warfactoryracine/gameData/Biomes/coastal_plain.json
StillHammer fd1ec4f503 Implement complete world generation system with geological simulation and resource distribution
## World Generation Pipeline
- Add comprehensive 7-phase geological simulation (4.6 billion years)
- Implement WindRegions-based climate system with ITCZ zones
- Create 18 biome types with scientific classification parameters
- Establish Phase 7 budget assignment and natural feature placement

## Resource System Architecture
- Add 70+ natural features across 8 categories (geological, water, forest, volcanic, etc.)
- Implement complete resource-to-feature mapping for all game materials
- Create individual resource files for metals (iron, copper, gold, uranium, etc.)
- Add comprehensive cross-referencing between features and game resources

## Biome Integration System
- Design scalable blacklist + frequent biomes compatibility system
- Implement mass-based feature selection with geological strength requirements
- Add 5 spatial distribution patterns (concentrated, uniform, ring, clustered, gradient)
- Create region-based feature placement with biome-aware filtering

## Documentation and Architecture
- Add detailed geological and climate simulation system documentation
- Update project overview with world generation achievements
- Establish JSON-driven configuration system for all generation parameters
- Create comprehensive system for Phase 8 integration readiness

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-09-29 17:19:01 +08:00

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JSON

{
"biome_id": "coastal_plain",
"display_name": "Coastal Plain",
"description": "Low-lying areas along coastlines with maritime influence, salt-tolerant vegetation and access to marine resources",
"classification": {
"type": "special_climate_zone",
"priority": 2,
"token_requirements": {
"rain_tokens": {"min": 150, "condition": "moderate_coastal_rainfall"},
"coastal_proximity": {"max": 5, "condition": "near_ocean"}
},
"climate_conditions": {
"maritime_influence": true,
"moderate_temperatures": true,
"salt_spray_exposure": true,
"sea_breeze_circulation": true
},
"elevation_range": {
"minimum": 0,
"maximum": 100,
"typical_range": [0, 50],
"formation_zone": "low_coastal_areas_with_marine_influence"
},
"generation_notes": {
"formation_process": "Created by moderate rainfall with coastal proximity requirements",
"geographic_distribution": "Coastal lowlands with maritime climate influence",
"rarity": "Common - major coastal settlement areas",
"minimum_area": 100,
"typical_area_range": [200, 800]
}
},
"vegetation": {
"primary": "salt_tolerant_coastal_plants",
"secondary": ["sea_grasses", "coastal_shrubs", "salt_marsh_plants", "dune_vegetation"],
"characteristics": [
"salt_tolerance",
"wind_resistance",
"sand_stabilization",
"maritime_adaptation",
"moderate_productivity"
],
"forest_compatibility": "coastal_adapted_trees_only",
"note": "Specialized vegetation adapted to salt spray and coastal conditions"
},
"environmental_properties": {
"salt_tolerance": 2.5,
"wind_exposure": 2.1,
"soil_salinity": 1.8,
"erosion_resistance": 1.4,
"marine_influence": 2.8,
"biodiversity": 1.6
},
"resource_modifiers": {
"fishing": 2.5,
"salt_production": 2.0,
"seaweed_harvest": 1.8,
"maritime_trade": 2.2,
"agriculture": 1.1,
"livestock_grazing": 1.3,
"wind_energy": 1.8,
"tourism": 1.9,
"forestry": 0.4,
"industrial_suitability": 1.2
},
"industrial_considerations": {
"construction_requirements": [
"salt_corrosion_protection",
"wind_resistant_design",
"foundation_drainage_systems",
"storm_surge_preparation"
],
"advantages": [
"excellent_port_access",
"maritime_trade_routes",
"flat_construction_terrain",
"consistent_wind_resources"
],
"challenges": [
"salt_corrosion_issues",
"storm_surge_vulnerability",
"soil_salinity_problems",
"seasonal_tourism_variations"
]
},
"gameplay_effects": {
"defensive_bonuses": {
"amphibious_operations": 2.4,
"naval_support_access": 2.6
},
"economic_factors": {
"maritime_trade_bonus": 2.2,
"fishing_industry_income": 2.5,
"tourism_revenue": 1.9,
"salt_corrosion_costs": 1.8
},
"strategic_value": {
"port_development": 2.8,
"naval_base_suitability": 2.4,
"international_trade": 2.3
}
},
"seasonal_patterns": {
"storm_season": {
"conditions": "increased_wind_and_precipitation_from_ocean_storms",
"challenges": "storm_surge_flooding_and_infrastructure_damage",
"opportunities": "increased_fish_migration_and_wave_energy"
},
"calm_season": {
"conditions": "stable_weather_with_consistent_sea_breezes",
"opportunities": "optimal_fishing_and_maritime_trade_conditions",
"tourism": "peak_visitor_season_with_mild_coastal_climate"
}
},
"wildlife": {
"adapted_species": [
"seabirds",
"coastal_mammals",
"intertidal_species",
"migratory_shorebirds"
],
"hunting_opportunities": 1.4,
"biodiversity": 1.6,
"conservation_value": "important_bird_migration_corridors"
},
"soil_characteristics": {
"soil_type": "sandy_coastal_soils_with_salt_content",
"drainage": "excellent_natural_drainage",
"salinity": "moderate_to_high_salt_content",
"fertility": "moderate_with_marine_nutrient_input"
},
"maritime_features": {
"tidal_influence": "strong_tidal_variations",
"beach_access": "natural_beaches_and_sandy_shores",
"harbor_potential": "excellent_natural_harbors",
"storm_protection": "requires_artificial_breakwaters"
},
"land_use_potential": {
"port_development": "primary_economic_opportunity",
"fishing_industry": "major_coastal_resource_exploitation",
"tourism_development": "beach_and_maritime_recreation",
"salt_farming": "traditional_coastal_industry"
}
}