Simulation_Framework_v4

Ecosystem & Civilization Simulation Framework v4

Core System Overview

The simulation tracks three interconnected layers that influence each other in real-time:

  • Biological Layer: Beast populations, territorial dynamics, migration patterns
  • Civilization Layer: Settlements, guilds, governments, trade networks
  • Technology Layer: Development levels, resource extraction capabilities, magical integration

Each layer feeds data to the others, creating emergent complexity from simple rule interactions.


Regional Foundation Framework

Regional Classifications

  • Wilderness Zones: Untamed areas with natural ecosystem dominance
  • Frontier Regions: Light settlement with contested beast/civilization control
  • Civilized Territories: Established settlements with managed beast populations
  • Urban Centers: High population density with minimal beast presence
  • Dungeon Zones: Isolated ecosystems with accelerated population cycles

Base Regional Attributes

Each region tracks:

  • Biome Type: Primary environmental classification
  • Carrying Capacity: Natural population limits for both beasts and settlements
  • Resource Wealth: Abundance of natural materials, magical components, strategic resources
  • Accessibility: How easily the region connects to trade routes and communication
  • System Density: Concentration of System energy affecting enhancement rates
  • Stability Index: Resistance to rapid change (political, ecological, magical)

Biological Simulation Layer

Population Dynamics

Beast populations exist in one of six states within each region:

  • Extinct: Species eliminated from region
  • Endangered: 1-5% of carrying capacity, vulnerable to elimination
  • Rare: 6-15% of carrying capacity, limited territorial influence
  • Present: 16-40% of carrying capacity, stable minor presence
  • Common: 41-70% of carrying capacity, significant ecosystem role
  • Dominant: 71-100% of carrying capacity, apex territorial control

Migration Pressure System

Populations migrate between regions based on:

  • Overpopulation: When exceeding 85% carrying capacity
  • Resource Depletion: Competition for food, territory, mates
  • Predation Pressure: Apex predators forcing prey migration
  • Civilization Pressure: Settlement expansion reducing habitat
  • Environmental Events: Natural disasters, magical surges, climate shifts
  • Player Disruption: Hunting pressure, territorial claims, base construction

Enhancement Progression

System-touched beasts undergo generational improvements:

  • Generation 0: Natural baseline creatures
  • Generation 1: Basic System enhancements (+10% all capabilities)
  • Generation 2: Specialized adaptations (+25% focused capabilities)
  • Generation 3: Supernatural traits (+50% plus magical abilities)
  • Generation 4: Apex evolution (+100% plus extraordinary powers)

Civilization Simulation Layer

Settlement Development Stages

  • Camp (10-50 people): Temporary presence, minimal ecosystem impact
  • Outpost (51-200 people): Permanent but small footprint, defensive focus
  • Village (201-800 people): Established community, local resource management
  • Town (801-3,000 people): Regional trade hub, moderate infrastructure
  • City (3,001-15,000 people): Major political center, extensive resource needs
  • Metropolis (15,001+ people): Dominant regional force, massive ecosystem impact

Guild System Integration

Guilds provide specialized regional effects:

Adventurer Guilds:

  • Reduce dangerous beast populations through systematic hunting
  • Generate demand for rare materials, driving exploration
  • Provide rapid response to ecosystem threats
  • Create safe travel corridors between settlements

Merchant Guilds:

  • Establish trade routes connecting regions
  • Drive resource extraction and economic development
  • Influence settlement growth patterns
  • Create wealth disparities affecting regional stability

Crafting Guilds:

  • Process raw materials into finished goods
  • Drive technological advancement
  • Create demand for specific beast materials
  • Influence local resource depletion rates

Magical Guilds:

  • Manipulate local System energy concentrations
  • Accelerate or retard beast enhancement rates
  • Provide supernatural settlement defenses
  • Research new applications of System abilities

Government Types & Effects

Tribal Confederations:

  • Low ecosystem impact, sustainable resource use
  • Limited territorial expansion, high mobility
  • Cooperative beast management, seasonal migration patterns
  • Tech Level: Stone Age to Bronze Age

City-States:

  • Intense local resource exploitation
  • Strong defensive capabilities, limited expansion
  • Mercenary approach to beast management
  • Tech Level: Iron Age to Classical

Feudal Kingdoms:

  • Hierarchical land management, noble estates
  • Systematic beast culling for agricultural expansion
  • Professional military beast-hunting units
  • Tech Level: Medieval to Early Renaissance

Trade Republics:

  • Resource extraction optimized for profit
  • Mercenary guilds for ecosystem management
  • Rapid technological adoption and development
  • Tech Level: Renaissance to Early Industrial

Magical Theocracies:

  • System energy manipulation affects local ecosystems
  • Religious doctrine influences beast treatment
  • Magical enhancement of settlement capabilities
  • Tech Level: Variable, often anachronistic combinations

Democratic Federations:

  • Regulated resource use, environmental protection laws
  • Citizen militias for beast population control
  • Research-driven technological advancement
  • Tech Level: Industrial to Modern

Technology Simulation Layer

Multi-Era Tech Tree Framework

Stone Age Branch:

  • Hunting efficiency affects beast population pressure
  • Tool quality influences resource extraction rates
  • Fire mastery enables new biome colonization
  • Settlement vulnerability high, ecosystem impact minimal

Bronze/Iron Age Branch:

  • Metallurgy enables better weapons and tools
  • Agriculture reduces dependence on beast hunting
  • Fortifications provide settlement defense
  • Moderate ecosystem impact, localized resource depletion

Classical Era Branch:

  • Engineering enables larger settlements and infrastructure
  • Military organization allows systematic beast management
  • Trade networks connect distant regions
  • Significant ecosystem modification within territorial control

Medieval Branch:

  • Castle construction provides regional strongholds
  • Professional armies enable large-scale beast culling
  • Magical integration begins affecting regional System density
  • Major ecosystem impact, habitat conversion to agriculture

Renaissance Branch:

  • Scientific method accelerates all development
  • Gunpowder technology changes beast-hunting dynamics
  • Global trade networks spread resources and technologies
  • Massive ecosystem impact, species domestication programs

Industrial Branch:

  • Mass production enables rapid settlement expansion
  • Transportation revolution connects all regions
  • Environmental exploitation reaches unsustainable levels
  • Extreme ecosystem impact, potential species extinctions

Modern Branch:

  • Advanced materials and energy sources
  • Global communication and coordination
  • Environmental science enables ecosystem restoration
  • Controlled ecosystem impact, conservation efforts

Post-System Branch:

  • Magical technology integration
  • Reality manipulation capabilities
  • Transcendent settlement and transportation options
  • Variable ecosystem impact, reality-warping potential

Technology Impact Vectors

Resource Extraction:

  • Higher tech levels can extract more resources per unit time
  • Advanced tech enables access to previously unreachable resources
  • Over-extraction creates regional resource depletion
  • Depletion pressure drives expansion and conflict

Beast Management:

  • Better weapons increase hunting efficiency and safety
  • Improved defenses reduce settlement vulnerability
  • Advanced tracking enables population monitoring
  • Conservation technology allows sustainable ecosystem management

Settlement Efficiency:

  • Better construction supports larger populations in smaller areas
  • Improved agriculture reduces land requirements
  • Advanced logistics support higher population densities
  • Magical integration transcends normal physical limitations

Integrated Simulation Mechanics

Time Cycle Processing

Daily Cycles (Immediate gameplay impact):

  • Individual beast movement and territorial disputes
  • Small-scale resource gathering and consumption
  • Player party actions and immediate consequences
  • Settlement daily activities and guild operations

Weekly Cycles (Short-term trend development):

  • Population growth/decline calculations
  • Resource availability fluctuations
  • Inter-settlement trade and communication
  • Technology research progress increments

Monthly Cycles (Medium-term change patterns):

  • Migration events and territorial shifts
  • Settlement expansion or contraction
  • Guild influence changes and power struggles
  • Technological breakthrough opportunities

Seasonal Cycles (Long-term ecosystem evolution):

  • Major population redistributions
  • Climate and environmental effects
  • Government policy changes and implementations
  • Major technological paradigm shifts

Annual Cycles (Regional transformation):

  • Species enhancement generation progression
  • Settlement development stage transitions
  • Government type evolution and revolution
  • Technology tree branch completions and unlocks

Cross-Layer Interaction Examples

Civilization Growth → Ecosystem Pressure:

  • Town expansion reduces forest habitat carrying capacity
  • Increased beast-human conflict drives systematic hunting
  • Resource demand accelerates extraction beyond sustainable rates
  • Technology advancement enables more efficient habitat conversion

Beast Enhancement → Settlement Adaptation:

  • Generation 2 dire wolves require upgraded settlement defenses
  • Apex predators force settlement clustering and trade route changes
  • Magical beasts drive development of counter-magical technologies
  • System-enhanced resources enable technological leaps

Technology Advancement → Political Change:

  • Gunpowder technology shifts military balance between settlements
  • Magical communication enables larger political organizations
  • Transportation improvements connect isolated regions
  • Resource scarcity drives territorial expansion and conflict

Player Impact Integration

Direct Actions:

  • Beast hunting affects local population levels and enhancement pressure
  • Settlement construction changes regional carrying capacity
  • Resource extraction influences economic development patterns
  • Technology introduction accelerates advancement rates

Indirect Consequences:

  • Successful adventures attract settlement to previously dangerous areas
  • Eliminated apex predators create ecological cascades
  • Introduced resources or technologies spread through trade networks
  • Political alliances and enemies influence regional development

Long-term Legacy:

  • Repeated actions establish regional behavioral patterns
  • Major accomplishments become historical reference points
  • Failed expeditions create regional cautionary tales
  • Persistent presence influences local government and guild policies

Procedural Content Generation

Dynamic Encounter Tables

Encounters generated based on current simulation state rather than static tables:

Wilderness Encounters:

  • Probability weighted by current regional beast populations
  • Modified by settlement proximity and technology level
  • Influenced by recent player activities and regional events
  • Scaled to party capabilities and narrative requirements

Settlement Encounters:

  • Reflect current political situation and guild influences
  • Include technology-appropriate challenges and opportunities
  • Incorporate ongoing resource and population pressures
  • Generate hooks related to regional simulation developments

Political Encounters:

  • Emerge from actual government type and current pressures
  • Reflect real resource scarcity, territorial disputes, and technological gaps
  • Include consequences of past player actions and choices
  • Provide opportunities to influence simulation parameters

Narrative Hook Generation

The simulation automatically generates story opportunities:

  • Resource scarcity creates exploration and trade mission needs
  • Beast population changes create hunting or protection contracts
  • Technology gaps create research and acquisition storylines
  • Political instability creates diplomatic and military opportunities
  • Cross-regional effects create investigation and intervention scenarios