Initial commit. A start has been made, but nothing works yet.
This commit is contained in:
commit
72d9326216
65 changed files with 3179 additions and 0 deletions
59
resources/rulesets/basic.txt
Normal file
59
resources/rulesets/basic.txt
Normal file
|
|
@ -0,0 +1,59 @@
|
|||
## Basic ruleset which just grows trees
|
||||
|
||||
;; This ruleset is not very interesting in itself, but is useful as a starting
|
||||
;; point from which to build more interesting rulesets.
|
||||
|
||||
## Vegetation rules
|
||||
;; rules which populate the world with plants
|
||||
|
||||
;; Occasionally, passing birds plant tree seeds into grassland
|
||||
|
||||
if state is grassland then 1 chance in 10 state should be heath
|
||||
|
||||
;; heath below the treeline grows gradually into forest
|
||||
|
||||
if state is heath and altitude is less than 120 then state should be scrub
|
||||
if state is scrub then 1 chance in 5 state should be forest
|
||||
|
||||
;; Forest on fertile land grows to climax
|
||||
|
||||
if state is forest and fertility is more than 5 and altitude is less than 70 then state should be climax
|
||||
|
||||
;; Climax forest occasionally catches fire (e.g. lightning strikes)
|
||||
|
||||
if state is climax then 1 chance in 500 state should be fire
|
||||
|
||||
;; Climax forest neighbouring fires is likely to catch fire
|
||||
if state is climax and some neighbours are fire then 1 chance in 3 state should be fire
|
||||
|
||||
;; After fire we get waste
|
||||
|
||||
if state is fire then state should be waste
|
||||
|
||||
;; And after waste we get pioneer species; if there's a woodland seed
|
||||
;; source, it's going to be heath, otherwise grassland.
|
||||
|
||||
if state is waste and some neighbours are scrub then state should be heath
|
||||
if state is waste and some neighbours are forest then state should be heath
|
||||
if state is waste and some neighbours are climax then state should be heath
|
||||
if state is waste then state should be grassland
|
||||
|
||||
## Potential blockers
|
||||
|
||||
;; Forest increases soil fertility.
|
||||
if state is in forest or climax then fertility should be fertility + 1
|
||||
|
||||
|
||||
## Initialisation rules
|
||||
|
||||
;; Rules which deal with state 'new' will waste less time if they're near the
|
||||
;; end of the file
|
||||
|
||||
;; below the waterline we have water.
|
||||
if state is new and altitude is less than 10 then state should be water
|
||||
|
||||
;; above the snowline we have snow.
|
||||
if state is new and altitude is more than 200 then state should be snow
|
||||
|
||||
;; otherwise, we have grassland.
|
||||
if state is new then state should be grassland
|
||||
39
resources/rulesets/conway_life.txt
Normal file
39
resources/rulesets/conway_life.txt
Normal file
|
|
@ -0,0 +1,39 @@
|
|||
# Conway's Game of Life is the classic cellular automaton.
|
||||
|
||||
;; see http://en.wikipedia.org/wiki/Conway's_Game_of_Life
|
||||
|
||||
;; This ruleset works with any strictly black and white map, but the maps which
|
||||
;; are designed to work with it have names starting 'life'.
|
||||
|
||||
;; The universe of the Game of Life is an infinite two-dimensional orthogonal
|
||||
;; grid of square cells, each of which is in one of two possible states, alive
|
||||
;; or dead, represented in this ruleset by 'black' and 'white' respectively.
|
||||
;; Every cell interacts with its eight neighbours, which are the
|
||||
;; cells that are horizontally, vertically, or diagonally adjacent.
|
||||
|
||||
;; Although this ruleset is superficially simple, it runs very slowly, because
|
||||
;; all the rules depend on neighbours, which makes them more expensive to
|
||||
;; compute.
|
||||
|
||||
;; At each step in time, the following transitions occur:
|
||||
|
||||
;; Any live cell with fewer than two live neighbours dies, as if caused by
|
||||
;; under-population.
|
||||
|
||||
if state is black and fewer than 2 neighbours are black then state should be white
|
||||
|
||||
;; Any live cell with two or three live neighbours lives on to the next generation.
|
||||
|
||||
;; Any live cell with more than three live neighbours dies, as if by overcrowding.
|
||||
|
||||
if state is black and more than 3 neighbours are black then state should be white
|
||||
|
||||
;; Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction.
|
||||
|
||||
if state is not black and 3 neighbours are black then state should be black
|
||||
|
||||
# Initialisation rules
|
||||
|
||||
if state is new and altitude is more than 127 then state should be black
|
||||
|
||||
if state is new then state should be white
|
||||
99
resources/rulesets/ecology.txt
Normal file
99
resources/rulesets/ecology.txt
Normal file
|
|
@ -0,0 +1,99 @@
|
|||
## Ruleset which attempts to model predator/prey ecology (not very well yet)
|
||||
|
||||
## Vegetation rules
|
||||
;; rules which populate the world with plants
|
||||
|
||||
;; Occasionally, passing birds plant tree seeds into grassland
|
||||
|
||||
if state is grassland then 1 chance in 10 state should be heath
|
||||
|
||||
;; heath below the treeline grows gradually into forest, providing browsing pressure is not to high
|
||||
|
||||
if state is heath and deer are fewer than 6 and altitude is less than 120 then state should be scrub
|
||||
if state is scrub then 1 chance in 5 state should be forest
|
||||
|
||||
;; Forest on fertile land at low altitude grows to climax
|
||||
|
||||
if state is forest and fertility is more than 5 and altitude is less than 70 then state should be climax
|
||||
|
||||
;; Climax forest occasionally catches fire (e.g. lightning strikes)
|
||||
|
||||
if state is climax then 1 chance in 500 state should be fire
|
||||
|
||||
;; Climax forest neighbouring fires is likely to catch fire
|
||||
if state is climax and some neighbours are fire then 1 chance in 3 state should be fire
|
||||
|
||||
;; After fire we get waste
|
||||
|
||||
if state is fire then state should be waste
|
||||
|
||||
;; And after waste we get pioneer species; if there's a woodland seed
|
||||
;; source, it's going to be heath, otherwise grassland.
|
||||
|
||||
if state is waste and some neighbours are scrub then state should be heath
|
||||
if state is waste and some neighbours are forest then state should be heath
|
||||
if state is waste and some neighbours are climax then state should be heath
|
||||
if state is waste then state should be grassland
|
||||
|
||||
## Herbivore rules
|
||||
|
||||
;; rules describing the impact of herbivores on the environment
|
||||
|
||||
;; if there are too many deer for the fertility of the area to sustain,
|
||||
;; some die or move on.
|
||||
;; if deer are more than fertility then deer should be fertility / 2
|
||||
|
||||
;; deer arrive occasionally at the edge of the map.
|
||||
|
||||
if x is 0 or y is 0 and deer are 0 then 1 chance in 50 deer should be 2
|
||||
|
||||
;; deer gradually spread through the world by breeding or migrating.
|
||||
if fertility is more than 10 and deer is 0 and some neighbours have deer more than 2 then deer should be 2
|
||||
|
||||
;; deer breed.
|
||||
|
||||
if deer are more than 1 then deer should be deer * 2
|
||||
|
||||
## Predator rules
|
||||
|
||||
;; rules describing the impact of predator behaviour on the environment
|
||||
|
||||
if deer are more than wolves then deer should be deer - wolves
|
||||
|
||||
;; if there are not enough deer to sustain the population of wolves,
|
||||
;; some wolves die or move on.
|
||||
|
||||
if wolves are more than deer then deer should be 0 and wolves should be deer + 0
|
||||
|
||||
;; wolves arrive occasionally at the edge of the map.
|
||||
|
||||
if x is 0 or y is 0 and wolves are 0 then 1 chance in 50 wolves should be 2
|
||||
|
||||
;; wolves gradually spread through the world by breeding or migrating.
|
||||
|
||||
if state is not water and wolves is 0 and some neighbours have wolves more than 2 then 1 chance in 5 wolves should be 2
|
||||
|
||||
;; wolves breed.
|
||||
|
||||
if wolves are more than 1 then wolves should be wolves * 2
|
||||
|
||||
## Potential blockers
|
||||
|
||||
;; Forest increases soil fertility.
|
||||
if state is in forest or climax then fertility should be fertility + 1
|
||||
|
||||
|
||||
## Initialisation rules
|
||||
|
||||
;; Rules which deal with state 'new' will waste less time if they're near the
|
||||
;; end of the file
|
||||
|
||||
;; below the waterline we have water.
|
||||
|
||||
if state is new and altitude is less than 10 then state should be water
|
||||
|
||||
;; above the snowline we have snow.
|
||||
if state is new and altitude is more than 200 then state should be snow
|
||||
|
||||
;; otherwise, we have grassland.
|
||||
if state is new then state should be grassland
|
||||
4
resources/rulesets/harbours.txt
Normal file
4
resources/rulesets/harbours.txt
Normal file
|
|
@ -0,0 +1,4 @@
|
|||
;; 'run once' ruleset to be run after (e.g.) settlement to establish harbours
|
||||
;; Doesn't work yet, need to find out why and fix it!
|
||||
|
||||
if state is water and more than four neighbours are not water and some neighbours are house then state should be harbour
|
||||
65
resources/rulesets/iceage.txt
Normal file
65
resources/rulesets/iceage.txt
Normal file
|
|
@ -0,0 +1,65 @@
|
|||
## Ruleset which attempts to model retreat of ice after an iceage
|
||||
|
||||
;; Limitations: because the rule language doesn't (yet) allow sophisticated
|
||||
;; arithmetic, the ice retreats north to south (southern hemisphere). Otherwise,
|
||||
;; it's pretty realistic; ice moves progressively up hillsides, and vegetation
|
||||
;; gradually re-establishes.
|
||||
|
||||
## Vegetation rules
|
||||
;; rules which populate the world with plants
|
||||
|
||||
;; Occasionally, passing birds plant tree seeds into grassland
|
||||
|
||||
if state is grassland then 1 chance in 10 state should be heath
|
||||
|
||||
;; heath below the treeline grows gradually into forest, providing browsing pressure is not to high
|
||||
|
||||
if state is heath and fertility is more than 10 and altitude is less than 120 then state should be scrub
|
||||
if state is scrub and fertility is more than 20 then 1 chance in 20 state should be forest
|
||||
|
||||
;; Forest on fertile land grows to climax
|
||||
|
||||
if state is forest and fertility is more than 30 and altitude is less than 70 then state should be climax
|
||||
|
||||
;; Climax forest occasionally catches fire (e.g. lightning strikes)
|
||||
|
||||
if state is climax then 1 chance in 500 state should be fire
|
||||
|
||||
;; Climax forest neighbouring fires is likely to catch fire
|
||||
if state is climax and some neighbours are fire then 1 chance in 3 state should be fire
|
||||
|
||||
;; After fire we get waste
|
||||
|
||||
if state is fire then state should be waste
|
||||
|
||||
;; And after waste we get pioneer species; if there's a woodland seed
|
||||
;; source, it's going to be heath, otherwise grassland.
|
||||
|
||||
if state is waste and some neighbours are scrub then state should be heath
|
||||
if state is waste and some neighbours are forest then state should be heath
|
||||
if state is waste and some neighbours are climax then state should be heath
|
||||
if state is waste then state should be grassland
|
||||
|
||||
## Potential blockers
|
||||
|
||||
;; Woody plants increase soil fertility over time.
|
||||
if state is in heath or scrub or forest or climax then fertility should be fertility + 1
|
||||
|
||||
|
||||
## Initialisation rules
|
||||
|
||||
;; Rules which deal with state 'new' will waste less time if they're near the
|
||||
;; end of the file
|
||||
|
||||
if state is new then state should be ice
|
||||
|
||||
;; thaw moves gradually southwards (the distinction between 'ice' and 'snow' is
|
||||
;; just a hack because I can't do complex arithmetic in rules)
|
||||
;; below the waterline ice thaws to water.
|
||||
if state is ice and generation is more than y and altitude is less than 10 then state should be water
|
||||
|
||||
;; otherwise it thaws to snow
|
||||
if state is ice and generation is more than y then state should be snow
|
||||
|
||||
;; thaw moves gradually up the hills
|
||||
if state is snow and generation is more than altitude then state should be waste
|
||||
156
resources/rulesets/settlement.txt
Normal file
156
resources/rulesets/settlement.txt
Normal file
|
|
@ -0,0 +1,156 @@
|
|||
# Human settlement
|
||||
|
||||
;; This rule set attempts to model human settlement in a landscape. It models
|
||||
;; western European pre-history moderately well. Settlement first occurs as
|
||||
;; nomadic camps on coastal promentaries (cells with four or more neighbours
|
||||
;; that are water). This represents 'kitchen-midden' mesolithic settlement.
|
||||
;;
|
||||
;; As grassland becomes available near camps, pastoralists appear, and will
|
||||
;; follow their herds inland. When pastoralists have available fertile land,
|
||||
;; they will till the soil and plant crops, and in doing so will establish
|
||||
;; permanent settlements; this is approximately a neolithic stage.
|
||||
;;
|
||||
;; Where soil is fertile, settlements will cluster, and markets will appear.
|
||||
;; where there is sufficient settlement, the markets become permanent, and you
|
||||
;; have the appearance of towns. This takes us roughly into the bronze age.
|
||||
;;
|
||||
;; This is quite a complex ruleset, and runs quite slowly. However, it does
|
||||
;; model some significant things. Soil gains in fertility under woodland; deep
|
||||
;; loams and podzols build up over substantial time. Agriculture depletes
|
||||
;; fertility. So if forest has become well established before human settlement
|
||||
;; begins, a higher population (more crops) will eventually be sustainable,
|
||||
;; whereas if human population starts early the deep fertile soils will not
|
||||
;; establish and you will have more pastoralism, supporting fewer permanent
|
||||
;; settlements.
|
||||
|
||||
;; hack to speed up processing on the 'great britain and ireland' map
|
||||
if state is water then state should be water
|
||||
|
||||
;; nomads make their first significant camp near water because of fish and
|
||||
;; shellfish (kitchen-midden people)
|
||||
if state is in grassland or heath and more than 3 neighbours are water and generation is more than 20 then state should be camp
|
||||
|
||||
;; sooner or later nomads learn to keep flocks
|
||||
if state is in grassland or heath and some neighbours are camp then 1 chance in 2 state should be pasture
|
||||
|
||||
;; and more herds support more people
|
||||
if state is in grassland or heath and more than 2 neighbours are pasture then 1 chance in 3 state should be camp
|
||||
if state is pasture and more than 3 neighbours are pasture and fewer than 1 neighbours are camp and fewer than 1 neighbours within 2 are house then state should be camp
|
||||
|
||||
;; the idea of agriculture spreads
|
||||
if state is in grassland or heath and some neighbours within 2 are house then state should be pasture
|
||||
|
||||
;; nomads don't move on while the have crops growing. That would be silly!
|
||||
if state is camp and some neighbours are ploughland then state should be camp
|
||||
|
||||
;; Impoverished pasture can't be grazed permanently
|
||||
if state is pasture and fertility is less than 2 then 1 chance in 3 state should be heath
|
||||
|
||||
;; nomads move on
|
||||
if state is camp then 1 chance in 5 state should be waste
|
||||
|
||||
;; pasture that's too far from a house or camp will be abandoned
|
||||
if state is pasture and fewer than 1 neighbours within 3 are house and fewer than 1 neighbours within 2 are camp then state should be heath
|
||||
|
||||
;; markets spring up near settlements
|
||||
if state is in grassland or pasture and more than 1 neighbours are house then 1 chance in 10 state should be market
|
||||
|
||||
;; good fertile pasture close to settlement will be ploughed for crops
|
||||
if state is pasture and fertility is more than 10 and altitude is less than 100 and some neighbours are camp or some neighbours are house then state should be ploughland
|
||||
|
||||
if state is ploughland then state should be crop
|
||||
|
||||
;; after the crop is harvested, the land is allowed to lie fallow. But cropping
|
||||
;; depletes fertility.
|
||||
if state is crop then state should be grassland and fertility should be fertility - 1
|
||||
|
||||
;; if there's reliable food available, nomads build permanent settlements
|
||||
if state is in camp or abandoned and some neighbours are crop then state should be house
|
||||
if state is abandoned and some neighbours are pasture then state should be house
|
||||
;; people camp near to markets
|
||||
if state is in waste or grassland and some neighbours are market then state should be camp
|
||||
|
||||
;; a market in a settlement survives
|
||||
if state is market and some neighbours are inn then state should be market
|
||||
if state is market then state should be grassland
|
||||
|
||||
;; a house near a market in a settlement will become an inn
|
||||
if state is house and some neighbours are market and more than 1 neighbours are house then 1 chance in 5 state should be inn
|
||||
;; but it will need some local custom to survive
|
||||
if state is inn and fewer than 3 neighbours are house then state should be house
|
||||
|
||||
;; if there aren't enough resources houses should be abandoned
|
||||
;; resources from fishing
|
||||
if state is house and more than 2 neighbours are water then state should be house
|
||||
;; from farming
|
||||
if state is house and some neighbours are pasture then state should be house
|
||||
if state is house and some neighbours are ploughland then state should be house
|
||||
if state is house and some neighbours are crop then state should be house
|
||||
;; from the market
|
||||
if state is house and some neighbours are market then state should be house
|
||||
if state is house then 1 chance in 2 state should be abandoned
|
||||
if state is abandoned then 1 chance in 5 state should be waste
|
||||
|
||||
|
||||
## Vegetation rules
|
||||
;; rules which populate the world with plants
|
||||
|
||||
;; Occasionally, passing birds plant tree seeds into grassland
|
||||
|
||||
if state is grassland then 1 chance in 10 state should be heath
|
||||
|
||||
;; heath below the treeline grows gradually into forest
|
||||
|
||||
if state is heath and altitude is less than 120 then state should be scrub
|
||||
if state is scrub then 1 chance in 5 state should be forest
|
||||
|
||||
;; Forest on fertile land grows to climax
|
||||
|
||||
if state is forest and fertility is more than 5 and altitude is less than 70 then state should be climax
|
||||
|
||||
;; Climax forest occasionally catches fire (e.g. lightning strikes)
|
||||
|
||||
if state is climax then 1 chance in 500 state should be fire
|
||||
|
||||
;; Forest neighbouring fires is likely to catch fire. So are buildings.
|
||||
if state is in forest or climax or camp or house or inn and some neighbours are fire then 1 chance in 3 state should be fire
|
||||
|
||||
;; Climax forest near to settlement may be cleared for timber
|
||||
if state is in climax and more than 3 neighbours within 2 are house then state should be scrub
|
||||
|
||||
;; After fire we get waste
|
||||
|
||||
if state is fire then state should be waste
|
||||
|
||||
;; waste near settlement that is fertile becomes ploughland
|
||||
if state is waste and fertility is more than 10 and some neighbours are house or some neighbours are camp then state should be ploughland
|
||||
|
||||
;; And after waste we get pioneer species; if there's a woodland seed
|
||||
;; source, it's going to be heath, otherwise grassland.
|
||||
|
||||
if state is waste and some neighbours are scrub then state should be heath
|
||||
if state is waste and some neighbours are forest then state should be heath
|
||||
if state is waste and some neighbours are climax then state should be heath
|
||||
if state is waste then state should be grassland
|
||||
|
||||
|
||||
## Potential blockers
|
||||
|
||||
;; Forest increases soil fertility.
|
||||
if state is in forest or climax then fertility should be fertility + 1
|
||||
|
||||
## Initialisation rules
|
||||
|
||||
;; Rules which deal with state 'new' will waste less time if they're near the
|
||||
;; end of the file
|
||||
|
||||
;; below the waterline we have water.
|
||||
|
||||
if state is new and altitude is less than 10 then state should be water
|
||||
|
||||
;; above the snowline we have snow.
|
||||
if state is new and altitude is more than 200 then state should be snow
|
||||
|
||||
;; otherwise, we have grassland.
|
||||
if state is new then state should be grassland
|
||||
|
||||
150
resources/rulesets/with-drainage.txt
Normal file
150
resources/rulesets/with-drainage.txt
Normal file
|
|
@ -0,0 +1,150 @@
|
|||
# Human settlement
|
||||
|
||||
;; This rule set adds ideas aboutv rainfall and river drainage to the human settlement ruleset.
|
||||
;; This depends on transforming the world with the drainage functions before starting running
|
||||
;; the rule set, and that isn't done by default because it is computationally expensive.
|
||||
|
||||
;; hack to speed up processing on the 'great britain and ireland' map
|
||||
if state is sea then state should be sea
|
||||
|
||||
;; nomads make their first significant camp near sea because of fish and
|
||||
;; shellfish (kitchen-midden people)
|
||||
if state is in grassland or heath and more than 3 neighbours are sea and generation is more than 20 then state should be camp
|
||||
|
||||
;; sooner or later nomads learn to keep flocks
|
||||
if state is in grassland or heath and some neighbours are camp then 1 chance in 2 state should be pasture
|
||||
|
||||
;; and more herds support more people
|
||||
if state is in grassland or heath and more than 2 neighbours are pasture then 1 chance in 3 state should be camp
|
||||
if state is pasture and more than 3 neighbours are pasture and fewer than 1 neighbours are camp and fewer than 1 neighbours within 2 are house then state should be camp
|
||||
|
||||
;; the idea of agriculture spreads
|
||||
if state is in grassland or heath and some neighbours within 2 are house then state should be pasture
|
||||
|
||||
;; nomads don't move on while the have crops growing. That would be silly!
|
||||
if state is camp and some neighbours are ploughland then state should be camp
|
||||
|
||||
;; Impoverished pasture can't be grazed permanently
|
||||
if state is pasture and fertility is less than 2 then 1 chance in 3 state should be heath
|
||||
|
||||
;; nomads move on
|
||||
if state is camp then 1 chance in 5 state should be waste
|
||||
|
||||
;; pasture that's too far from a house or camp will be abandoned
|
||||
if state is pasture and fewer than 1 neighbours within 3 are house and fewer than 1 neighbours within 2 are camp then state should be heath
|
||||
|
||||
;; markets spring up near settlements
|
||||
if state is in grassland or pasture and more than 1 neighbours are house then 1 chance in 10 state should be market
|
||||
|
||||
;; good fertile pasture close to settlement will be ploughed for crops
|
||||
if state is pasture and fertility is more than 10 and altitude is less than 100 and some neighbours are camp or some neighbours are house then state should be ploughland
|
||||
|
||||
if state is ploughland then state should be crop
|
||||
|
||||
;; after the crop is harvested, the land is allowed to lie fallow. But cropping
|
||||
;; depletes fertility.
|
||||
if state is crop then state should be grassland and fertility should be fertility - 1
|
||||
|
||||
;; if there's reliable food available, nomads build permanent settlements
|
||||
if state is in camp or abandoned and some neighbours are crop then state should be house
|
||||
if state is abandoned and some neighbours are pasture then state should be house
|
||||
;; people camp near to markets
|
||||
if state is in waste or grassland and some neighbours are market then state should be camp
|
||||
|
||||
;; a market in a settlement survives
|
||||
if state is market and some neighbours are inn then state should be market
|
||||
;; a market at a river mouth survives
|
||||
if state is market and some neighbours are navigable and some neighbours are sea then state should be market
|
||||
;; otherwise markets are transitory
|
||||
if state is market then state should be grassland
|
||||
|
||||
;; a house near a market in a settlement will become an inn
|
||||
if state is house and some neighbours are market and more than 1 neighbours are house then 1 chance in 5 state should be inn
|
||||
;; but it will need some local custom to survive
|
||||
if state is inn and fewer than 3 neighbours are house then state should be house
|
||||
|
||||
;; if there aren't enough resources houses should be abandoned
|
||||
;; resources from fishing
|
||||
if state is house and more than 2 neighbours are sea then state should be house
|
||||
;; from farming
|
||||
if state is house and some neighbours are pasture then state should be house
|
||||
if state is house and some neighbours are ploughland then state should be house
|
||||
if state is house and some neighbours are crop then state should be house
|
||||
;; from the market
|
||||
if state is house and some neighbours are market then state should be house
|
||||
if state is house then 1 chance in 2 state should be abandoned
|
||||
if state is abandoned then 1 chance in 5 state should be waste
|
||||
|
||||
|
||||
## Vegetation rules
|
||||
;; rules which populate the world with plants
|
||||
|
||||
;; Occasionally, passing birds plant tree seeds into grassland
|
||||
|
||||
if state is grassland then 1 chance in 10 state should be heath
|
||||
|
||||
;; heath below the treeline grows gradually into forest
|
||||
|
||||
if state is heath and altitude is less than 120 then state should be scrub
|
||||
if state is scrub then 1 chance in 5 state should be forest
|
||||
|
||||
;; Forest on fertile land grows to climax
|
||||
|
||||
if state is forest and fertility is more than 5 and altitude is less than 70 then state should be climax
|
||||
|
||||
;; Climax forest occasionally catches fire (e.g. lightning strikes)
|
||||
|
||||
if state is climax then 1 chance in 500 state should be fire
|
||||
|
||||
;; Forest neighbouring fires is likely to catch fire. So are buildings.
|
||||
if state is in forest or climax or camp or house or inn and some neighbours are fire then 1 chance in 3 state should be fire
|
||||
|
||||
;; Climax forest near to settlement may be cleared for timber
|
||||
if state is climax and more than 3 neighbours within 2 are house then state should be scrub
|
||||
|
||||
;; After fire we get waste
|
||||
|
||||
if state is fire then state should be waste
|
||||
|
||||
;; waste near settlement that is fertile becomes ploughland
|
||||
if state is waste and fertility is more than 10 and some neighbours are house or some neighbours are camp then state should be ploughland
|
||||
|
||||
;; And after waste we get pioneer species; if there's a woodland seed
|
||||
;; source, it's going to be heath, otherwise grassland.
|
||||
|
||||
if state is waste and some neighbours are scrub then state should be heath
|
||||
if state is waste and some neighbours are forest then state should be heath
|
||||
if state is waste and some neighbours are climax then state should be heath
|
||||
if state is waste then state should be grassland
|
||||
|
||||
|
||||
## Rivers connected to the sea are navigable
|
||||
if state is river and some neighbours are sea then state should be navigable
|
||||
if state is river and some neighbours are navigable then state should be navigable
|
||||
|
||||
## Where navigable water meets the sea, ports are probable
|
||||
if state is in grassland or heath or scrub and some neighbours are sea and some neighbours are navigable and some neighbours are house then state should be market
|
||||
|
||||
## Potential blockers
|
||||
|
||||
;; Forest increases soil fertility.
|
||||
if state is in forest or climax then fertility should be fertility + 1
|
||||
|
||||
## Initialisation rules
|
||||
|
||||
;; Rules which deal with state 'new' will waste less time if they're near the
|
||||
;; end of the file
|
||||
|
||||
;; below the high-tide line we have sea.
|
||||
|
||||
if state is new and altitude is less than 10 then state should be sea
|
||||
|
||||
;; above the high-tide line, there's a threshold of water pressure above which we have rivers
|
||||
;; the actual threshold will need tuning, 30 is a guess.
|
||||
if state is new and flow is more than 30 then state should be river
|
||||
|
||||
;; above the snowline we have snow.
|
||||
if state is new and altitude is more than 200 then state should be snow
|
||||
|
||||
;; otherwise, we have grassland.
|
||||
if state is new then state should be grassland
|
||||
Loading…
Add table
Add a link
Reference in a new issue