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category: Task
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At the start of a game, we have 1 flora added to each region, except [[Grass 1]], [[Grass 2]], and [[Wasteland 1]]. Let's also assume we exclude [[Mountain 1]], [[Mountain 2]], [[Mountain 3]], [[Mountain 4]], [[Mountain 5]].

Then we add a random combination of [[Predator Meeples]], [[Prey Meeples]], and [[Flora Meeples]] to each board. Up to a total of three, and down to a total of 1. 

Examples could be:
- 2 [[Prey Meeples]]
- 1 [[Predator Meeples]]
- 2 [[Flora Meeples]], 1 [[Predator Meeples]]

No duplicates of combinations can be used.

On each turn, we can randomly activate one of those [[Ecology]] meeple types in 1 to 3 random [[Region Types]]. Such as activating all [[Flora Meeples]] in [[Water Regions]], and all [[Predator Meeples]] in [[Forest Regions]].

See the [[Activate Prey Ecology]], [[Activate Predator Ecology]], and [[Activate Flora Ecology]] markdown files for the rules of what an activation does.

We are going to simulate 20 turns. Allow the user to click prev and next in the timeline to see the next simulated turn.

In theory, the world will get fully over ran with predators, given we are currently not considering events that remove predators, or the fact that the players will remove predators.

Add a UI button to randomize the [[Ecology]] activation events in the timeline.

Use docs/map.svg as an example of how you could layout the data per turn in the timeline in a visual way.