The SotE simulation would consist of many subsystems, that interact with each other. While any subsystem can influence any other, there are still cases where one subsystem is difficult to build without some other in place. Thus, there arises an order in which things should be made. Below is the proposed order for the subsystems to be implemented for the first public release.
- Geology / Tectonics*
- Climate / Weather*
- Wilderness / Ecology
- Economics / Trade
- Technology / Culture
Now, this does not mean one of those needs to be complete, in order to move on to the next, it needs to be complete enough, that is, the following parts must be able to build onto it, revisiting the existing parts will be possible, and sometimes needed. The first version should have some implementation of all of these, to be expanded upon in later versions. Now to delve into each of these subsystems in more detail.
Geology / Tectonics
For this, a temporary model will be used for now, either with an adaptation of the code Demian developed recently, or with some form of Perlin noise. This will generate height, and optionally ruggedness. The other thing needed from this model is zones of tectonic activity, for generating volcanoes and earthquakes.
Later on, a true tectonic model can be used, whereby such variables naturally emerge.
Climate / Weather
This, too, will for now have a temporary model, with a static model describing the average air pressure, wind velocity, and evaporation and precipitation. These, then, with the elevation data, can be used to describe the course of rivers, and the general moisture levels of various locales. The other thing needed from this model is zones at risk of extreme weather, like tropical cyclones.
Later on, a true climate model and weather model can be used, so that such behaviour emerges naturally, however, this may turn out to be a strain on processing power.
Presumably, for the first version, SotE will only use a single wilderness biomass variable per tile, because dealing with various species, both flora and fauna, will take up too much memory and processing power.
This is where the fun starts: various races, various pop types, interacting with the land and wilderness.
Economics / Trade
Now we get into the production and consumption of various goods. Supply and demand will determine prices. Prices will drive changes in employment, and longer-distance trade.
This gives rise to the idea of countries, and subdivisions within them. Internal politics will be developed as an integral part, not grafted on later. This might also lead to the representation of individuals, which fulfill roles at the various layers of government.
The design of a military system is wide open. One crucial point to take into account is “military diplomacy”, and settling of wars. A model must be developed that works for all societies, from the stone age until the start of the industrial revolution.
What does the forum think? Feedback of all kinds is appreciated.