DAY TWO:

The game now builds a pretty decent town with a few buildings on the outskirts. It also generates a dense little copse of flowers opposite the town. To do next:
- Have the town build buildings in the three types I have planned.
- Put roads between buildings, and extend them evocatively off the map.
- Generate an aged forest, with oldest growth in the middle, juvenile trees next, and an outskirts of meadows, marshes, and caves.
I was originally toying around with different sized buildings, but then that introduced the idea of a tech tree for the AI and the scope of the game expanded too far. Instead, I intend for the humans to generate humans at a constant rate based on how many houses they have. Humans will attack the woods to gain resources; when they have sufficient resources, they will build another house. Houses will come in three varieties: fire, axe, or rifle. Axes and rifles can gather resources; any human can build, but it takes four to make a house. This essentially gives the humans two resources: forest corpses, and themselves.
The player will have three land types available to them, as well: meadows, marshes, and caves. After a tile has been designated a meadow, it will eventually produce trees. Marshes eventually produce molds and fungi, and caves produce animals. The player's resource is MAGIC, which she gets from mature lifeforms (all owned tiles mature over time). Magic can be spent to expand and capture open tiles, OR to enshrine owned tiles to release the tile's spirit. This basically creates a little monster that can attack the humans.
Lots to do! We'll see how much ends up in the game.