EXTREME DETAILS

The Planet

My planet is split into a grid of 450 regions--30 across and 15 down. This encompasses the majority of the planet, although there is frozen wasteland at both poles. Each Region has the following properties:
  • longitude
  • latitude
  • moisture rating (wet, swamp, land, desert)
  • temperature rating (hot, moderate, cold)

    Current stats are kept on each region tallying the population and number of species there. The bio-load of the region dictates how much food is there for the lowest animal on the food chain. Too much bio-load and the base of the food chain will start to flail. Only the strong will survive. Occassionally I plan on changing the properties on the regions to simulate extreme global catastrophes. I could turn the temperature down, or move land masses, etc.

    The Creatures

    Creatures living on my planet have several properties:
  • food level (1-9, 9 being the top of the food chain, 1 feeding on non-life resources)
  • lowest eatable food level (0-9, only level 1 has the value of 0)
  • highest eatable food level (0-9, only level 1 has the value of 0)
  • defense capability (1-9, 9 being strong)
  • offense capability (1-9, 9 being strong)
  • intelligence (1-9, 9 being the smartest)
  • size (1-9, 9 being huge)
  • strength (1-9, 9 being the strongest)
  • migration tendency (1-9, 9 meaning most likely to move)
  • prefered moisture (2-9, ocean to desert and in between)
  • prefered temperature (1-8, hot to cold)
  • birthrate (10-60%)
  • date evolved along with ancestor

    These properties dictates who eats who and who lives and who dies.

    The Process

    Once an hour a process kicks off and loops through each region doing the following:
  • Animals are fed in order of food level, what food level they eat, their strength, and their population in the region.
  • Animals are eaten in such away that all eligible animals are effected, but higher populations will be effected more. To be able to eat something, you must be of equal or higher food level than your prey, and that prey must fall between your lower and higher food restrictions. Also, your offense multiplied by your intelligence must be greator or equal to the defense multiplied by the intelligence properties of your prey. Your food need is deteremined by your strength and size. Larger prey feed you quicker. Only half of any population is available for eating each cycle (the weaker half).
  • Each animal in the region then considers migration based on its tendency to do so. If migration occurs, it might fail if trying to migrate to a region without the properties to suit that lifeform.
  • If enough creatures are not eaten or starved to meet it's death rate (1/2 the birthrate), they die off.
  • The remaining creatures then multiply.
  • A decision is then made whether this region will have a mutation based on a hard coded probability (10%, a lot of radiation here). If a mutation occurs in a regions, one of its creatures is randomly chosen and then one of its traits is randomly changed up or down. A new species is created and given a very small population to try and strive. Mutations could be to any of the creature's properties and in either direction (up or down). Lots of the qualities are limited on other qualities. For example, the rating of intelligence can not be more than twice the creature's size.
  • Stats are then updated.




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