warfactoryracine/gameData/Biomes/hurricane_zone.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

100 lines
2.9 KiB
JSON

{
"biome_id": "hurricane_zone",
"display_name": "Hurricane Zone",
"description": "Coastal regions subjected to frequent hurricane activity, featuring storm-resistant vegetation and specialized ecosystems",
"classification": {
"type": "special_climate_zone",
"priority": 6,
"token_requirements": {
"hurricane_tokens": {"min": 1, "condition": "greater_than_zero"}
},
"climate_conditions": {
"high_wind_exposure": true,
"frequent_storm_activity": true,
"salt_spray_tolerance_required": true,
"coastal_proximity": true
},
"elevation_range": {
"minimum": 0,
"maximum": 100,
"typical_range": [0, 50],
"formation_zone": "coastal_areas_near_sea_level"
},
"generation_notes": {
"formation_process": "Created by hurricane_tokens from WindRegions with high wind_strength + high wetness",
"geographic_distribution": "Coastal areas in hurricane-prone latitudes",
"rarity": "Moderate - found along storm-prone coastlines",
"minimum_area": 50,
"typical_area_range": [100, 500]
}
},
"vegetation": {
"primary": "storm_resistant_palms",
"secondary": ["coastal_grasses", "mangrove_species", "salt_tolerant_shrubs"],
"characteristics": [
"deep_root_systems",
"flexible_trunks",
"salt_tolerance",
"rapid_recovery_after_storms"
],
"forest_compatibility": false,
"note": "Traditional forests cannot survive the frequent high-wind disturbances"
},
"environmental_properties": {
"storm_resistance": 3.0,
"coastal_access": 2.0,
"wind_energy_potential": 2.5,
"biodiversity": 1.2,
"soil_stability": 0.6,
"water_drainage": 1.8
},
"resource_modifiers": {
"wind_energy": 2.5,
"seafood": 1.8,
"storm_resistant_materials": 2.0,
"agriculture": 0.4,
"forestry": 0.1,
"industrial_suitability": 0.6,
"tourism_potential": 1.4
},
"industrial_considerations": {
"construction_requirements": [
"hurricane_resistant_buildings",
"elevated_foundations",
"storm_surge_protection"
],
"advantages": [
"excellent_wind_energy_sites",
"natural_harbors_from_storm_carving",
"unique_marine_resources"
],
"challenges": [
"seasonal_evacuation_needs",
"infrastructure_maintenance_costs",
"limited_agricultural_productivity"
]
},
"gameplay_effects": {
"defensive_bonuses": {
"coastal_fortification_bonus": 1.5,
"storm_shelter_effectiveness": 2.0
},
"economic_factors": {
"insurance_costs": 2.5,
"reconstruction_frequency": "seasonal",
"specialized_industry_bonus": 1.3
},
"strategic_value": {
"naval_base_suitability": 1.8,
"early_warning_systems": 2.0,
"hurricane_tracking_advantage": true
}
},
}