70eeb78eaf
Same data-driven layout as before (nothing about computeLayout changed) — only what gets drawn changed: - Procedural terrain backdrop: a winding river, a few mountain clusters, and denser two-tone trees, scattered deterministically like the existing tree-blobs were, so none of it needs hand-alignment to specific tiles and it keeps working at any board size. - The road between spaces is now a wide dashed dirt path with a subtle hand-drawn "wobble" (SVG feTurbulence/feDisplacementMap) instead of a clean vector line. - Tiles are beveled: a drawn shadow copy, a gloss gradient, and a few degrees of per-tile tilt derived from a hash of the space id (deterministic, not random-per-render) so they read as hand-placed rather than machine-stamped. Choice diamonds get a small signpost stick underneath. Prototyped and screenshotted headlessly before committing; user confirmed this direction over the previous flowchart-style rendering.