[GeoRealism] The two core BiomeInfo files

As mentioned here, I am hoping to get the climate simulator done in time for v30.
 
Before I post details on the vegetation schemes to be used for the different Biomes/Climates, I wanted to update the list of biomes

I have decided to expand the number of climates from 17 to 22-23. Some just weren't adequately represented.

Here is my proposed list. If you need too, refer to the koppen climate map on wiki.

List of Biomes
Tropical Rainforest (Af)
Tropical Monsoon (Am)
Tropical Savanna (Aw)

Hot Desert (BWh)
Cool Desert (BWk)
Desert Steppe (BSh)
Arid Steppe (BSk)

Marine Grassland (Cfb)
Marine Forest (Csb)
Mediterranean (Csa)
Humid Subtropical (Cfa)
Dry Winter Subtropical (Cwa)
Subtropical Highland (Cwb, Cwc). (Dry winters)
Marine Subarctic (Cfc)

Hot Humid Continental (Dfa,Dwa)
Warm Humid Continental (Dfb,Dwb)
Boreal Forest (Dfc,Dwc)
Highland Boreal Forest (Dsc)
Tiaga (Dfd,Dwd)
Hot Summer Continental (inland and higher elevation marine/medit) Dsa, Dsb) Dsb = high elevation
Extreme Winter Tiaga (Dsd)

Tundra (ET)
Polar Ice (EF)
 
Wait so is this different from the stuff you posted in the other thread? :confused:

That depends on what you mean. This is a list of biomes. The other was a list of terrains. Remember you asked what terrains would go to which climate? Well this is me attempting to follow through with my promise to answer that question. The actual list will take me a while to make (I will probably post tomorrow) but I wanted to propose the biome list first.
 
I will post the specifics with my big vegetation list. However, the quick answer to that is oxisols and ultisols. This is equivalent to a mix of rainforest, grass, and probably a small amount of coniferous or deciduous soil. We may want to create a separate forest soil to differentiate between monsoon and rainforest soils but honestly... they aren't that different. They do NOT have the "lush" properties we have been giving them.

I will leave that up to you.
 
@primem0ver

Well if we have graphics for it I don't see why you cannot have variations on the same category of terrain. Such as having both an monsoon and rainforst terrains. Both would have as you said similar qualities but upon map generation could be randomly chosen to be one or the other when in the right location on the map.

Such things could be done for other terrains so that map generation could be both realistic but not always predictable. Such as we might want to have different Desert terrains such as a reddish oxidized soil like we have now as well as a more yellowish desert (not sand dunes).
 
@Hydro
Well yes. A vegetation type consists of one terrain (soil) type and up to one vegetation feature. It will make more sense when I post the vegetation lists but most climates will have more than one vegetation combination. Probabilities will be assigned to each vegetation type and which vegetation is placed on a plot will depend on a random number between 0 and 100 and the vegetation assigned to a particular probability.

When the geology engine is completed, there will be less randomness involved because bedrock will come into play. However, randomness will still be a factor and bedrock is not a factor that is apparent to the player so it will still be unpredictable.
 
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