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AgrarianGameArchive/Docs/World/BiomeAndNaturalResourceGenerationPlan.md
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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.