Queue Ground Zero assets and biome resource plan

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# Biome And Natural Resource Generation Plan
Agrarian needs Earth-aware tile generation, not hand-authored placeholder maps.
Every 1 km tile should derive its biome and natural resources from real-world
environmental signals, then place removable and persistent objects that behave
like real natural resources.
## Biome Selection Inputs
Each tile should eventually derive biome weights from:
- latitude
- elevation
- slope and aspect
- rainfall
- seasonal temperature swing
- ocean proximity
- prevailing wind
- ocean currents
- rain-shadow effects
- soil type
- drainage
- river, lake, wetland, and coast proximity
- land-use history when available
## Layered Generation
1. Climate engine: produces temperature, rainfall, seasonality, and weather
pressure.
2. Biome generator: assigns weighted macro/regional/local biome blends.
3. Ecology layer: chooses plant communities, wildlife, disease pressure, soil
behavior, and water availability.
4. Resource layer: places trees, shrubs, grasses, rocks, water bodies, edible
plants, fuel, fiber, and old human-made objects.
5. Human layer: derives agriculture suitability, settlement pressure, trade
value, travel difficulty, and cultural/economic implications.
## Biome Output Shape
Avoid hard borders. A tile should produce weighted blends such as:
- `70% coastal scrub`
- `20% riparian woodland`
- `10% seasonal marsh`
Those weights drive asset selection, density, color variation, seasonality, and
resource availability.
## Persistent Natural Resources
Every removable world object should have durable state:
- unique tile-local resource id
- resource type
- species or object profile
- transform
- growth stage
- health
- age
- quantity remaining
- removed/depleted timestamp
- player/planted/natural origin
- respawn or regrowth policy
- last simulation timestamp
## Removal And Regrowth Rules
- Trees, shrubs, rocks, puddles, lakes, ruins, shelters, and large props should
not silently pop back after removal.
- Player-removed trees and shrubs stay removed unless replanted or naturally
reseeded over realistic in-game time.
- Stumps, deadwood, brush piles, and disturbed ground should be valid aftermath
states rather than instant deletion.
- Water bodies are removable only through believable terrain/drainage changes,
drought, construction, or simulation systems.
- Edible plants, grasses, brush, and fiber resources can replenish, but only on
realistic seasonal timelines and only when biome, weather, grazing, and human
use allow it.
- Player-planted resources use explicit planting/cultivation rules rather than
random respawn.
## First Implementation Slice
1. Add tile biome profile data assets or JSON metadata for Ground Zero.
2. Register asset sets by biome weight: terrain, trees, shrubs, grasses, rocks,
water, wildlife, reclaimed props.
3. Convert placed foliage/resource proxies into persistent resource records.
4. Add removal state and save/load durability for trees and shrubs first.
5. Add slow regrowth/reseeding simulation for grasses/shrubs/trees.
6. Extend to water bodies, edible plants, rocks, and reclaimed objects.
## Investor Relevance
This system should make new tiles feel recognizable without hand-sculpting each
one. A Pacific coastal tile, a prairie tile, a boreal tile, and a river valley
tile should choose different assets, resource densities, travel difficulty, and
survival pressures automatically.