{ "_comment": "Galaxy shape + scale (js/galaxy/Galaxy.js). systemCount = total star systems (the starting system is one of them). layout.field = the galaxy is a seeded WIDE (2:1) field of stars (center at the world origin, ±width/2 in x, ±height/2 in y — the 2:1 shape matches the map plate, js/ui/MapWindow.js at the 1280×720 design size, so the fully-zoomed-out galaxy fills the plate): Bridson Poisson-disk sampling keeps every pair of systems at least minSpacing·√(width·height/systemCount) apart — an even, organic field (no clumps, no voids, not a grid). startingSystem: policy 'corner' puts the player's home in the star NEAREST the configured corner (corner: NE/NW/SE/SW, screen orientation — SE = lower right); 'center' (nearest the origin) and 'random' still work. distribution.zones slices the HOME→FAR diagonal into named zones (d: 0 at the home corner, 1 at the opposite corner); distribution.zoneMix multiplies each type's distribution.weight PER ZONE (the old per-type radiusBand is gone — type flavor is regional now). settlements.gradient = free-space settlement density by diagonal position (d 0 = home corner, 1 = far corner): chance = 1 − d×falloff, floored at floor (js/galaxy/SystemGenerator.js → settlementDensity).", "systemCount": 90, "layout": { "field": { "width": 32000, "height": 16000, "minSpacing": 0.8 } }, "distribution": { "_comment": "zones slice the HOME→FAR diagonal (d) into the three regions. The diagonal bands have UNEVEN area (corner wedges vs the middle band), so the edges are set for EQUAL-AREA thirds: with half-extents (A, B) and d = (A²u + B²v)/(A²+B²) over uniform (u, v), the area CDF is f(t) = (t − β/2)/α with α = A²/(A²+B²), β = 1−α for the middle band — for the 2:1 field (α = 4/5) that's f(t) = 1.25t − 0.125, giving equal thirds at t = 11/30 ≈ 0.367 and 19/30 ≈ 0.633. Re-derive these edges if the field aspect changes. zoneMix multiplies each type's global distribution.weight per zone (missing type = ×1).", "zones": [ { "name": "near", "d": [0, 0.37] }, { "name": "middle", "d": [0.37, 0.63] }, { "name": "far", "d": [0.63, 1] } ], "zoneMix": { "near": { "main": 1.0, "redDwarf": 1.25, "binary": 0.8, "habitable": 1.5, "nebula": 0.4, "void": 0.3 }, "middle": { "main": 1.15, "redDwarf": 1.0, "binary": 1.0, "habitable": 0.85, "nebula": 0.9, "void": 0.75 }, "far": { "main": 0.85, "redDwarf": 0.55, "binary": 1.1, "habitable": 0.25, "nebula": 1.8, "void": 2.6 } } }, "startingSystem": { "policy": "corner", "corner": "SE" }, "settlements": { "gradient": { "falloff": 0.7, "floor": 0.22 } }, "neighbors": 8 }