- Terrain generation, either from code or manually input (do not recommend)
- Derive currents by a) determining major trade currents at 0 and 45 latitudes, b) extending these currents and splitting them where they hit landforms, and c) interpolating these currents via IDW to make a nice smooth surface. I also have found that d) applying a Gaussian smooth filter to the results is even nicer.
- Assign sea surface temperature (SST) and measure the effect of the currents on that temperature: currents from the poles bringing cooler water down to the equator and vice versa.
- Generate areas of high and low pressure
- From the pressure map, obtain wind direction and speeds
- Determine the effect of topography on wind
- Apply base precipitation and use the on-shore winds to blow that moisture across the continents
- Use the coastal current temperatures and on-shore winds to determine areas of coastal climate influence
- Apply base temperature, then modify it according to the coastal climates
- Lapse the temperature up mountain slopes
- Run Koppen and Holdridge algorithms
At this point, social simulation can take over.