# Ground Zero MVP Tile ## Decision Ground Zero for the first real-terrain MVP tile is the Linda Mar / San Pedro Valley edge in Pacifica, California. This is a practical first tile because it gives the terrain pipeline varied coastal California terrain in a compact 1 km square: - Pacific coastal influence without starting in a dense city center. - Hills, valley slope, drainage, and vegetation transitions. - Nearby ocean/coastline/bathymetry cases for early pipeline design. - Real public terrain, land-cover, hydrography, and coastline datasets are available from US sources. - The environment supports the first survival loop: wood, fiber, water, shelter, weather exposure, and wildlife placeholders. ## Tile Identity The MVP tile uses a simple UTM 1 km grid ID for the first prototype. This is not the final global indexing decision; it is the concrete local key we can build against now. ```text tile_id: gz_us_ca_pacifica_utm10n_e544_n4160 display_name: Ground Zero - Pacifica Linda Mar / San Pedro Valley country: United States region: California nearest_place: Pacifica utm_zone: 10N utm_easting_min_m: 544000 utm_northing_min_m: 4160000 utm_easting_max_m: 545000 utm_northing_max_m: 4161000 nominal_center_latitude: 37.5925 nominal_center_longitude: -122.4995 tile_size_meters: 1000 ``` ## MVP Scope For the first pass, this tile should prove the pipeline rather than final art quality. - Import real elevation data into a 1 km x 1 km Unreal terrain. - Preserve real-world horizontal scale. - Use a conservative vertical scale that can represent hills accurately without making traversal unusable. - Generate a tile metadata record and store it in the registry. - Track source datasets and generation version. - Add at least the eight neighboring tile records as placeholders. - Validate that edges can be stitched to adjacent 1 km tiles. - Infer first-pass biome and resources from terrain, land cover, water, and coastal influence. ## Initial Biome Direction Working biome label: ```text coastal_california_scrub_woodland ``` Expected early resources: - Wood from scrub/woodland patches. - Fiber from grasses, reeds, and coastal scrub. - Water from drainage/creek source where present in source data. - Stone from slope and exposed terrain placeholders. - Wildlife placeholders appropriate to coastal California foothills. ## Source Data Targets First-pass source candidates: - USGS 3DEP elevation data for terrain height. - USGS National Hydrography Dataset or equivalent for streams/water. - NOAA coastline and bathymetry datasets for coastal/ocean handling. - USGS National Land Cover Database or equivalent for land-cover/biome hints. - OpenStreetMap only as a secondary reference for roads/trails/landmarks. ## Open Decisions - Whether the final global tile grid stays UTM-based by zone or moves to a single global equal-area grid. - Exact Unreal origin strategy for tiles outside the MVP area. - How much coastline/ocean data belongs in the same tile package versus a separate water/bathymetry layer. - Whether player-built state is stored per terrain tile, per settlement region, or in a separate spatial entity table.