Aim of this project was to find a simple method to generate convincingly distributed biomes on a procedurally generated world map that can be used for global strategy games.
In nature, a biome is a collection of biotic organisms in a certain region defined by its climatic conditions. In strategy games, it’s basically a categorized composition of terrain features like elevation, temperature and precipitation. There are many ways to generate these features, but the commonly used noise based algorithms tend to suffer from redundancy and recurring patterns. Incorporating essential principles of Earth’s climate into the procedural generation process can overcome this problem and improve the realism of the resulting world maps.