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