So weather:
Another aspect of this simulation will be also weather behavior. As world is divided into parts, each part of world will keep individual information about weather.
We will have global information about Wind direction and velocity, Temperature, Season, and so on. Each node will "somehow" modify this values to have weather zones in each region. For example, wind will move storm from east to west, or cold frontal wave will move along from north to south. Currently each node is handling Temperature, Humidity, Clouds density, Wind modifier, Raining/Snowing density. This variables are wired to each other in easy patterns.
During the "simulation year", temperature is raising and lowering accordingly. During warmer days, there are less clouds, but higher chance to create hudge storms, which will bring dense rain drops, which will increase humidity, which will lower down temperature a little bit. Higher density of clouds affect chance of rain or snow. Wind is affecting temperature too, but also move storm/raining/snowing along other parts of the world. Some regions, let's say hilly, will have lower global temperature, which leads to have more snow or rain, higher humidity, more water in soil, more water resources, when water will will be build. Characters in more dry zones, will have problem with water resources, or plantage will be less effective.
Temperature will affect also Combat part of this simulation. In higher temperatures will cold melt much more faster than in windy and cold zones, and to use fire will be less effective in colder zones.
Currently weather zones are implemented, visualization of this simulation will be added in later posts.
Seems complex. Worth something if you get it working. Would be interested to see more once you are done with it. Keep us updated