How about these? I've not read about the gameplay in too much detail, so my suggestions for effects may be too far-reaching or otherwise unrealistic...
Desertification: Change grasslands to desert.
Salinification: Salty soils kill grassland plants.
Wind Erosion: Remove grasses and small plants from an area.
Erosion: Change a land habitat abutting a marine or freshwater habitat to that marine or freshwater habitat (play on your own areas as well?)
Succession: Grassland to forest or desert to grassland. Or possibly a marsh to a grassland.
Beaver dam: Forest to freshwater.
Overgrazing: If more than X number critters over size Y are in play, grasslands to desert, forests to grasslands.
Dense population: If more than X number creatures of same group/taxonomic rank (say, Class), then disease wipes out half, rounding down.
Acid rain: Kills plants, which will wreak havoc later on.
Runoff: Concentrates toxins in freshwater, killing organisms that can't leave, especially the small ones.
Biomagnification: Toxins build up in larger predators.
Global climate change: Tundras warm, reefs experience damage from increased typhoons, coasts flood.
Chytrid: An example of a disease (a fungus) that most affects a specific group of organisms (amphibians). Maybe this should be an organism card of its own instead of an Environmental Challenge
Earthquake: Animals panic and migrate to another area?
Genetic bottleneck (= founder effect): Small populations have less genetic variation and are more likely to go extinct due to random chance events (genetic drift).
Hybrid vigor: Having 2+ copies of the same organism card increases the size of their gene pool, granting greater genetic variability and more resistence to environmental challenges.
Bumper crop: Plants produce more during a good year.
Indian summer: Autumn is warm so organisms get an extra round of activity.
Hibernation: Allows animals to combat cooling events.
Estivation: Allows animals to combat drought events.
Competition: In the presence of non-conspecific organisms from the same taxon group (ie, same Class or Genus, different species) and body size , both suffer in fitness owing to more intense and more direct competition from resources.
Niche partitioning: In the presence of non-conspecific organisms from the same taxon group (ie, same Class or Genus, different species) and body size, both specialize to avoid suffering fitness loses by decreasing direction competition for resources.
Coevolution (=evolutionary arms race): Allows an organism to keep pace with a parasite or specialist predator.
Myrmecochory: Ants spread seeds.
Again, I haven't looked at the rules, so I'm sure these suggestions will need heavy modification to work within the existing framework. ..
Last edited by ensimismada on Tue Jun 08, 2010 1:51 am; edited 1 time in total