38fbc6ecd1
The owner: choose the tile pool not only from the heat point but from the geometric position too. Heat stays the hard filter; the draw over the survivors is re-weighted by turn and/or distance. Three weighting forms (soft softmax / top-K third / rejection band), one env name carrying both axes. Default = off = today's uniform draw, byte-for-byte (golden parity). WHAT DIFFERS FROM j9 (TR_TFIL_TURN_BIAS, a live null): that was a tiebreak weight among the non-empty safe set only. This runs on the WHOLE pool the draw already runs on, including the 2 promoted least-hot tiles the ~65% forced picks choose from. OFFLINE (8 fixtures x 3 seeds, no java): headline 'tile actually reached at tta' 4.5% -> 16.9% at TR_TFIL_GEO_MODE=both-soft TR_TFIL_GEO_TAU=45, with no diversity collapse (distinct tiles 220 -> 219, normalised entropy 0.87 -> 0.86, top-tile share 7.0% -> 8.6%). perpE — the perpendicular rate in the FORCED population — does not move in ANY arm: that pool is 2 tiles ranked by heat alone and the only lever is a coin flip. Also registers j150's TR_TFIL_DIAG / TR_TFIL_DANGER_THRESHOLD in env_report + knownEnvNames + .env.example (test_env_report was red) and documents DANGER_THRESHOLD as quantisation-limited: heat comes in 5s, so the effective steps are 10/15/20 and 10-14 admits zero extra tiles. No battle, no server, no A/B run.