Biome

There are six **Biome** types in the game, which indicates the type of tiles that are likely to appear on that island, as well as its fertilities and the weather. Additionally, some biomes induce fatigue onto the Peeps, while others restrict building placement. Regardless of the biome type, most islands will have some form of Highland sub-area.

## Grass

As the game indicates, this is the default type of island, providing the most usable area for farming and drawing water. Grassland can also build any type of building and does not hinder Peep movement, as there is no "fatigue" mechanic. Weather tends to be moderate in all respects.

## Desert

Desert gives Peeps with standard clothes fatigue, making them stop to rest if their destination is far away. The fatigue is caused by the desert biome rather than the desert tile, which means that better clothing is the only way to prevent fatigue. Desert tiles can also not be used for farming, drawing water, or planting new trees, making it harder to settle. However, early deserts will usually have some mixed in Grass to help get the player started.

Weather is usually hot, dry, and calm-winded; this will reduce the effectiveness of any wells, which can be a hindrance (for example on the starting world, these would be ideal for making chemicals but the process may end up slowed down without necessary water as an input material for production). Trees will appear as bare trunks without leaves, and cannot be replanted, but otherwise function as normal for generating wooden trunks and absorbing pollution.

## Snow

Snow's fatigue is more challenging than Desert, causing Peeps to rest more frequently but the tiles themselves can be used for farming as usual (i.e., according to available fertility. However, in terms of weather the cold temperature bias may reduce the production rate, and fertility is not likely to extend past potatoes, fruit, tea and vegetables (i.e., no wheat or animals). These island are however slightly wet for increased well production. Trees will be cosmetically covered in snow.

## Swamp

Swamp can be used for farming, but due to the poor building foundations impedes the placement of "heavy buildings" such as warehouses, as well as blocking most industrial buildings and power generators. (For some reason, the two tailoring buildings are exempt from this and can be placed in a swamp, but basically every other type of manufacturing cannot be). This can make it difficult to keep the population properly supplied with the goods they need. Trees will take on a spindly and shrivelly appearance.

## Rainforest

Almost all of the Rainforest tiles will be blocked by dense forest. A scaling buff to farming is applied, initially doubling output but scaling down exponentially as more forest is removed. Farming production would appear to be about neutral with half the forest tiles removed.

## Crystal

A special type of island discovered by searching a special purple Sunken Ruins object using a Submarine. Like desert tiles, nothing will grow on the tiles here and everything will have to be imported. The island will have no fertility types whatsoever.

However, it is the only place to find the Crystal resource and yellow research. Once the surface deposits of crystal are depleted, a Deep Mine can be placed on tiles of this biome to generate an infinite source of the resource.