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 â 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 â 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 â 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