Group settlements into realms (city-states / kingdoms / empires) and give them
territory + political borders, all derived deterministically from the saved
settlement set (no save-version bump, step-back free).
- PlanetNation.{hpp,cpp}: computeTerritory() — size-scaled influence range per
settlement, realm grouping (a town joins the nearest larger capital within its
annexation reach, else founds its own nation), tier by member count / total pop,
and per-cell ownership maximising range - angular-distance (wilderness frontiers
where no settlement reaches). No RNG → tectonic stream untouched.
- Territory colour mode + nationColor, buildNationBorders (plate dual-contour
reused), realm labels at capitals, a Realms info tab, cell-info realm line, and
kind=4 WorldEvents (realm founded / rises to empire / collapsed). Key P toggles
the view + borders; territory recomputed once per sim year, on placement, load
and step-back.
- civTerritory*/civVassalRange/civEmpire* config knobs (self-describing → no save
break); test_nation.cpp covers ownership/wilderness, empires vs city-states,
realm grouping, tiers, determinism, RNG isolation, save/load parity.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Two features (the ecoregions layer was authored locally and was still
uncommitted; civilization Step 2 builds on top and is intermingled in shared
files, so they land together):
Ecoregions (v19, PlanetEcoregions.*, key E):
- generateEcoregions() flood-fills cells sharing biome + land/water context +
productivity band into named ecological provinces (dominant flora/fauna/funga
+ per-kind productivity), a separate sEcoRng. ColorMode::Ecoregion + an Eco
tab + cell-info dominants. Saved v19 (v18 geography reshuffle salt already in).
Civilizations Step 2 (v20, PlanetCiv.*, keys U/I):
- computeHabitability(): derived per-cell food/livability (climate comfort +
water access (rivers/lakes/coast) + food (flora/fauna + ecoregion
productivity), gated by freezing winters / high terrain). ColorMode::
Habitability (key I).
- placeSettlements() (key U, "the dawn"): one-time greedy placement on the best
well-spaced fertile cells (separate sCivRng; named from the continent's
NameGen bank). The set is fixed, so the only mutable per-step state is each
settlement's population.
- stepCivilization(): logistic growth toward K = civMaxPopulation*habitability,
cut where an active volcano ashes the area, so settlements grow / decline /
are abandoned (floored at 1 so a site can revive). Tiers village->town->city.
Runs in liveAdvance; detectLiveEvents logs kind=3 events.
- Step-back snapshots only the population vector (WeatherSnapshot.settlementPop).
3D + 2D tier-sized markers + city/town labels, a Civ tab, cell-info line.
buildGeometry() clears settlements on reseed. Save v20; sCellSettlement
rebuilt on load. civ* config knobs.
New test_ecoregions.cpp + test_civ.cpp; all 10 headless suites pass; GUI build
clean. CLAUDE.md / design-notes / BUILD.md updated (roadmap Step 2 done).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The biota density + population layers were hard-gated on elevation<=sea, so
the ocean was barren in the flora/fauna views and held no organisms.
- Density: ocean cells (not under polar Ice) get a marine primary productivity
in computeFloraDensity -- base + (1-base)*max(shelf, coast), where shelf is
shallowness (light) and coast is a BFS ring-distance from land (nutrients).
Rich shelves/coasts, lower open ocean, zero under ice; sMoist (a land field)
is not used at sea. computeFaunaDensity now skips only Ice, so marine fauna =
flora*productivity with the existing carnivore prey-gate clustering big
predators on rich shelves. Funga stays land-only.
- Population: append Ocean-masked archetypes (Kelp/Seagrass/Phytoplankton;
Forage fish/Reef fish/Shark/Baleen whale/Seal/Squid; moistMin=0, SST-zoned).
generateBiota fills ocean cells (skip Ice; no marine funga). fillFlora/
fillFauna unchanged -- their biome-mask filter zones marine vs terrestrial.
Append-only, so v7 saves are unaffected.
- Render: distinct marine ramps (marineFloraColor blue->teal/green bloom,
marineFaunaColor blue->cyan->warm) for water cells in the 8/9 views; land
ramps + funga view unchanged.
- Config: bioMarineBase/bioMarineShelfDepth/bioMarineCoastRings (self-describing
config -> no save bump).
- test_biota.cpp updated: zero life under ice, marine flora/fauna present at sea
+ populate ocean tiles, funga 0 on water; capacity/carnivore-gate/budgets/
determinism still hold. All five headless suites pass; GUI build clean.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Adds the slow real-time "Live World" mode (key W on a settled world) that runs the
finished planet on an hours->weeks/months clock (liveTime/liveRate, [ / ] ramp the rate)
with geology frozen. Everything new is a derived per-cell field flowed over the fixed grid.
Day/night & seasons (PlanetLive.cpp): a raylib-free per-cell insolation field
(computeInsolation) drives a moving day/night terminator (N) from time-of-day rotation +
seasonal declination (axialTilt); a live seasonal temperature cycles the static summer/winter
fields over the year (computeLiveSeason); a moving snow/sea-ice line tracks it. Day/night +
snow are render overlays over any colour mode (3D + 2D). Save v8 stores the live clock.
Sky & tides (PlanetOcean.cpp): 1-3 random moons (separate RNG, saved v9) orbit on the
clock and, with the now small/distant sun, raise an equilibrium tide (computeTides -> sTide),
shown as a tide-coloured coastline (T, buildCoastline + tideColor). Moons render with sun-lit
phases, orbit rings and eclipses (solar shadow spot in the day/night overlay, lunar dimming).
The 2D map is left-aligned; the freed space holds a Live-World "Sky & tides" panel (per-moon
phase + a selected coastal tile's tidal phase).
Ocean currents + climate feedback (PlanetOcean.cpp): computeOceanCurrents builds a
per-ocean-cell tangent velocity from wind stress + Coriolis deflection + coast-following
(gyres); computeClimate feeds warm (poleward) / cold (equatorward) currents back into sTemp as
a bounded coastal anomaly (climateCurrentFactor) before seasons, so biomes shift. Rendered as
warm/cold current arrows (O).
Config: dayLengthHours/yearLengthDays/snowTemp/seaIceTemp/tideAmplitude/tideSunFactor/
climateCurrentFactor. Save header v7->v9 (version-gated; older saves load fine). Headless
test_live.cpp + test_ocean.cpp; test_logic/test_biota still pass; GUI build clean. Docs updated.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
axialTilt was visual-only ("groundwork for seasons"). It now drives climate.
computeClimate() adds derived sTempSummer/sTempWinter around the annual mean:
summer/winter = sTemp +/- A, A = seasonAmpMax * sin(tilt)/sin(23.44) *
latShape * continentality
- tiltFactor: 0 tilt -> no seasons, Earth tilt -> 1.
- latShape (pow(|lat|/90, seasonLatExp)): poles swing most.
- continentality: a multi-source BFS ring-distance from ocean cells -- oceans
and coasts are muted by thermal inertia, interiors swing most.
Result: ~0 swing at the equatorial coast, large at high-latitude interiors.
classifyBiomes() blends WINTER temp into the Tundra/Taiga cold cutoffs via
biomeSeasonWeight (0 = annual-mean only = unchanged biomes; default 0.6), so
cold-winter continental interiors become boreal/tundra (Siberia effect). The
amplitude is geographically shaped, so cold biomes expand only where seasons
bite. Fields are derived/not-saved -> no save-format change.
Viewer: color key 6 now CYCLES Temperature -> summer -> winter -> seasonality
(new seasonColor ramp + labels); cell-info shows summer/winter. New season* +
biomeSeasonWeight config knobs (planet.cfg, validated). Docs updated.
Headless (test/season): summer >= mean >= winter; equator swing ~1.6 C vs
~20 C at high latitude; interior land >> ocean; tilt=0 -> no seasons; higher
tilt -> bigger swing; biomeSeasonWeight=0 leaves biomes unchanged; cold-biome
count rises with seasons; deterministic. test_logic + test_biota pass; full
app builds clean.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
World-Creation stage after biomes. Two layers (raylib-free engine):
- Per-cell density scalars (flora/fauna/funga in [0,1]) derived from the
climate fields each tick (drive color modes 8/9/0). Flora = Liebig-min of
temp & moisture; fauna ~ flora with carnivores gated on local prey; funga =
moisture/organic-matter-led + cold-tolerant. Zero on water/ice.
- On-demand discrete population (key L, saved as v7): each land cell draws
broad archetypes from a comprehensive table into a per-kind slot cap +
density-scaled point budget (size -> cost), weighted by biome/climate
suitability and a regional bonus for same-biome neighbours. Separate RNG
seeded from cfg.seed so generating biota never perturbs tectonic determinism.
Organisms are labelled by taxonomy (Family + Size + role, e.g. "Felidae
(Big, Carnivore)") with the full Class > Order > Family tree stored, never an
informal common name. Cell-info panel word-wraps + aggregates duplicates so the
lists no longer get cut off.
New: src/sim/PlanetBiota.{hpp,cpp} + PlanetFlora/Fauna/FungiGen.cpp, color
modes/colors, bio* config knobs, save v7 (older saves load with empty
population), test_biota.cpp (densities, fauna<=capacity, carnivore gating,
slot/point budgets, determinism + RNG isolation, v7 round-trip). Docs updated.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
C++/raylib semi-realistic fantasy/sci-fi planet generator on a fixed icosphere
grid (Eulerian: properties flow over fixed cells). World-creation stages:
tectonics, continental drift & erosion, hydrology (rivers/lakes), climate
(temperature + orographic precipitation), and biome classification. Engine in
src/sim (raylib-free, headless-testable), viewer in src/render. See CLAUDE.md
and docs/ (design-notes.md, fauna-flora-plan.md = next step).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>