, and first resource cluster. - Treat steep and very steep areas as future slow-travel or stamina-cost terrain. - Use low coastal/valley areas as the search area for a later MVP freshwater source. - Avoid placing a fake lake or river until a hydrography source confirms it. ## Follow-Up The next map pass should verify neighboring tile edge coordinates against the registry before multi-tile stitching, then continue into foliage and biome-appropriate natural resources for the Ground Zero tile.