## 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>
158 lines
4.8 KiB
JSON
158 lines
4.8 KiB
JSON
{
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"biome_id": "scrubland",
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"display_name": "Scrubland",
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"description": "Semi-arid transition zones with sparse vegetation, scattered shrubs and bushes, serving as fallback biome for indeterminate climate conditions",
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"classification": {
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"type": "normal_biome",
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"priority": 1,
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"token_requirements": {
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"_comment": "Fallback biome - no specific requirements, catches all unmatched areas"
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},
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"climate_conditions": {
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"moderate_aridity": true,
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"variable_temperatures": true,
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"irregular_precipitation": true,
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"transitional_zone": true
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},
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"elevation_range": {
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"minimum": 0,
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"maximum": 1500,
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"typical_range": [200, 800],
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"formation_zone": "transition_areas_between_major_biomes"
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},
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"generation_notes": {
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"formation_process": "Default fallback biome for areas not matching specific climate criteria",
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"geographic_distribution": "Transition zones, climate boundaries, indeterminate areas",
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"rarity": "Common - appears where other biomes don't fit",
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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": "mixed_shrubs_and_bushes",
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"secondary": ["drought_tolerant_shrubs", "hardy_grasses", "scattered_small_trees", "thorny_bushes"],
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"characteristics": [
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"sparse_vegetation_cover",
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"drought_adaptation",
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"mixed_growth_patterns",
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"seasonal_variation",
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"opportunistic_growth"
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],
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"forest_compatibility": "scattered_trees_only",
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"note": "Adaptable vegetation that survives in variable conditions"
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},
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"environmental_properties": {
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"vegetation_density": 1.2,
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"soil_stability": 1.4,
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"erosion_resistance": 1.1,
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"water_retention": 1.0,
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"fire_risk": 1.6,
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"biodiversity": 1.1
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},
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"resource_modifiers": {
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"agriculture": 0.7,
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"livestock_grazing": 1.4,
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"small_game_hunting": 1.2,
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"medicinal_plants": 1.3,
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"thorny_wood": 1.1,
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"wind_energy": 1.2,
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"solar_energy": 1.3,
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"forestry": 0.3,
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"industrial_suitability": 0.8,
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"tourism": 0.6
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},
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"industrial_considerations": {
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"construction_requirements": [
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"basic_ground_preparation",
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"seasonal_weather_adaptation",
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"dust_and_wind_protection"
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],
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"advantages": [
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"low_environmental_restrictions",
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"moderate_construction_costs",
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"good_solar_exposure",
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"reasonable_access_routes"
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],
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"challenges": [
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"limited_water_availability",
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"variable_soil_conditions",
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"fire_risk_management",
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"dust_storm_considerations"
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]
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},
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"gameplay_effects": {
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"defensive_bonuses": {
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"moderate_concealment": 1.2,
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"irregular_terrain_advantage": 1.1
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},
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"economic_factors": {
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"low_development_costs": 1.3,
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"moderate_maintenance_costs": 1.1,
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"grazing_income": 1.4
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},
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"strategic_value": {
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"transition_zone_control": 1.2,
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"buffer_territory": 1.3,
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"fallback_settlement": 1.1
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}
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},
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"seasonal_patterns": {
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"wet_season": {
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"conditions": "increased_vegetation_growth_and_temporary_blooming",
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"opportunities": "grazing_improvement_and_limited_agriculture",
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"wildlife": "increased_activity_and_breeding"
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},
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"dry_season": {
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"conditions": "vegetation_dormancy_and_increased_fire_risk",
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"challenges": "water_scarcity_and_livestock_stress",
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"wildlife": "reduced_activity_and_migration"
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}
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},
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"wildlife": {
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"adapted_species": [
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"small_mammals",
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"ground_birds",
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"reptiles",
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"hardy_insects"
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],
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"hunting_opportunities": 1.2,
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"biodiversity": 1.1,
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"conservation_value": "moderate_ecosystem_diversity"
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},
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"soil_characteristics": {
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"soil_type": "variable_sandy_clay_soils",
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"organic_matter": "moderate_due_to_mixed_vegetation",
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"drainage": "generally_well_drained_with_seasonal_variation",
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"erosion_risk": "moderate_especially_during_dry_periods"
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},
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"land_use_potential": {
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"extensive_grazing": "primary_economic_use",
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"limited_agriculture": "drought_resistant_crops_only",
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"renewable_energy": "good_solar_and_wind_potential",
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"rural_settlements": "viable_with_water_management"
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},
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"water_management": {
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"water_sources": "seasonal_streams_and_groundwater",
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"conservation_needs": "essential_for_any_development",
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"irrigation_potential": "limited_but_possible_with_investment",
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"drought_resilience": "moderate_natural_adaptation"
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},
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"fire_ecology": {
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"natural_fire_frequency": "irregular_seasonal_fires",
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"fire_adaptation": "mixed_vegetation_recovery_rates",
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"fire_management": "controlled_burns_for_grazing_improvement",
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"fire_prevention": "firebreaks_and_early_warning_systems"
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}
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} |