3.4 KiB
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
- Climate engine: produces temperature, rainfall, seasonality, and weather pressure.
- Biome generator: assigns weighted macro/regional/local biome blends.
- Ecology layer: chooses plant communities, wildlife, disease pressure, soil behavior, and water availability.
- Resource layer: places trees, shrubs, grasses, rocks, water bodies, edible plants, fuel, fiber, and old human-made objects.
- 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 scrub20% riparian woodland10% 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
- Add tile biome profile data assets or JSON metadata for Ground Zero.
- Register asset sets by biome weight: terrain, trees, shrubs, grasses, rocks, water, wildlife, reclaimed props.
- Convert placed foliage/resource proxies into persistent resource records.
- Add removal state and save/load durability for trees and shrubs first.
- Add slow regrowth/reseeding simulation for grasses/shrubs/trees.
- 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.