COMPLETE REFERENCE SYSTEM: Biome Guides (20 biomes), Building Standards (ruins/restored/walls/towers), Color Master Palette (exact hex codes for all assets). Prevents style drift, stops guessing. Agent must check these before ANY generation.
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references/buildings/BUILDING_STANDARDS.md
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references/buildings/BUILDING_STANDARDS.md
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# 🏛️ BUILDING STANDARDS - Style 32 Architecture
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**Purpose:** Ensure ALL 27 towns and cities maintain consistent building logic across ruined and restored states.
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---
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## 🏚️ RUINED BUILDINGS (Ruševine)
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**REQUIRED REFERENCE IMAGE:** `ruins_standard_style32.png`
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**Visual DNA:**
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- **Structure:** Collapsed walls, broken windows, missing roof sections
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- **Outline:** THICK 5px black outlines (same as characters)
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- **Shading:** Flat cel shading with damage highlights
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- **Color Palette:**
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- Broken Stone: `#696969` (Dim Gray)
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- Weathered Wood: `#8B4513` (Saddle Brown)
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- Rust/Metal: `#CD853F` (Peru)
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- Shadows: `#2F4F4F` (Dark Slate Gray)
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- Accent (danger): `#8B0000` (Dark Red)
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- Outlines: `#000000` (5px thick)
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**Key Features:**
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- Cracked walls with visible damage
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- Boarded-up or broken windows
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- Overgrown vegetation (vines, weeds)
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- Debris scattered around base
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- Structural instability visual cues (leaning, cracks)
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- Post-apocalyptic weathering
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**Damage Markers:**
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- ❌ Red "X" or warning symbol (optional)
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- 🔨 "Can be restored" indicator (glow effect)
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- 💀 Danger zones (unstable areas)
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**Checklist:**
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- [ ] 5px thick black outlines
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- [ ] Flat cel shading
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- [ ] Visible damage/decay
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- [ ] Overgrowth elements
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- [ ] Structurally looks unstable
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- [ ] Matches character visual DNA
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---
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## 🏛️ RESTORED BUILDINGS (Obnovljene)
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**REQUIRED REFERENCE IMAGE:** `restored_standard_style32.png`
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**Visual DNA:**
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- **Structure:** Intact walls, functional windows, complete roof
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- **Outline:** THICK 5px black outlines (same as ruins)
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- **Shading:** Flat cel shading with clean highlights
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- **Color Palette:**
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- Fresh Stone: `#D3D3D3` (Light Gray)
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- New Wood: `#DEB887` (Burlywood)
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- Clean Metal: `#C0C0C0` (Silver)
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- Shadows: `#708090` (Slate Gray)
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- Accent (vibrant): `#9D4EDD` (Purple - matches UI)
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- Outlines: `#000000` (5px thick)
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**Key Features:**
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- Repaired walls (clean, no cracks)
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- Functional windows with light
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- Complete roof structure
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- Clean entrance/doorway
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- Decorative elements (flags, signs)
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- NPCs visible inside/near building
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**Activity Markers:**
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- ✓ Green checkmark or "Open" sign
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- 💡 Lights in windows (active)
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- 🌟 Sparkle effect (recently restored)
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- 👤 NPC icon (shows who works there)
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**Checklist:**
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- [ ] 5px thick black outlines
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- [ ] Flat cel shading
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- [ ] No visible damage
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- [ ] Clean, maintained appearance
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- [ ] Functional windows/doors
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- [ ] Matches character visual DNA
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---
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## 🧱 WALLS & FORTIFICATIONS (Obzidja)
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**REQUIRED REFERENCE IMAGE:** `walls_standard_style32.png`
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**Visual DNA for ALL wall tiers:**
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### **Tier 1: Wooden Walls**
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- **Material:** Rough-hewn logs, rope bindings
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- **Color:** `#8B4513` (Saddle Brown)
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- **Height:** Low (1-2 character heights)
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- **Features:** Sharpened stakes, simple construction
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- **Outlines:** 5px black
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### **Tier 2: Stone Walls**
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- **Material:** Fitted stone blocks, mortar
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- **Color:** `#708090` (Slate Gray)
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- **Height:** Medium (2-3 character heights)
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- **Features:** Crenellations, arrow slits
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- **Outlines:** 5px black
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### **Tier 3: Fortress Walls**
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- **Material:** Reinforced steel, concrete, tech elements
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- **Color:** `#2F4F4F` (Dark Slate Gray) + `#C0C0C0` (Silver accents)
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- **Height:** Tall (3-4 character heights)
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- **Features:** Tech panels, lights, reinforced gates
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- **Outlines:** 5px black
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**Universal Wall Rules:**
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- Must tile horizontally seamlessly
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- Damage states for each tier (cracked, broken, intact)
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- Shadow underneath for depth
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- Top edge visible for 3D effect
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---
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## 🗼 WATCHTOWERS (Opazovalni Stolpi)
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**REQUIRED REFERENCE IMAGE:** `watchtower_standard_style32.png`
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**Visual DNA:**
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- **Structure:** Tall vertical building with observation platform
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- **Outline:** THICK 5px black outlines
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- **Shading:** Flat cel shading
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- **Color Palette:**
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- Wood/Stone: Matches wall tier it's placed on
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- Roof: `#8B0000` (Dark Red) or `#2F4F4F` (Dark Slate)
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- Platform: `#DEB887` (Burlywood)
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- Outlines: `#000000` (5px thick)
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**Key Features:**
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- Ladder or stairs visible
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- Guard platform at top
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- Flag or banner (optional)
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- Light source (torch/lamp)
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- Matches wall aesthetic (wooden tower = wooden walls)
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**Line of Sight Indicator:**
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- Circular glow around tower base
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- Reveals fog of war in radius
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- Color: `#FFD700` (Gold, semi-transparent)
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---
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## 🎨 BUILDING VARIATION MATRIX
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### **Same Building, Different Biomes:**
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**Example: Blacksmith**
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- **Forest Biome:** Wooden logs, green roof, moss
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- **Desert Biome:** Adobe/clay, flat roof, sun-bleached
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- **Winter Biome:** Stone, steep roof (snow slides off), icicles
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- **Volcanic Biome:** Dark stone, metal reinforcement, heat vents
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**BUT ALL VERSIONS MUST:**
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- Have 5px thick black outlines
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- Use flat cel shading
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- Match Style 32 visual DNA
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- Be recognizable as "Blacksmith"
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---
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## 📐 BUILDING SIZE STANDARDS
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### **Small Buildings (1x1 tiles):**
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- Shop stalls, small houses
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- 64x64px to 96x96px
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- Single room visible
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### **Medium Buildings (2x2 tiles):**
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- Bakery, Blacksmith, Tailor
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- 128x128px to 160x160px
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- Multiple rooms suggested
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### **Large Buildings (3x3+ tiles):**
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- Town Hall, Museum, School
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- 192x192px to 256x256px
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- Multiple floors visible
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**ALWAYS:**
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- Transparent background
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- Centered in frame
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- 10px margin on all sides
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---
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## 🔄 RESTORATION ANIMATION SEQUENCE
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**For building restoration VFX:**
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1. **Frame 1:** Ruined building (starting state)
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2. **Frame 2:** Scaffolding appears, workers visible
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3. **Frame 3:** Progress (walls half-repaired)
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4. **Frame 4:** Almost complete (90% done)
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5. **Frame 5:** **VFX: `vfx_building_restoration`** sparkles
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6. **Frame 6:** Restored building (final state)
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All frames maintain 5px outlines and Style 32 aesthetic.
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---
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## 🏗️ CONSTRUCTION STATES
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### **Under Construction:**
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- Wooden scaffolding with 5px outlines
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- Partially built walls
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- Material piles nearby
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- Progress bar overlay (optional UI)
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- Worker NPCs/zombies visible
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### **Complete:**
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- No scaffolding
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- Full structure visible
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- Clean appearance
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- Functional elements active
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- NPC stationed at building
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---
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## 📋 BUILDING CHECKLIST (Before approval)
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For EACH building reference image:
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- [ ] Viewed Kai/Ana/Gronk references first
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- [ ] 5px thick black outlines on ALL elements
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- [ ] Flat cel shading (no soft gradients)
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- [ ] Colors match Style 32 palette
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- [ ] Chibi/cute proportions maintained
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- [ ] Transparent background
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- [ ] Matches character visual DNA
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- [ ] Ruined version shows clear damage
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- [ ] Restored version shows clear repair
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- [ ] Both versions are same building (recognizable)
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- [ ] Appropriate biome adaptation
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---
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## 🚀 WHEN TO USE THIS GUIDE
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**Before generating ANY building asset:**
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1. Check if ruined or restored state
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2. Load the building standard reference
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3. Check biome adaptation needed
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4. Extract color palette
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5. Match outline thickness (5px)
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6. Match shading style (flat cel)
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7. Generate with explicit reference
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**Example prompt:**
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```
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Blacksmith ruined. EXACT Style 32 matching /references/buildings/ruins/:
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THICK 5px BLACK OUTLINES, flat cel shading, broken stone walls (#696969),
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weathered wood (#8B4513), cracked chimney, overgrown vines,
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transparent background, Cult of the Lamb aesthetic.
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```
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---
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**STATUS:** Awaiting reference images for ruins and restored buildings
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**PRIORITY:** CRITICAL - needed for all 27 town variants
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**NEXT STEP:** Generate master references for standard ruin and restored building
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