warfactoryracine/gameData/Biomes/hot_desert.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": "hot_desert",
"display_name": "Hot Desert",
"description": "Arid regions with high temperatures and minimal rainfall, featuring specialized drought-adapted vegetation and extreme environmental conditions",
"classification": {
"type": "normal_biome",
"priority": 11,
"token_requirements": {
"rain_tokens": {"max": 50, "condition": "minimal_rainfall"},
"temperature": {"min": 20, "condition": "hot_climate"}
},
"climate_conditions": {
"extreme_aridity": true,
"high_daytime_temperatures": true,
"cold_nighttime_temperatures": true,
"irregular_precipitation": true
},
"elevation_range": {
"minimum": 0,
"maximum": 1200,
"typical_range": [200, 800],
"formation_zone": "continental_interiors_and_subtropical_zones"
},
"generation_notes": {
"formation_process": "Created by minimal rain_tokens (≤50) combined with hot temperatures (≥20°C)",
"geographic_distribution": "Continental interiors and subtropical high-pressure zones without ITCZ influence",
"rarity": "Common - represents Sahara success pattern",
"minimum_area": 300,
"typical_area_range": [800, 3000],
"formation_priority": "High - represents successful Congo vs Sahara differentiation"
}
},
"vegetation": {
"primary": "drought_adapted_specialists",
"secondary": ["cacti", "succulents", "drought_deciduous_shrubs", "ephemeral_annuals"],
"characteristics": [
"water_storage_organs",
"reduced_leaf_surface_area",
"waxy_protective_coatings",
"deep_tap_roots",
"CAM_photosynthesis"
],
"forest_compatibility": false,
"note": "Only highly specialized plants can survive extreme water scarcity"
},
"environmental_properties": {
"water_scarcity": 2.8,
"solar_exposure": 3.0,
"temperature_extremes": 2.5,
"wind_exposure": 1.8,
"soil_aridity": 2.9,
"biodiversity": 0.3
},
"resource_modifiers": {
"solar_energy": 2.5,
"mineral_deposits": 1.8,
"rare_earth_elements": 1.5,
"salt_deposits": 2.0,
"geothermal_energy": 1.4,
"agriculture": 0.1,
"forestry": 0.0,
"water_resources": 0.1,
"industrial_suitability": 1.2,
"tourism": 1.0
},
"industrial_considerations": {
"construction_requirements": [
"extreme_heat_resistance",
"sand_and_dust_protection",
"water_conservation_systems",
"thermal_insulation"
],
"advantages": [
"excellent_solar_energy_potential",
"exposed_mineral_resources",
"vast_open_spaces",
"minimal_environmental_constraints"
],
"challenges": [
"extreme_water_scarcity",
"temperature_stress_on_equipment",
"sandstorm_damage",
"worker_health_and_safety"
]
},
"gameplay_effects": {
"defensive_bonuses": {
"natural_barrier": 2.0,
"difficult_logistics": 2.5,
"heat_exhaustion_advantage": 2.2
},
"economic_factors": {
"solar_farm_efficiency": 2.8,
"mineral_extraction_bonus": 1.7,
"water_importation_costs": 3.0,
"construction_heat_costs": 1.8
},
"strategic_value": {
"renewable_energy_hub": 2.7,
"resource_control": 1.9,
"natural_isolation": 2.3
}
},
"survival_adaptations": {
"water_sources": [
"rare_oases",
"underground_aquifers",
"seasonal_water_holes",
"dew_collection"
],
"temperature_management": [
"underground_shelter",
"thermal_mass_utilization",
"reflective_surfaces",
"shade_structures"
],
"navigation_challenges": [
"shifting_sand_dunes",
"heat_mirages",
"sandstorm_visibility",
"landmark_scarcity"
]
},
"wildlife": {
"adapted_species": [
"desert_reptiles",
"nocturnal_mammals",
"water_conserving_birds",
"specialized_insects"
],
"hunting_opportunities": 0.3,
"biodiversity": 0.3,
"conservation_value": "specialized_endemic_species"
},
"climatic_patterns": {
"daily_temperature_cycle": "extreme_day_night_variation",
"seasonal_patterns": "hot_dry_vs_less_hot_dry",
"precipitation_events": "rare_but_intense_flash_floods",
"wind_patterns": "dust_storms_and_thermal_circulation"
},
"geological_features": {
"sand_dunes": "shifting_landscape_features",
"rock_outcroppings": "rare_shelter_and_navigation_points",
"salt_flats": "remnants_of_ancient_lakes",
"mineral_exposures": "valuable_surface_deposits"
},
"water_economy": {
"conservation_priority": "critical",
"sources": "extremely_limited_and_precious",
"management": "every_drop_must_be_utilized",
"technology": "advanced_conservation_required"
},
}