A layer is just custom abstract data that is affixed to cells during world generation.

Click download now to get access to the following files: https://www.reddit.com/r/worldhistorysim/, Creative Commons Attribution v4.0 International, How to run the game on macOS (Catalina 10.15.6), The Real FAQ (Frequently Asked Questions), Compliments (Post your compliments to the developer here), Open Suggestions (Post your suggestions to the developer here). Add a more robust agricultural system where different crops can be planted and harvested, and different animals can be domesticated and exploited.

Aircraft, liveries, airports and freeware for MSFS and much more. Add more production activities like herding, crafting, trading, etc. Current features: A 2D cell-based terrain generator that creates continent-based worlds with semi-realistic temperature, rainfall patterns, and drainage basins. + https://www.facebook.com/graystillplays/Worlds on itch!

When loading a world, things are going to be a little different. World History Maps & Timelines. The latest Microsoft Flight Simulator addons and news. clan systems, caste/class based societies, egalitarian societies). Instead of asking which mods to use or using the current set of active mods, the game will read from the save file which mods where used to generate the world and it will attempt to load them from the Mod folder. In the next version it will be possible to load multiple mod folders into the game before a new world is created through a modified generate world dialog: The mods are loaded only when the user clicks the "Generate" button on the Generate World dialog, and only if the set of active mods for the new world is changed through the new mod selection dialog. Add oceanic current. Add more and improved visualization overlays and views. Each which might in turn develop its own language and culture. Add geological/planetary events: volcanic eruptions, earthquakes, climate change, etc. Add cultural values to societies which will influence how different human groups behave, evolve and interact with each other.

Worlds is a history simulation game in development where you can create earth-like planets and see how human populations grow, migrate and expand, forming unique cultures with their own history … Add a procedural music generator that creates music tailored to individual cultures. So, for example, you can load the biomes from the 'biomes.json' file in the Base mod folder and then load the same biomes from the 'biomesPart1.json' and 'biomesPart2.json' in the TestMod folder.

'Worlds' is a simulator intended to recreate human history all the way from its origins in alternate world settings. Join the subreddit: https://www.reddit.com/r/worldhistorysim/, Support the project on Patreon: https://www.patreon.com/DrTardigrade. Add cults/religions which might expand and influence societies. So I decided to spend the extra time trying to implement an extra feature, called 'Layers', that will be useful in conjunction with biome modding. But through mods they could be used to condition or restrict biome placement for example. When loading a world, things are going to be a little different. Add population centers (villages, towns, cities) to which populations will migrate and where more complex production systems (industries) can evolve.
+ https://youtube.com/watch?v=n4CisUucR68\u0026list=PLw8xXEJ0p21dZZE5yZ8wbks2F674kl5iHWelcome to Yeet world.Follow me on Twitter! I Built a World That Just Ruins Lives - Worlds: History Simulator Multiple map modes and overlays that will allow you to observe how human groups differ from each other on multiple aspects, from population densities to cultural attributes and technological advancements. Add data graphs and a history log viewer.