We can only have 'cavern magic' in a world that has a high level of magic
Yes,
unless Toady decides that cavern energy actually
isn't magical in nature, that's just the way the DF world works. But either way, there needs to be a way for the player to control the amount of cavern life during worldgen, so that those who wish to make completely Earthlike (
i.e., barren) caverns can do so.
and in that case we simply model the magical sources of stuff the same way we model stuff coming through cave entrances/rivers.
If it's magic, why does it have to be restricted to the same access paths as everything else? I see two more entertaining sources: Above and/or below.
Above: Suppose that there is a type of DF fungus/moss that grows on all rock
ceilings that have nothing but Inside, Below ground, Dark tiles below them. This would eliminate everything but the caverns and tunnels--if you wish to rule out dwarf-mined tunnels, simply set the fungus's growth rate to 0 (it cannot spread from a cavern tile to one inside your fort). Now give the fungus bioluminescent spores that slowly fall straight down--and the brightness of the spores (& therefore energy released) is directly proportional to the number of z-levels that the spores have to fall. So the most open caverns would be relatively brightly lit, with plenty of biotic energy to support an ecosystem. (If you wish to make a token nod to realism and have the health of the ceiling fungus depend of groundwater seeping from above, that might work too.)
Below: Surface plants may get their life from the sun, but subterranean plants draw it right from the earth itself. The stones are naturally quite hospitable to plants, as long as there is adequate moisture there as well--splash some water on the bedrock and watch it bloom into life. All underground living stone floors are potential gardens and forests . . . until the very life is blasted right out of them by direct sunlight, that is. The size/health of underground plants are limited by the number of solid stone z-levels below them, and the vertical clearance of z-levels above them (so no trees can grow in a 1-tile tunnel and block the passage). The higher and healthier a bioluminescent tree grows, the more light/energy it puts out. Again, the bigger caverns are brighter (provided there's sufficient water, of course).
I do not think having a whole load of underground rivers to provide nutrients/oxygen to the caverns is in any way artificial, it is simply the realistic mechanism by which you would end up with lots of caverns that are more 'interesting' than real-life caverns. . . . we just have this go on on a larger scale than on earth in order to get more cavern life
I'm just afraid that it's really easy to take this too far. Having the
habitat dictated by the
creatures that (you want to) live there is literally preposterous, and can easily be seen as
noticeably artificial. Think about it: Do all the underground rivers drain into an underground sea? Can the amphibious races in that sea therefore invade
any cavern that drains into it? And how does that water reach the surface once again--is the water actually
boiling, from being so close to the magma sea, and the world's volcanoes were actually formed by air pressure? The ramifications of this scenario demand that you tread lightly.
We do however actually want a lot of boring earth-like caverns and not too many interesting ones because it keep things balanced as the cave dwelling pops should be balanced against the surface ones.
Well, the surface races have huge swaths of (usually) fertile terrain to explore, roam, and colonize--the main thing keeping them in check is pressure from other surface beings. So if the cavern races have a similar setup, isn't that balanced?
But I agree on having at least a few barren caverns, if only for the sake of variety. Plus the aforementioned gas pockets and giant crystals. But I also mentioned archaeological ruins and fossils . . . which are problematic. I don't mind the DF universe not having oil, because as almost all worlds are generated with very short histories (even 1000 years is regarded as really pushing the envelope), there is no way oil would have had time to form. But then again, neither would fossils. Or, in fact, several things which are already IN the game, like petrified wood and limestone. This "age paradox" is something that should really be up for Toady alone to resolve, but I for one will try to avoid suggesting any new anachronisms until Toady says it's OK.
Temperature does not have to be modeled separately since realistically (not at the moment) the deeper into the earth you go the hotter it should get.
In general, yes, but some caverns will also be closer to magma tubes, or even have exposed pools right there IN the cave. I'm tired of video-game lava being completely safe as long as you don't actually
touch it, the whole damn cave should be hot.
I think that oxygen should be superimposed onto the cavern biomes determined by the amount of water and nutrients
Wait--you just said that cavern plants shouldn't produce oxygen. Are you painting the underground rivers as the only source for
everything? Water can only absorb
so much oxygen, you know.
Populations, including civilized ones should reduce the available oxygen in a cavern but industry should have the greatest negative effect. It should be possible to commit genocide effectively in a cavern if you decide to fire up your furnaces inside a cavern but the intelligent cavern creatures whoever they are should not simply die off passively. Hence metal should be scarce in caverns, with cavern dwellers preferring to mine ore and sell it to surface sites rather than trying to smelt it themselves.
Yes--it's time to use the smoke/miasma code to simulate industrial pollution. Make players dig realistic ventilation systems, perhaps with Windmills used as fans (
consuming power, rather than generating it) to pump the smoke out & fresh air in. Also, that's another advantage for the dwarves, as their "transitional" nature means they can dig up ores in the caverns, then take it topside for the smelting.
[EDIT: Added 2nd half of my reply.]