Biomes

When you look at it, a lot of human house-pests are things that live in caves (or so I hear), and pigeons, the common city bird, are adapted to live on mountainsides. Rats, being adaptable generalists, have invaded our environment and enjoyed great success, owing to the lack of predators - at least until cats also moved in, to hunt the rats.

So this proposal, in my opinion, is very accurate to real life. Human environments have some analogous attributes to other environments, and so they’ve accumulated a number of species that aren’t humans - although many are domesticated. I suspect adaptable generalists would be most prominent in alien cities.

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Right. So species from “similar environments” would move to those cities.

So I have been thinking about Anthropogenic Biomes recently, and how my earlier system was not broad enough in some places and too broad in others. It’s far from complete, but I had an idea to fix a few of the issues.

(Density Subcategory) (Specialist Subcategory) (Size Subcategory) Settlement (Biome)

  • Residential Area (Cluster)
    • House (Patch)
      • Attic (Feature)
      • Walls (Feature)
      • Cellar (Feature)
    • Apartments (Patch)
  • Dump

Examples of Settlements would be:

  • Rural Crop Village
  • Suburban Mining Town
  • Urban Tourism City

That’s all I have at the moment. It will likely take me a while to properly flesh it out, but what do you think?

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Would these be “clusters” like the “Residential Area”?

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Those are meant to be (Density Subcategory) (Specialist Subcategory) (Size Subcategory) Settlement (Biomes)

Farms and Mines would be clusters.

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Then what would a region containing cities and villages be called?

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Consider that biomes, especially wetlands, can run into each other. You could have the ocean, a beach, a marine tidal zone, a freshwater tidal zone, a freshwater marsh, a grassland, and a river all within spitting distance of each other.

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Hm. So biomes are then the highest form of “area category” here, right?

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Biomes can be really big or fairly small. A cave can be a small area inside a massive forest, but the cave is, in some cases, considered it’s own biome, and perhaps in others, just a patch or a feature. To a small creature, a house is a patch, but to a big one it’s a feature. To a small creature a residential area is a cluster, but to a big one it’s a patch. To a small creature, a city is a biome, but to a big one, it could be a cluster, or even just a patch. It is sort of size dependent. That’s one of the things that makes this difficult.

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Yeah. Through I guess some sort of a proper biome/patch/feature - size system will need to be implemented one day properly. Albeit before the strategy stages, I can imagine there’d be less areas which could switch their category due to creature size.

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Yeah, this distinction makes no sense to me. What makes an apartment different from a house? What about a condo? What about a hotel? Will non-human species have remotely similar distinctions? Have humans even always had that sort of distinction? (answer: no) Do bugs even care about the difference? Answer: Yeah bugs don’t care so we don’t have to answer the other questions.

Additionally, I think farmland is an extremely important anthropogenic biome.Farmland could be generated near villages, though many peoples throughout history have lived in city-like areas and commuted to farmland, farmland has pesticides and abundant food and guard beasts and crop rotations, it’s incredibly dynamic for gameplay. Ships are similarly important. If a creature does well in the ship biome they could become an invasive species. Who cares if species x is a better invasive species if species y doesn’t have to wait for some idiot to take it somewhere to handle the pest problem because it can sneak onto ships. Simulating ships as a biome adjacent to port cities and fishing villages could help simulate invasive species through autoevo. Plus, cats have a long history on ships, even though they could in theory just have dogs (or falcons or hawks or snakes) hunt the mice, for the accuracy to know which pets are more popular on ships comes down to simulating the ship biome well.

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I wonder how many such niche simulations needed to make the civ experience fullfilled will end up being there in the strategy stages…

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I’ve been thinking more on this, and rather than define the difference between biomes and patches, I think size category is better.

Cluster of Settlements and Agricultural Land (Huge)

  • (Density Subtype) (Specialization Subtype) (Size Subtype) Settlements (Large)
    • Residential Area (Medium)
      • Residential Building (Could be Medium, Small, or Tiny)
        • Wall (Tiny)
        • Storage Room (Tiny)
        • Subterranean Room (Cellar, Etc) (Tiny)
        • Other Room (Tiny)
    • Market (Medium) (Could be one (medium) building, a group of small buildings, or a large group of tiny stalls)
    • Dump (Medium)
      • Trash Pile (Small)
      • Business Building (Medium or Small)
    • Ship Yard (Medium or Small)
  • Mine (Large or Medium?)
  • Farmland (Large)
    • Arable Land Plantation (Medium)
      (Subtypes)
      • Arable Crop
      • Most Cereal Grains (Includes some but not all rice; on earth, includes all non-rice Cereal Grains)
      • Timber Trees
    • Permanent Cropland Plantation (Medium)
      (Subtypes)
      • Fruit and Nut Trees
      • Grapevine (Vineyard)
      • Sugar Cane
      • Some Rice
    • Non Cropland Farm (Medium)
      (Subtypes)
      • Ranch
      • Nectar Farm (Bee Farm: for Honey)
  • Range/Pasture (Large)

(Power Subtype) (Use Subtype) Boat (Could be Large, Medium, Small, or Tiny)

Examples of boats might be:

  • Combustion Powered Aircraft Carrier Boat
  • Steam Powered Passenger Boat
  • Sail Powered Cargo Boat
  • Rowing Powered (Ship to Shore) Boat

I still need artificial aquatic biomes, as well as destroyed, abandoned, and polluted biomes, though that latter may be more modifier.

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How does one propel a ship with plant stems?

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Yeah these are garbage, way too specific.

Huh? If you meant like inside the walls I’d wouldn’t describe it that way (“wall” no clarification), and otherwise that’s a useless biome. In general I think your interior classifications are too specific. We could simply make some rooms procedurally less accessed by people and positively correlate that with things like having lots of sealed supplies and being underground, that covers the fact that someone living room is a different evolutionary challenge as a basement, but I don’t think sorting types of rooms matters too much.

These are A: too earth specific, and B: don’t actually change the environment around them. Humans will plant and maintain flowers but for most of history they used places already suited to flowers. The artificial structure is usually a table with some weird apparatus that bees build nest in on it. That isn’t a biome, that’s a table. Yes, if you are playing as a tree, you won’t be able to grow there without being cut down so you don’t overshadow the flowers, but you can’t play as a tree while another species in in even awakening, that’s a two stage difference! (Trees are in macroscopic stage.)

No clue what purpose listing a few boats serves but I dunno, whatever floats your post.

Artificial aquatic biomes aren’t a thing humans regularly build, we mainly break reefs and sink ships, which often results in artificial reefs. I see no reason either either of those needs to be especially simulated. A biome that covers reef prone areas but has no reef should exist anyways so you can have a world before the evolution of reef building species or after a mass extinction that killed them. As for shipwrecks, yeah, maybe adding things like metal and wood objects is needed, but an artificial reef seems like a reef to me. We might need some ideas for aquatic civs in general. I also think that the game should loosen the rule banning you from falling behind the AI too much if the AI forms an underwater civ. If the devs are 100% serious about underwater civs being completely unable to get to industrial, we should get the benefit of them not experiencing the exponential growth that makes the AI getting ahead of you such a threat. We should get the benefit of RPing as a tree or whatever.

Yeah, I think these are real interesting because you could get some completely artificial challenges like architecture and sealed containers of loot without the issue that you can’t play anything that threatens the people living there because they’ll kill you dead. You wouldn;t need to play around sapients, but could experience some wild stuff. It’s a really potent idea.

YES!! To end on a happy note, I love the idea of pollution as a modifier. During the guilded age, people lived in horrific amounts of pollution, that was a modifier, it didn’t change the biome, people had to live there. But, nowadays, when, say, a nuclear reactor explodes, we leave. That creates ruins biomes, which incidentally have pollution. Pollution should totally be a modifier, and it could effect natural biomes too. Live downriver of a factory? I guess you die young.

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I guess you could also have a shot at removing some types of pollution if you’ve unlocked the correct technologies…

From my wip list I made a while back. In serious need of editing and refinement.

Artificial Wetlands

  • Semiaquatic and Aquatic Croplands
    • Semiaquatic Paddy Fields (Flooded Arable) (Some Rice, Taro)
    • Aquatic Deepwater Cropland (Water is more than 50 cm (20 in) deep for at least a month) (Some Rice)
  • Freshwater Aquaculture
  • Canals
    • Waterways
    • Aqueducts
  • Reservoir

Marine

  • Marine Aquaculture
  • Submerged Structure
    • Ship
    • City

Subterranean Freshwater

  • Subterranean Canals
  • Flooded Mines
  • Freshwater Pipes
  • Sewage System
    • Industrial Sewer
    • Sanitary Sewers
    • Storm Drain
    • Combined Sewage System
  • Industrial Waste River

Artificial Shoreline

Subterranean (Non-Aquatic)

  • Landfill
  • Artificial Cave-like System
    • Underground Mine
    • Subway
    • Catacombs
    • Utility Tunnels
    • (Other Tunnel Network)

Destroyed and Abandoned Surface Areas

  • Abandoned Excavation Site
    • Open Pit Mine
    • Strip Mine
    • Mountaintop Removal Mine
  • Abandoned Deforested Forest
  • Abandoned Urban Area
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Would this be created by extreme sea level rise?

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That, a dam, or just building somewhere that “sinks” later. I’m sure dams put there share of small evacuated towns under water. And if someone builds a floating city that doesn’t float as well as they thought it would . . … Or perhaps tectonic activity caused a river to change course and flood a valley.

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What should biomes like artificially replanted forests count as?

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