Hey guys,
I'm still working on the habitibility stuff. The holdup at this point is that the six lines we have (two each for tempature, rain, and evaporation) can intersect in a great variety of ways, and determining which intersection points to use for the graphic overlay is pretty tricky, and there are as many as six intersection points (and as few as three). It's like one of those horrendous logic puzzles I used to play as a kid, hehe. But anyway, I'll figure it out.
I've spent a great deal of time and energy working on this system, and I hope I'm not making a mistake. In a lot of ways, the system works very well for us (we have all three variables inherent in the world creation proccess, it accounts for similar terrain synergies, and so on as I outlined in my other post on the subject).
But it does seem to have a couple of deficiencies as well. There are two problems I see in the chart.
One of them is the forests. According to the chart, almost everything with temps > 3 degrees C with more than 25 cm of rainfall per year is forest. This is somewhat offset by the min evap bar (which, if it's more than about 4, will shift us over to scrub and desert area). But even so, I'm a bit worried that vast chunks of our landmasses are going to be classified as some form of forest. It doesn't seem particularly balanced to me.
Another thing that concerns me is the lack of some terrain types. Where, for instance, are the jungles? What about the swamps? Or the grasslands? Essentially, at this point, we have forests (in various forms), scrub, desert, and tundra. Which seems to leave a lot of terrain types out of the equation. Should we take this chart as a base terrain type and then try to add subterrain types on top of them? Could jungle be a subterrain of one of the wet or rain forests? Grasslands as part of the Steppe terrain? If so, how do we assign these subtypes?
Obviously there are (unfortunately) some unanswered questions here. If you guys have any thoughts, I'd love to hear them. I probably won't try to tackle these issues with this build (as it's already taken as long as the first three builds combined, and I'm still not even done with it), so I'll probably just stop with what we have at this point, but perhaps we can make another pass at the habitibility stuff in the M5 build (along with the first part of the world building code).
"They laughed when I said I was going to be a comedian ... They're not laughing now." - Bob Monkhouse