# Differentiating Microbe Biomes

**URL:** https://forum.revolutionarygamesstudio.com/t/differentiating-microbe-biomes/194
**Category:** Theory
**Created:** [May 30, 2016, 2:25pm UTC](https://forum.revolutionarygamesstudio.com/t/differentiating-microbe-biomes/194 "2016-05-30T14:25:08Z")
**Posts on this page:** 1
**Showing post:** 3

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### Author: ![NickTheNick](https://thrivedevforum-cdn.b-cdn.net/user_avatar/forum.revolutionarygamesstudio.com/nickthenick/32/17_2.png) [@NickTheNick](https://forum.revolutionarygamesstudio.com/u/NickTheNick)
#### Post date: [February 27, 2018, 9:22pm UTC](https://forum.revolutionarygamesstudio.com/t/differentiating-microbe-biomes/194/3 "2018-02-27T21:22:31Z")

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Let’s revive this topic because we should make a master list of all microbe biomes and then add them to the wiki (there were a few topics on this so apologies if I revived the wrong one).

We’ll track the progress on this on this GitHub issue: [https://github.com/Revolutionary-Games/Thrive-Organization/issues/17](https://github.com/Revolutionary-Games/Thrive-Organization/issues/17)

Then these are the wiki pages that we’ll update with the final lists:  
[http://thrivegame.wikidot.com/biomes](http://thrivegame.wikidot.com/biomes)  
[http://thrivegame.wikidot.com/gdd-microbe:appendices](http://thrivegame.wikidot.com/gdd-microbe:appendices)

Alright, so let’s nail down some specific values for each of the stats that TJ listed above, as well as any other ones we may think of.

Biome Name:  
Sunlight (% Intensity): Light will appear in the environment ranging between a set of intensities. It speeds up chloroplasts, but at higher intensities can also damage cells that haven’t evolved pigments to protect against solar radiation.  
Temperature (°C): Heat will appear in the environment ranging between a set of temperatures. It speeds up thermoplasts, but at higher temperatures can also damage cells that get too close and aren’t evolved to withstand high heat.  
Currents: How strong the water currents are, affecting the need to evolve more movement organelles or not, and how quickly compounds circulate throughout the environment.  
Salinity (% Ratio of salt to liquid): Cells that are adapted to high salinity need to evolve their membranes to migrate into low salinity biomes. (This might be an unnecessary variable to include)  
Pressure (atm): Cells that are adapted to high pressure need to evolve their membranes to migrate into low pressure biomes.  
Acidity (pH): Cells that are adapted to regular pH need to evolve to tolerate highly acidic or basic environments.  
Compounds: A list of compounds and how common they are.  
Visuals: The colours and VFX of the biome.  
Notes: Any other notes about the biome.

**Current List**

- **Deep Ocean/Abyss**

- **Hydrothermal Vent**

- **Coastal Shelf**

- **Tidepool**

**To-Do**

Underwater Cave?  
Cavern  
Polar Sea/Ice Flow  
Ocean Surface?

**Notes**

- Iron and other minerals common near fresh igneous rocks near magma activity and lava beds

I will also leave a section open for global climatic trends, such as the oxygenation of the oceans, ice ages, etc. The earth was a very turbulent place during the microbial life period and the environment was in constant flux. These changes can lead to big changes in what is considered common in each biome (for example deep ocean would probably have no oxygen in the early stages of life).

**Climatic Trends**  
Oxygenation Event  
Snowball Earth / Ice Age  
Ocean Acidification

These links have a lot of relevant info and ideas on the topic:

> **Relevant Links**
>
> [Microbial Biome Visuals](https://forum.revolutionarygamesstudio.com/t/microbial-biome-visuals/193)  
> [Biomes](https://forum.revolutionarygamesstudio.com/t/biomes/289)  
> [http://thrivegame.freeforums.net/thread/587/microbial-biomes?page=1&scrollTo=10916](http://thrivegame.freeforums.net/thread/587/microbial-biomes?page=1&scrollTo=10916)

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