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 Biomes: The Final Definition

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~sciocont
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PostSubject: Biomes: The Final Definition   Sat Jul 28, 2012 5:21 pm

So here it is. I'm going to lay out here everything we need to put in biomes, and how they will work, completely.

1: Determining where a biome goes
-A: Each terrain tile on a planet will be analyzed for a few separate parameters:
~I: Average Temperature
~II: Underwater (T/F)
~III: Elevation
-B: From this we can determine a couple of different biomes that it will fall into. From there on, the game groups terrain tiles into biomes based on these aspects. It will start by selecting a single terrain tile and assigning a biome to it. All terrain tiles around that tile that also fall within the acceptable parameters of that biome then also are claimed for that biome. Once it finds a tile that does not fit into the biome, it puts a border there. When none of the tiles in a biome have any neighbors with acceptable values for the biome the game picks another tile on the surface of the planet that has not yet been assigned a biome and repeats the process again and again until all tiles have been assigned to a biome.
-C:Precipitation does not effect where biomes are placed, where biomes are placed effects precipitation.

2: Determining what lives in a biome
-A: Each biome will have a set value for Gross Generational Energy. GGE is the total amount of energy available to primary consumers in that biome per terrain tile.
~I: the GGE value is multiplied by the number of tiles in the biome, and a total GGE is calculated for the biome.
-B: autotrophs with the correct biome tags are selected form the TCL and distributed, into the biome using pseudorandom noise coupled with tolerances outlined in autotroph distribution. This happens individually for each size of plant, as long as the TGGE budget is not completely used up. I'll include a list here of Energy consumption per tile for individual plant sizes here later. Once all of the autotrophs are distributed, the game can pace animals into a biome.
-C: the game tallies the total number of plant species in he biome. It divides the species count by three to find the total number of primary consumers to place into the biome. (primary consumers can be herbivores or omnivores) It selects from the TCL that many species to place in.
-D: the game calculates the total autotroph biomass of the biome and divides it by 10 to get the available biomass budget for primary consumers.
-E: now that it has a biomass budget and list of species, the game calculates how many of each species can fit into the biome, trying to make populations as even as possible. When it has finished, the initial populations for primary consumers are established.
-F: The game totals the number of primary consumer species and divides by three for the number of secondary consumer species, selects from the TCL the ones to put in
-G: The game totals the biomass of primary consumers, divides by 10 to find the available biomass for secondary consumers
-H: The game calculates the populations of secondary consumers, trying to make them as even as possible.
-I: The game tallies the total biomass of all organisms, divides by 100 to get the biomass budget for detritivores.
-J: The game divides the total number of species by 10 to get the species budget for detritivores
-K: The game creates population numbers for detritivore species.


Rules for the selection of appropriate species:

The appropriate species must:
Be of the trophic type needed
& Has the correct biome tag
& Eats organisms with sizes that are found in the biome
& Is of a size sustainable by the biome (each biome will have specific size exceptions, for example, a desert would mot allow any giant plants, a dense rain forest would not allow any giant animals)



3: Once the biome has been created, Autotroph Distribution Procedure and Auto-Evo can take over.

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PostSubject: Re: Biomes: The Final Definition   Sat Jul 28, 2012 5:38 pm

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PostSubject: Re: Biomes: The Final Definition   Sat Jul 28, 2012 5:42 pm

I approve of that.

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PostSubject: Re: Biomes: The Final Definition   Wed Nov 14, 2012 4:59 pm

Actually this is the first post in this forums that actually relates to any kind of algorythm. Maybe something from bashi, but that was more to himself. Anyway i see some things that need to be finished:

The initial creatures need to be created somehow. This is probably something for somewhere else, but we need to address it. The other possibility would be to use the ai to move them from cell to creature.

Many types of biomes could fit into the same tile. Probably you mean just to choose one that fits at random.

Usually numbers are not used to describe algorithms, as they could change.

Biomes should affect each other, for example, it would be strange to see a dense rain forest right next to a desert. We could solve that stating wich biomes can be placed next to each other (or can't) and instead of choosing a random tile to place the next biome, choose a neightbour tile. This can still have problems, but the possible solutions are a bit OT. Or you could simply not care and allow the biomes to be together.

Other than that, it is great, i love it
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PostSubject: Re: Biomes: The Final Definition   Tue Nov 20, 2012 8:29 pm

talking about biomes all the biomes on the biome suggestion will be implemented right? (ones that were approved i mean) or was that just simple brainstorming?
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PostSubject: Re: Biomes: The Final Definition   Wed Nov 21, 2012 2:32 pm

Rorsten594 wrote:
talking about biomes all the biomes on the biome suggestion will be implemented right? (ones that were approved i mean) or was that just simple brainstorming?

Both. That was simple brainstorming of biomes which, with some minor tweaks when necessary, will be implemented in-game. Of course, that doesn't mean you can post a stupid biome and it will be added.

I suspect there are quite a few near-duplicates which will be merged, too.
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