Expand roadmap for layered biome simulation
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@@ -29,6 +29,7 @@ Core commitments:
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- [ ] Build toward an Earth-scale world made from real-world terrain tiles.
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- [ ] Keep travel paced by believable real-world movement, vehicles, terrain, and character condition.
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- [ ] Treat terrain, bathymetry, biomes, resources, rivers, and mountains as data-driven long-term infrastructure, not one-off maps.
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- [ ] Represent each real-world tile with layered climate, biome, ecology, and human-use metadata so the in-game environment feels geographically recognizable rather than using generic biome labels.
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- [ ] Keep base world time grounded; the world should progress without feeling artificially sped up.
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- [ ] Make player skill, tools, infrastructure, cooperation, and knowledge improve efficiency, yield, reliability, quality, and capacity rather than breaking natural biological time.
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- [ ] Treat learning as a core play loop: knowledge unlocks understanding, practice builds competence, and infrastructure makes advanced work possible.
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@@ -1349,16 +1350,29 @@ Goal: Expand from a small test world toward a huge, regionally diverse, persiste
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## 0.7.B Biome Diversity
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- [ ] Derive biome candidates from real-world land-cover, climate, elevation, and water data.
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- [ ] Add forest biome.
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- [ ] Add plains biome.
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- [ ] Add mountain biome.
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- [ ] Add wetland biome.
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- [ ] Add desert/dryland biome.
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- [ ] Add cold biome.
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- [ ] Add biome-specific resources.
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- [ ] Map natural resources to likely real-world geology, flora, water, and climate.
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- [ ] Add biome-specific survival pressure.
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- [ ] Define a layered real-world biome architecture instead of a simplified school-model biome list.
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- [ ] Define the biome data contract for each 1 km tile: macro biome weights, regional ecological region, local sub-biome blend, confidence score, source datasets, generation version, and manual override fields.
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- [ ] Define core climate bands that drive temperature, daylight, seasonality, and weather behavior: polar, subpolar, boreal, cool temperate, warm temperate, subtropical, tropical, and highland/alpine.
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- [ ] Define roughly 15-25 macro biome families as the maintainable top-level simulation vocabulary.
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- [ ] Define roughly 60-120 regional biome variants so recognizable places such as the Pacific Northwest, Siberia, Patagonia, the Great Plains, Mongolian Steppe, Scottish Highlands, Amazon Basin, and Mediterranean coasts can emerge without one-off labels.
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- [ ] Define procedural local sub-biome blending so tiles can carry weighted mixtures such as prairie, riparian woodland, marsh, rocky slope, or scrub edge instead of hard biome borders.
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- [ ] Derive biome weights from latitude, elevation, rainfall, prevailing wind, ocean proximity, ocean currents, soil type, drainage, seasonal temperature swing, rain shadow effects, and river/wetland systems.
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- [ ] Add biome inference rules for real Earth patterns: subtropical west-coast Mediterranean climates, humid east coasts, interior continental steppe/prairie, leeward mountain deserts, equatorial alpine tundra, river-valley fertility, and coastal/marine moderation.
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- [ ] Add forest biome variants: tropical rainforest, tropical seasonal forest, temperate deciduous forest, temperate rainforest, boreal conifer forest, cloud forest, and mangrove forest.
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- [ ] Add grassland biome variants: savanna, prairie, steppe, pampas, and alpine meadow.
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- [ ] Add dryland biome variants: hot desert, cold desert, semi-arid scrubland, Mediterranean shrubland, and badlands.
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- [ ] Add cold-region biome variants: arctic tundra, alpine tundra, ice sheet, and glacier.
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- [ ] Add wet-system biome variants: swamp, marsh, fen/bog, river delta, and floodplain.
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- [ ] Add aquatic and coastal biome variants: freshwater river, freshwater lake, estuary, rocky coast, sandy coast, coral reef, and kelp forest.
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- [ ] Add a climate-engine layer that produces the environmental variables biome generation consumes.
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- [ ] Add a biome-generator layer that assigns weighted biome and regional-variant outputs to each tile.
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- [ ] Add an ecology layer that converts biome weights into plausible plants, animals, diseases, soil fertility, water access, fuel availability, and building-material availability.
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- [ ] Add a human-use layer that converts biome/ecology outputs into crop viability, settlement density, trade value, culture pressure, transportation difficulty, warfare strategy, and long-term economic specialization.
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- [ ] Make crop viability, animal species, disease pressure, water access, building materials, fuel availability, trade economics, settlement density, cultural evolution, transportation difficulty, and warfare strategy consume the same biome/ecology tile metadata instead of separate hand-authored rules.
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- [ ] Map natural resources to likely real-world geology, flora, water, climate, soil, and land-cover data.
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- [ ] Add biome-specific survival pressure for exposure, thirst, food reliability, fire risk, disease risk, travel friction, shelter material scarcity, and visibility.
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- [ ] Add biome plausibility QA checks that reject tiles whose climate, vegetation, water, soil, and resource placement contradict the represented real-world location.
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- [ ] Keep Ground Zero as an early coastal-scrub proof tile, but require future generated tiles to move toward this layered biome contract as the Earth-scale pipeline matures.
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## 0.7.C Logistics And Transportation
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