Click a wolf, den, or burrow to follow it in Field notes. Click a tree, rock, or grass to gather it for the colony.
NatureSim: a meadow ecosystem
Grass and bushes grow across the meadow, fed by fertility that comes from
rabbit poop and decomposing carcasses. Rabbits must independently balance
hunger, thirst, sleep, territory, and reproduction — there's no scripted
choreography, only individual needs and a day/night clock.
Needs & limits: each rabbit's hunger and thirst climb
steadily and must be relieved by grazing/drinking. A single feeding bout can
only relieve so much hunger (a stomach-capacity cap) before the rabbit must
digest and come back later. Every rabbit tries to eat, drink, and poop
(marking territory near its burrow) at least once before nightfall; if it
spent the day on other business — mating, defending territory, building a
burrow — it scrambles to cover survival needs in the evening instead of
sleeping hungry.
Founders: the simulation starts with 55 females and 40
males by default — a much bigger seed than a wolf-free meadow needs, to
give the rabbit population a buffer against predation. Females are the
reproductive bottleneck (gestation ties one up for several days per
litter, while a male can father several litters in that time), so a
female-leaning ratio grows the population faster early on. The founder
count matters more than the ratio for long-term survival: each
rabbit carries a small genome, offspring inherit a blend of both parents'
genes, and mating between close relatives produces smaller, less viable
litters. You can experiment with different founder counts using the
restart controls.
Wolves: three clans hunt the meadow — Redfang and
Frostmane are rivals that fight at territory borders, while Greywood
stays neutral toward both. Each clan dens in a hillside cave and shares
it communally. Wolves run the same needs/aging/reproduction rhythm as
rabbits, but hunt rabbits for food instead of grazing, and can fast for
well over a week between kills the way real wolves do. A wolf chasing a
rabbit needs sustained close contact to make the catch — a rabbit with
more stamina left than its pursuer usually wriggles free, so chases
don't always end in a kill. Both species share a fatigue system: sprinting
(fleeing, chasing, or fighting) drains stamina, which only recovers at a
walk or asleep, so an exhausted animal has to rest before it can run
hard again. Rabbits are instinctively afraid of nearby wolves and will
drop whatever they're doing to flee. Wolf clans breed within their own
clan when possible but will travel to find a mate elsewhere if their own
numbers run thin, and if a clan is ever wiped out, a stray wolf
occasionally wanders in from outside the meadow — mirroring how real
regional wolf populations aren't fully sealed off from each other.
Pack hunting: a hungry wolf that spots prey will
often call in one or two nearby packmates to join the same chase
instead of hunting alone. Two or three wolves converging on the same
rabbit close the gap much faster than a lone hunter could, and the kill
(and the meal) is shared between them — this is what cuts down on
wolves starving after a string of failed solo chases.
Weather: rain rolls in at random and lasts several
hours to most of a day. It speeds up grass growth noticeably, eases
thirst for every animal (wet vegetation and puddles), and makes it
harder for wolves to spot prey at a distance — so a rainy stretch is
generally good news for the meadow and a mixed bag for hunters.
Passing herds: every few days a herd of elk, moose,
or caribou wanders through the meadow for a day or so. They're much
tougher than a rabbit — a lone wolf can rarely bring one down before
giving up exhausted — so a hungry wolf that spots the herd will rally
nearby packmates to hunt it together, and while the herd is around,
wolves generally go after it instead of rabbits (bigger, easier
calories). A successful group kill is a huge, generously shared meal.
The log names every wolf involved and which clan they're from, so you
can watch a real pack hunt unfold. A few birds also drift across the
sky now and then — purely for atmosphere, no effect on anything.
Population control: rabbit growth is capped by
grass/bush regrowth and water access, plus old age, starvation,
dehydration, overcrowding stress, and now predation. When rabbits get
very scarce they also become disproportionately hard to find (a "prey
refuge" effect), which is what stops a large wolf clan from hunting the
meadow bare. Wolf numbers are capped by prey availability, territory
fights between rival clans, and their own overcrowding stress — so both
populations oscillate rather than growing forever or collapsing.
The worker: resources, tools, and buildings belong
to a persistent colony, not to any one worker -- hiring one costs
wood/stone/fiber from the colony stockpile (shown in the Colony
panel), paid up front. With no worker and nothing banked yet, use the
+Wood/+Stone/+Fiber buttons to gather a little yourself until you can
afford the first hire -- or click directly on a tree, rock, or patch
of grass on the map to gather from it by hand. Once dropped, he needs to eat, drink, and
relieve himself, and everything he does -- gathering, crafting a
spear/torch/rope, building a shelter, farming, hunting, trapping,
breeding, processing goods, and selling to a merchant who visits every
15 days -- takes real time and materials, all banked into or drawn
from that same stockpile. You don't control him directly: you fill six
task slots (three priority, three secondary) from a dropdown, and he
works through whichever queued task is both selected and currently
possible, checking priority slots first. Wolves are not afraid of him
and will attack if he's unarmed or wanders too close to a den; a spear
or torch cuts the damage and gives him a real chance to fight back.
Rabbits are wary of him but will always raid an unfenced garden, and
wolves will raid an unfenced breeding pen. If he dies, the colony's
stockpile and buildings are untouched -- gather or bank enough to pay
the hiring cost again and drop a replacement. His run (and the whole
colony) is session-only -- leaving or reloading the page ends it for
good.
Terrain: hills, trees, rocks, and wildflowers are
scattered across the meadow for texture; hills also double as the
hillside sites wolves den in. A few dense forest clusters and quarries
dot the map too, along with scattered felled logs -- all harvestable
by the worker for wood and stone.
Clan traits: each restart, the three clans' dens
land somewhere different, and whichever clan's den sits farthest from
any water learns to fish — a 30% chance per attempt, used only as an
emergency lifeline when a wolf is truly at risk of starving, not a
routine food source. Whichever clan is most isolated from the other
two gets noticeably more stamina before tiring, useful for the extra
travel that isolation demands. The remaining clan simply has the
fastest legs of the three. If one clan ever grows to dominate the
whole wolf population despite the others' traits, some of its adults
migrate to whichever clan is smallest, so the three-way dynamic keeps
going instead of collapsing into one dominant clan.
Field notes: every wolf has a name and one of five
personality traits (Bold, Cautious, Aggressive, Playful, Loyal) that
lightly bias its behavior — Bold wolves defend a wider territory,
Cautious ones drink and eat before it's urgent, and so on. Rabbits
aren't named individually (there are hundreds of them), but each
burrow is a named warren you can track as a group. The "Field notes"
panel logs births, deaths (with a plain-language reason —
dehydration, starvation, predation, old age, a border clash), clan
dispersal, and immigration. Pick a wolf, a whole clan, or a warren from
the dropdown (or just click one on the map) to also see a running
narration of what it's doing moment to moment. Litters being born and
new animals arriving from outside the meadow also pop up as a brief
on-screen notification, along with rain arriving and clearing.
About that dehydration: the log will show you the
real reason case by case — usually either a rabbit that spent the day
being chased and never got a clear run at the water, or one that was
simply too far from the river or a pond when its thirst caught up with
it. It's not that they're forgetting water exists; hunger, fear, and
travel time all compete for the same limited time in a day, and
occasionally water loses.