Changes for page Eco-System System Design
Last modified by Utku Dagli on 2026/03/14 17:22
From version 20.1
edited by Alexandros Mloukie
on 2025/12/19 21:30
on 2025/12/19 21:30
Change comment:
There is no comment for this version
To version 16.1
edited by Alexandros Mloukie
on 2025/12/19 20:33
on 2025/12/19 20:33
Change comment:
There is no comment for this version
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... ... @@ -33,13 +33,13 @@ 33 33 34 34 == 1.1 - Layer 1: Creature State Machine == 35 35 36 -**Core Concept:** Each creature type behaves differently under specific conditions and states, depending on what those states dictate. For now, they are categori zed into three groups (prey, predators and scavengers). In the future, changes could include additions and updates to these documents. These creatures’ behavior varies under observable conditions, such as day and weather cycles.36 +**Core Concept:** Each creature type behaves differently under specific conditions and states, depending on what those states dictate. For now, they are categorised into three groups (prey, predators and scavengers). In the future, changes could include additions and updates to these documents. These creatures’ behaviour varies under observable conditions, such as day and weather cycles. 37 37 38 38 === 1.1.1 - Core States === 39 39 40 40 (% class="table-bordered" %) 41 -(% class="active" %)|= (% style="width: 144px;" %)State|=(% style="width: 1019px;" %)Characteristics42 -| (% style="width:144px" %){{box}}Resting{{/box}}|(% style="width:1019px" %)(((41 +(% class="active" %)|=State|=Characteristics 42 +|Resting|((( 43 43 * Low activity, reduced movement 44 44 * Found in a sheltered location (caves, dense foliage, nest, etc.) 45 45 * Increased during rain ... ... @@ -47,18 +47,18 @@ 47 47 ** **Predator:** When a predator creature notices the player or another predator while resting, it becomes aggressive. 48 48 ** **Prey & Scavenger:** When the creature detects the player or a predator while resting, it flees or flies away. 49 49 ))) 50 -| (% style="width:144px" %){{box}}Feeding{{/box}}|(% style="width:1019px" %)(((50 +|Feeding|((( 51 51 * Active foraging/hunting 52 52 * Found in food sources (water, vegetation, fruit bushes, prey shelters, scavengers scavenging the corpse of other creatures) 53 53 * Peak activity during sunny conditions. 54 54 ))) 55 -| (% style="width:144px" %){{box}}Migrating{{/box}}|(% style="width:1019px" %)(((55 +|Migrating|((( 56 56 * Transitional movement between states 57 57 * Creatures move between micro-zones when there is a situation related to that creature. For instance, if the prey creature is in the feeding state, it can move from the opening to the forest edge to eat tasty berries. 58 58 * Follows terrain-based pathways, such as waterways and ridgelines. 59 59 * The most unpredictable state creates variances. 60 60 ))) 61 -| (% style="width:144px" %){{box}}Territorial{{/box}}|(% style="width:1019px" %)(((61 +|Territorial|((( 62 62 * Defending specific areas. 63 63 * Aggressive toward all intruders. 64 64 * Around nests and sheltered locations. ... ... @@ -65,91 +65,93 @@ 65 65 * Localised to specific locations. 66 66 * **Prey:** When the player or another predator enters the prey’s territory, if the prey has an attack chance or can attack (like a deer using its antlers to attack), it will attack to knock the player or the predator down and run away. 67 67 ))) 68 -| (% style="width:144px" %){{box}}Scavenging{{/box}}|(% style="width:1019px" %)(((68 +|Scavenging|((( 69 69 * Drawn to the recent kill sites. 70 70 * Appears after predators or the player’s hunt 71 71 * After the prey dies, after a certain time, if the corpse is not touched, scavengers will spawn and start nibbling it. 72 72 ))) 73 -| (% style="width:144px" %){{box}}Alert{{/box}}|(% style="width:1019px" %)(((73 +|Alert|((( 74 74 * Auditory awareness increased 75 75 * They move slowly 76 76 * More reactive to the sound-based threats. A slight sound cue could trigger the prey to transition into the flee state. 77 77 ))) 78 -| (% style="width:144px" %){{box}}Flee{{/box}}|(% style="width:1019px" %)(((78 +|Flee|((( 79 79 * Triggers after the creature feels threatened. 80 80 ))) 81 81 82 - ====State Transition Diagram====82 +**State Transition Diagram: ** 83 83 84 84 [[image:Screenshot 2025-12-08 162729.png||alt="State Transition Diagram"]] 85 85 86 -(% class="table-bordered" %) 87 -(% class="active" %)|=Creature Type|=Morning|=Midday|=Dusk|=Night|=Primary Location 88 -|Predator|Resting|Feeding|Feeding|Feeding|Caves → Open areas 89 -|Prey|Feeding|Resting|Feeding|Resting|Water → Open Areas →Shelter 90 -|Scavangers|Scavanging|Resting|Scavanging|Resting|Kill Sites → Trees → Caves 91 91 92 -=== 1.1.2 - Weather System === 87 +|=Creature Type|=Morning|=Midday|=Dusk|=Night|=Primary Location 88 +|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Predator|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Resting|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Feeding|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Feeding|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Feeding|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Caves → Open areas 89 +|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Prey|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Feeding|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Resting|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Feeding|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Resting|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Water → Open Areas →Shelter 90 +|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Scavangers|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Scavangers|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Resting|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Scavangers|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Resting|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Kill Sites → Trees → Caves 93 93 94 -(% class="table-bordered" %) 95 -(% class="active" %)|=Weather|=Characteristics 96 -|Sunny (Baseline)|((( 97 -* Visibility: 100% 98 -* Audio range: 100% 99 -* Movement: 100% 100 -* Normal creature behaviors 101 -* Standard schedules are followed, and creatures operate at full activity level. 102 -* Vision-based detection at maximum range 103 -* **Player Strategy:** Patterns are more predictable. 92 +==== **1.1.2 - Weather System** ==== 93 + 94 + 95 +* (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:700; text-decoration:none; white-space:pre-wrap" %)**Sunny (Baseline)** 96 +** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Visibility: 100% 97 +** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Audio range: 100% 98 +** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Movement: 100% 99 +** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Normal creature behaviours 100 +** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Standard schedules are followed, and creatures operate at full activity level. 101 +** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Vision-based detection at maximum range 102 +** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:700; text-decoration:none; white-space:pre-wrap" %)**Player Strategy: **(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Patterns are more predictable. 103 +* (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:700; text-decoration:none; white-space:pre-wrap" %)**Rainy** 104 +** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Visibility: 80% 105 +** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Audio Range: 60% 106 +** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Movement: 70% 107 +** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Mostly spawned around shelter, rarely spawned in other areas. 108 +** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Creatures roam less, stay in sheltered areas, and spend most of their time in a resting state. 109 +** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)The feeding state is reduced by 60% 110 +** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Movement speed reduced by 30% 111 +** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)The rain muffles audio cues. 112 +** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:700; text-decoration:none; white-space:pre-wrap" %)**Player Strategies:**(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %) Check shelter locations, check caves, check dense vegetation. 113 +** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Caves could have groups of predators; players must be careful. 114 +* (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:700; text-decoration:none; white-space:pre-wrap" %)**Foggy** 115 +** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Visibility: 40% 116 +** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Audio range: 150% 117 +** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Movement: 70% 118 +** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Creatures can enter the alert state more frequently. A slight leaf crunch sound could trigger the flee state. 119 +** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Visual detection is low, auditory detection is high. When the creatures are not in flee mode, they move slowly. 120 +** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Predators rely on ambush tactics. Players could be hunted if they haven’t noticed the predators. 121 +** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:700; text-decoration:none; white-space:pre-wrap" %)**Player Strategies: **(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Move slowly and quietly, but be careful; players can also be hunted if they are unaware of the predator. 122 + 123 +|=Weather|=Movement Speed|=Roaming Radius from the Spawn Point|=Resting Priority|=Vision Range|=Hearing Range 124 +|Sunny|100%|100%|1.0x|100%|((( 125 +100% 126 + 127 + 104 104 ))) 105 -|Rainy|((( 106 -* Visibility: 80% 107 -* Audio Range: 60% 108 -* Movement: 70% 109 -* Creatures mostly spawned around shelter, rarely spawned in other areas. 110 -* Creatures roam less, stay in sheltered areas, and spend most of their time in a resting state. 111 -* The feeding state is reduced by 60% 112 -* Movement speed reduced by 30% 113 -* The rain muffles audio cues. 114 -* Caves could have groups of predators; players must be careful. 115 -* **Player Strategies:** Check shelter locations, check caves, check dense vegetation. 129 +|Rainy|70%|40%|2.0x|80%|((( 130 +60% 116 116 ))) 117 -|Foggy|((( 118 -* Visibility: 40% 119 -* Audio range: 150% 120 -* Movement: 70% 121 -* Creatures can enter the alert state more frequently. A slight leaf crunch sound could trigger the flee state. 122 -* Visual detection is low, auditory detection is high. When the creatures are not in flee mode, they move slowly. 123 -* Predators rely on ambush tactics. Players could be hunted if they haven’t noticed the predators. 124 -* **Player Strategies:** Move slowly and quietly, but be careful; players can also be hunted if they are unaware of the predator. 125 -))) 126 - 127 -(% class="table-bordered" %) 128 -(% class="active" %)|=Weather|=Movement Speed|=Roaming Radius from the Spawn Point|=Resting Priority|=Vision Range|=Hearing Range 129 -|Sunny|100%|100%|1.0x|100%|100% 130 -|Rainy|70%|40%|2.0x|80%|60% 131 131 |Foggy|80%|60%|1.5x|40%|150% 132 132 133 133 [[image:Screenshot 2025-12-09 161553.png||alt="Weather System"]] 134 134 135 -== 1.2-Layer 2: Micro-zoning==136 +=== === 136 136 137 - **CoreConcept:**Withineach biome, therearespecial micro-zones that determinethe creature density and spawn priority. These zones are tied to terrain features.138 +=== **1.2 - Layer 2: Micro-zoning** === 138 138 139 -(% class="table-bordered" %) 140 -(% class="active" %)|=Feature|=Description 141 -|High elevation|More like hills, or mountains. Predators and scavengers hide or rest here. 142 -|Dense Vegetation|Dense forests with thick vegetation such as trees, bushes, plants, etc. This zone serves as a resting ground for prey. 143 -|Cave Entrance|Dark tunnels or just an opening; mostly predators rest; sometimes prey can be found here, too. 144 -|Riverside/Seashore|Where all animals drink or hang out. Still, predators and scavengers hunt and feed here. Also, some predators are in the water to hunt fish. 140 +=== 141 +(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:700; text-decoration:none; white-space:pre-wrap" %)**Core Concept: **(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Within each biome, there are special micro-zones that determine the creature density and spawn priority. These zones are tied to terrain features.(%%) === 145 145 146 -=== 1.2.1 - Micro-zone types === 143 +* (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:700; text-decoration:none; white-space:pre-wrap" %)**High elevation:**(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %) More like hills, or mountains. Predators and scavengers hide or rest here. 144 +* (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:700; text-decoration:none; white-space:pre-wrap" %)**Dense Vegetation: **(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Dense forests with thick vegetation such as trees, bushes, plants, etc.(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:700; text-decoration:none; white-space:pre-wrap" %)** **(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)This zone serves as a resting ground for prey. 145 +* (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:700; text-decoration:none; white-space:pre-wrap" %)**Cave Entrance: **(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Dark tunnels or just an opening; mostly predators rest; sometimes prey can be found here, too. 146 +* (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:700; text-decoration:none; white-space:pre-wrap" %)**Riverside/Seashore: **(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Where all animals drink or hang out. Still, predators and scavengers hunt and feed here. Also, some predators are in the water to hunt fish. 147 147 148 -(% class="table-bordered" %) 149 -(% class="active" %)|=Micro-Zone|=Elevation|=Description 150 -|(% colspan="1" rowspan="3" %){{info}}Water proximity zones (Riverside/Seashores){{/info}}|0-50m|All the creatures drink water. Some predators hunt prey or fish in the water. 151 -|50-150m|Predator ambush zone. Predators could hide in a bush and attack prey or players. 152 -|150m+|General territory. Where the Valley or Vegetation starts. Prey rest or feeding place, depending on vegetation density. 148 +==== **1.2.1 - Micro-zone types** ==== 149 + 150 + 151 +* (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:700; text-decoration:none; white-space:pre-wrap" %)**Water proximity zones (Riverside/Seashores)** 152 +** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:700; text-decoration:none; white-space:pre-wrap" %)**Zone 1: **(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)0-50m. All the creatures drink water. Some predators hunt prey or fish in the water. 153 +** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:700; text-decoration:none; white-space:pre-wrap" %)**Zone 2: **(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)50-150m. Predator ambush zone. Predators could hide in a bush and attack prey or players. 154 +** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:700; text-decoration:none; white-space:pre-wrap" %)**Zone 3: **(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)150m+. General territory. Where the Valley or Vegetation starts. Prey rest or feeding place, depending on vegetation density. 153 153 * (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:700; text-decoration:none; white-space:pre-wrap" %)**Elevation zone** 154 154 ** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:700; text-decoration:none; white-space:pre-wrap" %)**High Ground: **(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Predators and scavengers' resting place. Territorially, they become aggressive when an outsider approaches. 155 155 ** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:700; text-decoration:none; white-space:pre-wrap" %)**Mid Elevation: **(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Migration paths, predators, and scavengers pass through or rest here during the late hours. ... ... @@ -386,5 +386,3 @@ 386 386 * (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:700; text-decoration:none; white-space:pre-wrap" %)**Q5**(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %) - Teaches: Creature interactions with each other. 387 387 388 388 ==== ==== 389 - 390 -~)~)~)