EDIT: Here’s a screenshot of the current action for the curious.
I had some problems with the ecosystem simulation which I think I’ve fixed now. I don’t usually delve into the technical side of things, but I thought some of the details of the fix were moderately interesting:
- Animals now gauge their rate of reproduction based on density assessments, rather than distance from nearby peers. If they are too crowded, or lack energy reserves, they don’t breed.
- Species that are comparatively rare get a boost to their reproductive rate.
- Animals will tend to migrate to areas with higher abundance of food and less crowding.
- Predators now pick off the weakest, most common, and most defenceless prey first.
- If predators themselves get overcrowded- relative to prey abundance- they will fight eachother, sometimes to the death. They also have lower default rates of reproduction.
The current system appears to maintain stable numbers for several hundred game days, including births, deaths, and aging. I’m reasonably happy with that, but if I have time, I’ll add in nesting and lairs, more elaborate mating behaviour/pregnancy, and possibly territorial markers and/or looking after offspring.
This is actually a quite interesting subject to work on, since animal behaviours present a simplified version of a lot of the things that intelligent citizens might eventually have to concern themselves with (like marriage, housekeeping, construction, military engagements, weapons/armour upgrades and so on.) No promises, but it is food for thought.