I played it for another 10 generations and literally nothing changes. Player species are stuck on the same 50 population, even glucose stops dissappearing after time
Did glucose levels simply hit 0?
You did it.
Youβve achieved an ecosystem which will NEVER change.
Congratulations!
Nice! I thought no-splitting on the first turn was no longer possible with the new Miche system implemented. I remember saving in previous versions of the game when no-splitting occurred on the first turn so that I can drive evolution in really weird ways from the get-go. Sadly, I canβt update those saves to the current version.
Could you make an entire world of just Eukaryotes with this?
Youβd need to get a nucleus without leaving that patch. Itβs tough, but probably possible.
I think the amount of evolution youβd need to do to achieve eukaryote level without having any prokaryotes exist at all would cause species divergence. Literally doing anything at all to change your species would probably cause evolution to occur.
That being said, I now imagine creating a preset where the player species starts off with a full eukaryote, that can sustain itself on photosynthesis. Start in the warm pond, have enough organelles to survive, then see what happens from there. Then again, in my experience, things get kinda boring once youβve removed all your prokaryote parts and are fully a eukaryote. Being a prokaryote is more fun, up until you lose all your turn power.
Being a Prokaryote is even more fun if you turn off organelle unlocks. Prokaryotes evolving metabolosomes before oxygen exists in the world is hilarious. Also, I think it is the only reliable way that I have seen where the AI consistently tends to evolve nitrogenase.
Donβt really see why but it is somewhat silly. It implies a problem with auto-evo, but then again, there are a lot of problems with auto-evo.
Your comment about turning off organelle unlocks suddenly reminds me that Iβve just gotten completely used to organelle unlocks and should try playing a game with them turned off. I suspect it wouldnβt be very interesting, just βyouβre going even faster in a game in which you already go really fastβ.
What about having to stay at least an hour after your cell is ready for cell division before you can proceed with the next turn? I also sometimes play without passive reproduction to make things more interesting.
Remember when OU, PR and other stuff everyone knows about now didnβt use to exist?
Darwinβs Random Run - Everything you add, delete, or change to your microbe/organism (which includes organelle placement and rotation and upgrades, all membrane stuff, all behavior sliders, organelle turn reproduction order, and all tolerances), and where you go/migrate, is determined by a random number generator. This includes randomly determining the direction you go after finishing an editing session.
What if the dice makes you delete an organelle linking a cellpart to the rest of the cell?
You have to move and reconnect it.
Also I assume the program wonβt try to do things like removing the nucleus?
It is impossible to remove the nucleus in game once you exit the editor for the next session.
I donβt think anyone is getting even to multicellular with this.
Speaking of, the program would also choose to activate the button abilities, correct?
More or less, this should be the case. I guess a βliteβ version of the challenge could have the player have control over more actions outside the editor.
And it would also decide whenever to press the βprogress to multicellularβ button?
Assuming someone eventually get to thats point, yes. Except for the βliteβ version of the challenge.

