warfactoryracine/gameData/Biomes/scrubland.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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4.8 KiB
JSON

{
"biome_id": "scrubland",
"display_name": "Scrubland",
"description": "Semi-arid transition zones with sparse vegetation, scattered shrubs and bushes, serving as fallback biome for indeterminate climate conditions",
"classification": {
"type": "normal_biome",
"priority": 1,
"token_requirements": {
"_comment": "Fallback biome - no specific requirements, catches all unmatched areas"
},
"climate_conditions": {
"moderate_aridity": true,
"variable_temperatures": true,
"irregular_precipitation": true,
"transitional_zone": true
},
"elevation_range": {
"minimum": 0,
"maximum": 1500,
"typical_range": [200, 800],
"formation_zone": "transition_areas_between_major_biomes"
},
"generation_notes": {
"formation_process": "Default fallback biome for areas not matching specific climate criteria",
"geographic_distribution": "Transition zones, climate boundaries, indeterminate areas",
"rarity": "Common - appears where other biomes don't fit",
"minimum_area": 50,
"typical_area_range": [100, 500]
}
},
"vegetation": {
"primary": "mixed_shrubs_and_bushes",
"secondary": ["drought_tolerant_shrubs", "hardy_grasses", "scattered_small_trees", "thorny_bushes"],
"characteristics": [
"sparse_vegetation_cover",
"drought_adaptation",
"mixed_growth_patterns",
"seasonal_variation",
"opportunistic_growth"
],
"forest_compatibility": "scattered_trees_only",
"note": "Adaptable vegetation that survives in variable conditions"
},
"environmental_properties": {
"vegetation_density": 1.2,
"soil_stability": 1.4,
"erosion_resistance": 1.1,
"water_retention": 1.0,
"fire_risk": 1.6,
"biodiversity": 1.1
},
"resource_modifiers": {
"agriculture": 0.7,
"livestock_grazing": 1.4,
"small_game_hunting": 1.2,
"medicinal_plants": 1.3,
"thorny_wood": 1.1,
"wind_energy": 1.2,
"solar_energy": 1.3,
"forestry": 0.3,
"industrial_suitability": 0.8,
"tourism": 0.6
},
"industrial_considerations": {
"construction_requirements": [
"basic_ground_preparation",
"seasonal_weather_adaptation",
"dust_and_wind_protection"
],
"advantages": [
"low_environmental_restrictions",
"moderate_construction_costs",
"good_solar_exposure",
"reasonable_access_routes"
],
"challenges": [
"limited_water_availability",
"variable_soil_conditions",
"fire_risk_management",
"dust_storm_considerations"
]
},
"gameplay_effects": {
"defensive_bonuses": {
"moderate_concealment": 1.2,
"irregular_terrain_advantage": 1.1
},
"economic_factors": {
"low_development_costs": 1.3,
"moderate_maintenance_costs": 1.1,
"grazing_income": 1.4
},
"strategic_value": {
"transition_zone_control": 1.2,
"buffer_territory": 1.3,
"fallback_settlement": 1.1
}
},
"seasonal_patterns": {
"wet_season": {
"conditions": "increased_vegetation_growth_and_temporary_blooming",
"opportunities": "grazing_improvement_and_limited_agriculture",
"wildlife": "increased_activity_and_breeding"
},
"dry_season": {
"conditions": "vegetation_dormancy_and_increased_fire_risk",
"challenges": "water_scarcity_and_livestock_stress",
"wildlife": "reduced_activity_and_migration"
}
},
"wildlife": {
"adapted_species": [
"small_mammals",
"ground_birds",
"reptiles",
"hardy_insects"
],
"hunting_opportunities": 1.2,
"biodiversity": 1.1,
"conservation_value": "moderate_ecosystem_diversity"
},
"soil_characteristics": {
"soil_type": "variable_sandy_clay_soils",
"organic_matter": "moderate_due_to_mixed_vegetation",
"drainage": "generally_well_drained_with_seasonal_variation",
"erosion_risk": "moderate_especially_during_dry_periods"
},
"land_use_potential": {
"extensive_grazing": "primary_economic_use",
"limited_agriculture": "drought_resistant_crops_only",
"renewable_energy": "good_solar_and_wind_potential",
"rural_settlements": "viable_with_water_management"
},
"water_management": {
"water_sources": "seasonal_streams_and_groundwater",
"conservation_needs": "essential_for_any_development",
"irrigation_potential": "limited_but_possible_with_investment",
"drought_resilience": "moderate_natural_adaptation"
},
"fire_ecology": {
"natural_fire_frequency": "irregular_seasonal_fires",
"fire_adaptation": "mixed_vegetation_recovery_rates",
"fire_management": "controlled_burns_for_grazing_improvement",
"fire_prevention": "firebreaks_and_early_warning_systems"
}
}