- Ecologia Concepts
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- UPDATES
-
- Time in Ecologia simulations is measured in updates. Each update, every tile is
- updated and every animal gets its turn to move. How much physical time an update
- requires depends on the speed setting (modifiable in the GUI) and the processing
- power of the computer on which Ecologia is running.
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- TILES
-
- The Ecologia world consists of a tile matrix. Each tile represents one discrete
- area of ground that can be occupied by at most one animal or a spring (water
- tile). Grass grows on tiles, providing food for herbivores. Depending on the
- humidity, the grass density may increase or decrease each turn. It also
- decreases when herbivores feed on the tile.
-
- Tiles are colour-coded to show their current grass density: above 20%, the tile
- is green. Between 0% and 20%, it is yellow; when there is no grass at all, the
- tile is white. Herbivores cannot feed on tiles where the grass density is 0%.
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- HUMIDITY
-
- Each tile has a humidity value, which is a combination of global and local
- factors. The global humidity settings may be changed in the GUI, possible values
- are 'Saturation' (+2), 'Wet' (+1), 'Dry' (0), 'Drought' (-1) or 'Severe Drought'
- (-2). This setting simulates rainfall. Local humidity may be affected by the
- presence of water tiles (representing springs or oases). Each water tile waters
- a 5x5 square around itself (i.e. sets the humidity in those squares to
- 'Saturation').
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- ANIMALS
-
- Animals are the main focus of Ecologia. As of version 1.0, there are two
- species: herbivores and carnivores. Herbivores feed on the grass that grows on
- each tile; carnivores hunt and eat herbivores. All animals have an energy level,
- when this reaches 0, the animal dies. Movement and reproduction requires energy,
- feeding restores it. Reproduction takes place asexually, when the animal's
- energy level exceeds a certain genetically determined mark. Animals die either
- through losing all energy (for example in a drought) of old age (see the genome)
- or (in the case of herbivores) by being killed in a fight with a carnivore.
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- GENOMES
-
- Each animal has a genome that determines certain core characteristics. At the
- start of a simulation, a user-defined standard genome is given to all animals of
- a species. At reproduction, the parent genome is passed on to the offspring,
- potentially being mutated in the process.
-
- All genomes encode the following characteristics (values differ according to
- species, but the 'genes' are always the same):
- - mutation rate (percentage mutation probability per 'gene')
- - speed of movement (in tiles per turn)
- - stamina (used to simulate exhaustion caused by moving and fighting)
- - range of eyesight (in tiles)
- - efficiency of metabolism (this plays a role in how much energy
- the animal gleans from its food)
- - age limit (when reaching this age, the animal dies)
- - strength (important when hunting/fighting)
- - reproductive energy (the energy level at which it will reproduce)
- - age of sexual maturity (at which it can start reproducing)
- - gestation period (minimum time interval between reproduction events)
- - rate of reproduction (number of offspring per reproduction event)