# Classifying species levels

**URL:** https://community.revolutionarygamesstudio.com/t/classifying-species-levels/2167
**Category:** Future Game
**Created:** [October 4, 2019, 12:08am UTC](https://community.revolutionarygamesstudio.com/t/classifying-species-levels/2167 "2019-10-04T00:08:20Z")
**Posts on this page:** 1
**Showing post:** 13

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### Author: ![hhyyrylainen](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/hhyyrylainen/32/32_2.png) [@hhyyrylainen](https://community.revolutionarygamesstudio.com/u/hhyyrylainen)
#### Post date: [August 3, 2022, 6:41am UTC](https://community.revolutionarygamesstudio.com/t/classifying-species-levels/2167/13 "2022-08-03T06:41:49Z")

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> [@Vanishing](#):
>
> First of all, a civilization of intelligent flora would not potentially not need to hunt

Please no

> [@Fungoid, Plantoid creatures?](https://community.revolutionarygamesstudio.com/t/fungoid-plantoid-creatures/402):
>
> I’m a big fan of Warhammer 40k, and one of the species in this series are Orkz, which are humanoid and sentient colonies of fungi. I think it would add interesting flavor if we could see mobile and sentient fungoids or plantoids. What is your opinion on this?

> [@An idea worstthan underwater civilization](https://community.revolutionarygamesstudio.com/t/an-idea-worstthan-underwater-civilization/338):
>
> What about plant civilization they could use the sun beam they absorb to smeltal the metal or they have firse resistance to smeltal the metal

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