Day 2 vibes
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category: Task
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status:
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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]].
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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.
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Examples could be:
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- 2 [[Prey Meeples]]
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- 1 [[Predator Meeples]]
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- 2 [[Flora Meeples]], 1 [[Predator Meeples]]
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No duplicates of combinations can be used.
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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]].
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See the [[Activate Prey Ecology]], [[Activate Predator Ecology]], and [[Activate Flora Ecology]] markdown files for the rules of what an activation does.
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We are going to simulate 20 turns. Allow the user to click prev and next in the timeline to see the next simulated turn.
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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.
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Add a UI button to randomize the [[Ecology]] activation events in the timeline.
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Use docs/map.svg as an example of how you could layout the data per turn in the timeline in a visual way.
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