# Patch Dynamic Environment

**URL:** https://forum.revolutionarygamesstudio.com/t/patch-dynamic-environment/1108
**Category:** Gameplay
**Created:** [August 4, 2024, 7:57pm UTC](https://forum.revolutionarygamesstudio.com/t/patch-dynamic-environment/1108 "2024-08-04T19:57:18Z")
**Posts on this page:** 1
**Showing post:** 3

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### Author: ![Deus](https://thrivedevforum-cdn.b-cdn.net/user_avatar/forum.revolutionarygamesstudio.com/deus/32/1906_2.png) [@Deus](https://forum.revolutionarygamesstudio.com/u/Deus)
#### Post date: [August 28, 2024, 8:05pm UTC](https://forum.revolutionarygamesstudio.com/t/patch-dynamic-environment/1108/3 "2024-08-28T20:05:30Z")

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I soon want to turn attention towards creating a solidified concept streamlining a lot of previous thought strung all over the place into something a bit more cohesive. Before I do that, I want to discuss implementation details based on the thoughts raised by @Titan here:

> [@Patch Map Design Discussion](https://forum.revolutionarygamesstudio.com/t/patch-map-design-discussion/597/130):
>
> I have already stated that I would like to see more patches in the game. Particularly new patch types that allow players and auto-evo to evolve more unique and environment specific microbes. In general, I would like to see patches that represent environments with unique advantages and challenges. Examples of some interesting patches would be: Hot springs, which would allow photosynthesis, chemosynthesis and thermosynthesis in the same patch. This would also enable possible sulphur photosynthe…

I think Titan brought up a very nice way of organizing and presenting information on a pretty complex area of our simulation, where a lot of things can really go wrong and where we want to provide some level of standardized experience. It makes me think that if we wished, we can represent a lot of information like temperature and compound changes through these Patch Events/Traits. Things like representing warming with a temporary “Warming” trait, or dropping temperatures with “Cooling” instead of having a really complicated system in the background doing these potentially hard to balance events.

I think the assumption here has always been that there will be this really complex planetary simulation dealing with matters like this. I’m not necessarily against this at all, but I guess my question is: are we able to/should we simplify that down? Or would it be easier from a software design perspective to deal with things in that more dynamic way?

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