| The
Clash of Civilizations Climate & Ecology Model |
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| Model Description Map Generation is very interesting, and certainly a feature in many computer games. But an Ecosystem Generator? That's right, another revolutionary concept brought to you by the Clash Design Team! If you're fascinated by Climate and Ecology modeling, this page is for you! |
Climate/Ecology Model Team
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1. Generation. The map generator generates the height, terrain (flat, rolling, hills or mountains), mineral reserves and geological specials (including groundwater, if it is used). There will also be a number for each square noting the geological unstability (0-100). Global variables will be used by the events and for global warming and give the possibility to customize maps: GM
Global Moisture 1.1. Climate Climate is assigned using the following percentages of the distance in squares from pole to equator
1.2. Temperature and moisture Temperature:
1.3. Ocean, sea and ice cap Every
square less than 1000m below sea level is sea. (still
on the continental flat) Every land square adjacent to sea or ocean gets:
Every square with a temperature less than 5 is ice cap. 1.4. Sea currents and wind currents Ocean currents can have a very drastic and far-reaching effect, 0-5 standard would not be too few. On the other hand, they are an excellent tool for scenario designers. Wind currents are not so far-reaching, but ought to be generated in parallel groups. Sea currents are vectors, 0 to 10 squares long (standard map). They run straight and only through sea or ocean squares. Their zone of effect is defined by the oval inscribed in the rectangle with the starting point of the vector as corner and the ending point as center. The difference in latitude (start minus end) defines the strength of the effect. Each square in that zone gets that number (can be negative) added to its moisture and temperature values. Wind currents are vectors, 0 to 10 squares long (standard map). They run straight, through any squares. If the starting point is sea, all land squares in the course of the vector get the length of the vector added to their moisture values. If at a certain point the vector crosses a mountain square, the vector stops and a new vector starts from the next square in that direction that isn’t mountainous. If the starting point of a wind vector is land, the length of it is distracted from the moisture values. 1.5. Lakes, rivers and wetlands Rivers add +GM/10 moisture to the adjacent squares. Every square with moisture > 25 has Moisture( +10 if T<=5) % chance to become wetland. Also each flat square with height equal to sea level +/-1 next to ocean, sea or lake becomes wetland. Every square with moisture > 30 has Moisture % chance to become a lake (except when adjacent to ocean or sea, then it becomes wetland instead). Every 100 years the height of sea or lake squares at the river mouth increase with 1 m. If they reach sea level, they are converted to flat wetland. Every time the height of square adjacent to a river changes height, the river course is regenerated from that square downstream. 1.6. PBM Potential biomass is the amount of life a give piece of land can support. It is recalculated each time Moisture, Temperature, Terrain, Water or adjacent rivers or wetlands change. BM is the actual amount of a life square supports. Initially, BM = PBM. When BM changes, the square is flagged. Each turn the BM (re)gains/loses BM*0.05+PBM*0.05 towards the PBM value of the square. When they are equal, the square is unflagged. 0
: wasteland (nothing) Land
:
1.7. Food sites Food
sites define the agricultural and fishing productivity
of a square. (See 2.1. Farming and the economy model for
the production function) number
of food sites = terrain factor * 20 * e^(-((BM-60)^2))/(2*15^2)
+ (BM/60) BM
Type Sites 1.8. Specials There are several categories. Each category has a standard set of properties, so you can add just pictures (and names), and they will function just as the standard for that category. It’s also possible to modify temperature and moisture ranges, probability, size of benefit. For their function see economy model and merchant agents. Staple
food (rice, kelp, Martian wheat, …) Industrial
resources (rubber, peat, peanut oil..) Small
war animal (horse, camel, giant lizard,..)
Large war animal (elephant, bizon, Bugblatter Beast of
Traal..)
Pack animal (donkey, horse, walking basket,..) 2. Interaction When human activity increases, their influence on the land increases, causing changes in the environment. Each time when population has increased by 1000, deforestation and erosion are triggered. Large-scale construction also triggers deforestation and erosion (eg. roads, fortifications,..).
Farming essentially forces the ecosystem to turn part of its biomass into products usable by humans. A farmed square doesn’t regenerate if the population on it is higher than BM*1000. The highest possible number of food sites is available at a BM of 60 on flats. When deforesting a square intentionally, its BM is reduced to 60 (on the edge of low cover and light forest). Wetlands cover an entire square and therefore require a large-scale program to drain. Each wetland has a rating that says how much water infrastructure is needed to keep it from being a wetland. This infrastructure is not extra needed, but just a minimum to make the square inhabitable and is normally used for other purposes. 2.2. Hunting & fishing Normally, farmers are supposed to supply their diet by doing a little hunting. However, when they have advanced farming methods and produce their own meat, they no longer have time for hunting. But the animals eat grass and the expanded settlements need space, so it’s the same for the BM. Large-scale hunting can be done only once per square. 10% is deducted from the BM, 5% from the PBM. The yield is (10% of BM *x), x depending on what commodity is wanted, food, furs, .. May be limited to special. Special is depleted in that case. Fishing works the same as farming, but the fishing tech is needed instead of the farming tech. Also, it needs port infrastructure to take the food yield to land, where it is consumed or traded. River fishing is already incalculated in the PBM. 2.3. Water supply A square can support a population of Moisture*100000, beyond that limit extra water needs to be acquired. Industry should also have water requirements. If transportation networks for water exist, all connected squares (= the province) draw from the total pool. Water is provided by the Moisture of the square and any Water type (Ocean, sea, etc.) but specific tech applications, infra and investment may be needed to use it. If groundwater is used, it’s amount globally is 3 times the amount in rivers, lakes and wetland. 2.4. Production and pollution The
wood supply adds to the production potential of a square:
Pollution is environmental damage: a decrease of PBM. It also damages infrastructure, affects the health of the population and the cultural value natural affinity. It is a function of production and population and is calculated every turn. Relevant to it are: (energy) production, environmentalism, recycling, transport, civil engineering techs; cultural values: individualism and natural affinity; trade routes. It is calculated every turn. Pollution always has local effects. It’s also possible for pollution to follow a wind current, ocean current or river. Furthermore, a part of it is added to GAP (global atmospheric pollution) to keep track of climate disturbance. 2.5. Waste and recycling Waste is recorded per square. Each turn a part of the infrastructure decay is added to it. Each turn it decreases with an amount based on BM. After that, 5% is converted to pollution. The number of resource sites used in the production function rises with a percentage based on the recycling tech. These extra sites don't contain resources, but resources are extracted from them as if they were there. Thus it reduces the amount of resource loss, while increasing production. (Recycling infra required). An application of recycling is Waste Recuperation: the waste is converted and added to the production sites. (Recycling infra required). Radioactive waste is stored as a special, causing disease. 2.6. Climate disturbance At the start of the game, a random direction for climate change is generated (warmer or cooler). When GAP reaches a certain threshold (determined by the size of the map/planet and the total BM), add or subtract 1 from GT as appropriate. Add or subtract 1 to Temperature of all squares. Trigger Melting Icecap on all icecaps. Repeat each time threshold is passed. When the difference between the previous GT and the actual GT is 5, recalculate all PBM using the new GT. Generate a new random climate change direction. Trigger Melting Icecap on all icecaps. 2.7. Environmental protection and restoration
3. Disasters / Events Each
turn each disaster has a % chance to happen (delay it
a number of turns to avoid load/save cheating). When it
happens, a square with the appropriate prerequisites is
randomly picked, and the effects are applied. Then check
possible triggering of other disasters, and handle them.
For each disaster a new severity level is generated.
Population and military loss are for level 1 disasters, multiply by level to find the correct percentage. BM and PBM effects are as described. (I used TK’s old percentages here, assuming he has done some research, except where I have my own data. I don’t have anything new on infra loss yet.)
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