# 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.