Endosymbiosis Concept - Feedback Based on Developer Forums Thread "Endosymbiosis Theory"

As we both know, in prokaryotes, genetic information isn’t very organized; it basically floats around loosely near the center of the cell. Thing is, organelles require a lot of genetic instruction to ensure that every component is properly functioning; there are also a lot of other factors and unique complex structures, such as transposable elements, that make complex structures very hard to genetically organize without some form of compartmentalization. This is what makes the nucleus so important; it holds everything that a complex organism would need in a single spot of the cell, whereas a prokaryotic organism would risk a huge list of potential complications that a nucleus-bearing organism wouldn’t really have to worry about because the genome is loose and free-floating within said prokaryote. The nucleus is very important for the existence of an organelle; we can’t just ignore that in-game.

So, restricting the amount of organelle slots a player is able to have not only can increase fun by increasing depth, but is also based on a well founded biological fact.


So, if everyone thinks the adjacency bonus idea sounds good so far, I could try and brainstorm how some interactions between microcomponents could work. Very special care must be taken in this process however, as we need to make sure that we don’t accidentally allow the creation of an extremely powerful organelle; if we make an interaction between a thylakoid and a metabolosome basically create an endless supply of energy without any drawbacks for example, all hell would break loose.

With this in mind, what are some possibly game-breaking interactions which you guys think should be accounted for in balancing interactions between micro-components?

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I don’t think I ever wrote that the adjacency bonus sounds good, but whatever. I accept your point about nuclei being needed for greater complexity. Now that you describe it that way, I also think that prokaryote complexity should be limited. Although this idea still seems a bit arbitrary to me, it is ultimately moot. The player will always become a eukaryote on the way to multicellularity, so restrictions on prokaryotes will only affect the player for a short time anyway.

In Thrive’s current state, chloroplasts and mitochondria can be combined in the tide pool’s 200% lux to create infinite free energy. Clearly this should change. If non-LAWK things like thermoplasts or audioplasts are added, they too will need to be reasonably restricted. I think rusticyanin might also lead to problems, as it bypasses glucose and thereby could make many cell processes unnecessary. If there were enough iron, a Thrive cell could use only that to power flagella, cilia, etc. This could be solved by limiting iron’s availability or reducing the effectiveness of rusticyanin’s ATP production (in accordance with its capability in reality, of course). Earth is not covered with large ferrovores, so there is obviously some major restriction which makes siderotrophy unviable. Perhaps this results from iron’s limited availability due to nearly all of it in the oceans having been oxidized by the photosynthesizers. I am curious about how a world without such photosynthesizers would work, though.

Game-breaking interactions are ones that allow endless energy, as you noted. I don’t understand cell biology well enough to know why plants should be incapable of locomoting like animals, but clearly the combination of chloroplast and mitochondrion does not eventually create an intelligent species. For whatever reason, a better strategy for them is to remain sedentary. As always, I recommend looking to nature for guidance. As Buckly noted, the first implementation will likely be poor, and exploitation by players will reveal its weaknesses. As such, I recommend implementing a simple and obviously insufficient system now that can be improved into a proper representation over time. Whatever gamebreaking combinations are possible in the first iteration can be fixed as the system is refined.

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I have brainstormed a few ideas for how vacoules could interact with other microcomponents; as one could infer, their main effect relates to storage.


(And I just realized I was spelling vacuole wrong)

In essence, you could either choose to specifically and significantly expand storage for a single compound by attaching a vacuole to the component that uses said compound, or could expand general storage for all compounds by pairing vacuoles with other vacuoles, albeit at a less significant factor and with a hit to energy.

A big design concern with vacuole interactions is making non vacuole-to-vacuole interactions desirable. Why would a player want to only add space for a specific compound, for example, if they could just create a large vacuole to vacuole organelle that adds around the same storage for not only that specific compound, but every other compound? That concern is the reason behind my incorporation of the energy cost in the vacuole-to-vacuole interaction column. The amount of storage added for each component, as well as the energy cost factor, could be tinkered with to help alleviate this concern.

Another concern I have has to do with nitrogenase-vacuole interactions, which I notably left blank. Because adding storage to ammonia doesn’t really help the player, it’s a bit difficult for me to think of a benefit that is uniform and analogous with other vacuole interactions. I might need a bit of help with that. A question to consider: Does every micro-component need an interaction with another micro-component?

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I wouldn’t think so. Trying to get something to work just for the sake of everything being the same isn’t smart. Just having the vacuole interaction with certain organelles adds depth to the game.

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Alright, sounds good. I’ll roll on from now leaving some interactions empty, and if it becomes apparent that we do need there to be interactions among all micro-components, we could focus brainstorming on that.


In the interest of increasing simplicity while decreasing unnecessary complexity, I think it would make sense if the effect each micro-component has on another micro-component is consistent through out each interaction. So just like in vacuoles where the benefit to be gained always has to do with space, the benefit to be gained from attaching any other micro-component should always have to do with a single positive. Having each interaction be unique - that is, having a vacuole-thylakoid interaction be fundamentally different from a vacuole-metabolosome interaction - complexifies the game to an unnecessary extent, I feel; all those interactions would be very difficult to keep track of and account for. Simplifying each interaction eases accessibility while still increasing variety and depth. There’s also the fact that editing organelles isn’t going to be completely necessary to endosymbiosis, so I don’t feel there should be an extremely complex system under it.

So, with these ideals made clear, I have an idea as to what nitrogen-based micro-components could offer to a player.

Nitrogen is very important for life as we know it, as it serves an essential part in DNA and protein processes, and ultimately, growth. Because of this, I think that attaching a nitrogen-fixating micro-component within an organelle should reduce the phosphate/ammonia cost to growth that the organelle adds onto reproduction, hence reducing the need to reproduce a tiny-bit, maybe by around 5%. I feel that this effect is subtle enough to not warrant a unique drawback to nitrogen-fixating micro-component interactions, as the costs of an increased energy demand that comes from adding a micro-component and the opportunity cost of going for reduced growth needs instead of increasing the productivity of your organelle should be enough of a natural penalty.

It is also important to note that nitrogen is very important for the process of creating chlorophyll, so perhaps the growth reduction effect could be strengthened if the N micro-component is attached to a thylakoid, or perhaps there could be a reduced energy maintenance requirement added to the growth effect.

So, this is what we have so far.

Vacuoles - When attached to other vacuole, adds a small amount of space for all compounds, although at a cost of an increased rate of energy consumption.
When attached to other micro-components, adds a significant amount of space for a certain compound without that hit to energy consumption, although that space is only added for that individual compound.

Nitrogen-Fixating Component - When attached to self, increases the strength of ammonia generation at a given Nitrogen concentration.
When attached to other micro-components, reduces the added ammonia/phosphate reproduction cost of the organelle. Effect is magnified when paired with thylakoids.

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Speaking of passive evolution and endosymbiosis: it would be nice if you can have more unique organelles/endosymbionts other than just mitochondria and chloroplasts (by engulfing prokaryotes that specialises on other things than photosynthesis or respiration). Also; I think it’s better if you don’t spend MPs that will magically give you a chloroplast or mitochondrion, instead you should just “eat” a prokaryote that is a closest approximation to cyanobacterium or [I forgot the name/type of that bacteria] respectively. Then, to manage how many of them there are inside, you take care of how much resources they can get; like you’re managing a farm of these organelles. I think of these organelles like they’re citizens of a city called a eukaryote. That way, it’s (almost) free/easy to get an endosymbiont organelle; then you can place a given amount depending on how well you took care of them.

In real life, these organelles (mito/chloro) are their own separate living entities controlled/enslaved by the nucleus (in a way). So it’ll be nice to see them behave the same way in the game.

Edit: I want to add that the endosymbionts can still evolve inside your cell, and that they can come from parasites as well (if parasitism can be a potential feature in the future). I also want to give a shout-out to @hhyyrylainen for moving this post, thanks ( ◜‿◝ )

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Has anyone suggested a parasitism gameplay mechanic yet? I think parasites could be useful as potential precursors to organelles. Take Rickettsia for example; they are related to mitochondria and they probably have a few similarities as well. So instead of spending your time looking for a potential endosymbiont, they may just find you along the way.
Also; here’s something interesting: a parakaryon! It’s a specimen found in a deep sea vent that is neither a prokaryote nor a eukaryote (as we know it).

I’m going to share this post of mine as a supplement, if anyone is interested:

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After learning more about how endosymbiosis occurred in the world today, I was inspired to revisit this thread. Here is a concept proposal which basically sums up a lot of thoughts people have had regarding endosymbiosis and combines them into a chronology.

Endosymbiosis

Background Information : Endosymbiosis is symbiosis where one cell lives inside the other. It is the root of atleast two eukaryotic organelles: the mitochondria, derived from alpha-protobacteria, and the chloroplast, derived from cyanobacteria. Most other organelles derived from variations of these original symbionts and the consequences of this union.

Endosymbionts are evolutionary viable because prokaryotes seek to streamline their genetic material as much as possible while maintaining essential metabolic services. It costs a lot of ATP to have an expanded genome, as more protein needs to be synthesized and transported, more ribosomes are needed, and more maintenance is required. Also, more genome means more reproduction time, and bacteria really depend on faster reproduction rates to compete with other bacteria. So as a whole, evolution was limited in the bacterial world.

There are few environments as safe for a cell as the cytoplasm of another larger cell, so some bacteria evolved the ability to live inside another bacteria. This meant they could ditch parts of their genetic code responsible for environmental tolerances, so these bacteria became incredibly simple (mitochondria and endosymbionts have some of the simplest genetic codes in the world).

Eventually, mutations built up which allowed the host cell to use ATP generated from the endosymbiont. This sounds crazy, but it makes sense. The endosymbiont had a vested interest in keeping the host alive; the host can survive without the endosymbiont, but the endosymbiont can’t survive without the host. As time passed on and as this symbiotic relationship continued, the endosymbiont basically discarded every component of itself except energy generation. This more intimate connection eventually led to a level of integration in which the endosymbiont depended on the host cell for reproduction, and thus, became an organelle: the mitochondria. The endosymbiont gained a safe hope, and the host cell gained an entire cell’s worth of energy generation without any of the maintenance costs.

Endosymbiosis represented an evolutionary leap. As previously mentioned, bacteria don’t like huge genomes because you need more ATP to maintain it and it takes a lot more time to reproduce. But because sooooo much more energy was now available, the reproduction and energy penalty for gaining a bigger genome was minimized.

It is actually a misconception that the nucleus came before the mitochondria. The nucleus was a result of genetic material exchanged between the endosymbiont and the host cell. It is likely that the “lipid genes” of the endosymbiont got transferred to the host cell, resulting in uncontrolled lipid production within the host cell. Lipids naturally form into hollow spheres in fluids (membranes), and some cells had their genome surrounded by this lipid membrane. This added a barrier between the cell’s DNA and genetic parasites and viruses, which helped protect an ever-expanding genome from being degraded. The protonucleus was formed.

This endosymbiotic freak was the ancestor of eukaryotes today. Virtually all eukaryotes have mitochondria and a nucleus, and most eukaryotes are rather similar in morphology. A certain eukaryotic population performed this process with cyanobacteria, and those eukaryotes were the common ancestors of plants. The notion that endosymbiosis happened a lot of times throughout history is probably wrong – all the features that followed suit from endosymbiosis, such as maintenance of genetic security, finetuning of endosymbiont, development of sexual reproduction, etc. arose under relatively delicate conditions caused by said endosymbiosis. In other words, endosymbiosis is a hard thing to pull off for the first few million years. Once a cell pulls it off and becomes properly eukaryotic, it would be extremely difficult for another cell to do the same thing while competing with established eukaryotes who dominate the niche said cell is seeking to expand into.

Applications to Thrive: I think there are three stages of endosymbiosis which can be observed here and in previous concepts.

  • Obtaining an Endosymbiont
  • Finetuning an Endosymbiont

From background history, there are several things to be considered. Of course, 100% realism isn’t necessarily 100% fun, so the script doesn’t have to be stuck to. Also note that much of this isn’t my concept, but is

General

  • As Buckly advocates, endosymbiosis is pretty complex, so it should basically be a shortcut for more skilled players. If the player doesn’t want to do it, a traditional “upgrade” path should be offered which costs more MP and takes more time, but is much simpler.
  • Progression is off in game, where you obtain the nucleus to get the mitochondria while in real-life it was the opposite way. To be more realistic, you should develop the mitochondria/endosymbiosis first to get the nucleus. Which one would be better for Thrive?
  • I think the player should generally be the first or one of the first microbes to perform endosymbiosis on their world since it’s so intimately tied to being eukaryotic. At the same time, AI should have some capacity to initiate it so that plants can form if the player doesn’t want to create chloroplasts. Upgrade paths can help with this.

Obtaining an Endosymbiont

  • Having cells evolved to enter other cells that gradually evolve to become endosymbionts is obviously maximally realistic, but not very feasible and would really depend on the AI. Depending on AI and having no autonomy obviously can lead to very unfun situations, so it should be avoided. Also questions around having one cell be inside another cell, which can be difficult to represent.
  • Evolving the ability to even be able to carry out phagocytosis (atleast of entire cells) actually isn’t an incredibly ancient mechanism and is limited to a few archaea (I think) and eukaryotes. As such, there could be an “upgrade” path towards better phagocytosis.
  • Metabolic/energy-based organelles should be the most important and prioritized endosymbiont products. I think this will emerge naturally; if you want to endosymbiont a toxin cell for example, you could do it, but that organelle costs a lot of energy to maintain when compared to basic prokaryotic parts. So they won’t be as viable until a mitochondria shows up.
  • The benefits of endosymbiosis to the host are stripping a cell’s functions down to its base metabolic functions to minimize costs and maximize energy production: having all the benefits of energy generation in a cell with none of the costs. So I think for early implementations of endosymbiosis, endosymbiosis can be simulated by just creating an organelle based on the parts most common in a bacteria.

Finetuning an Endosymbiont

  • An endosymbiont technically becomes an organelle when the host cell reproduces with that endosymbiont present. There is a period of time in between obtaining an endosymbiont and the emergence of an organelle where an endosymbiont is beneficial to the host but not a permanent part of it.
  • Full integration of an endosymbiont allows it to become as efficient as possible, so transitioning to an organelle can unlock the full benefits of endosymbiosis.

Potential Roadmap of Integration for Endosymbiosis: As the developers commonly mention, many complex features yet to be incorporated will probably take multiple updates to completely be implemented, filled out, or optimally finetuned towards the best balance of fun and realism. There are a lot of ideas surrounding endosymbiosis, ranging from the simplest “consuming a specific microbe x times to unlock this organelle” to “full customization in organelles through endosymbiosis”. There is a lot of unknowns revolving the spectrum of these numerous interpretations of endosymbiosis. So I think it is important to establish a baseline endosymbiosis mechanism that is relatively safe, realistic enough, and fun enough that can easily be built up on, and then build up on that basic implementation with time.

Pre-Requisites for Suggested Baseline: Upgrade system present to offer an easy way out and to prevent players from embarking on and going through endosymbiosis much too quickly.

Baseline: A certain upgrade unlocks the ability to consume another cell for purposes other than straight up killing the other cell. Instead of the other cell getting damaged from engulfing based on the amount of time passed, after that time passes, the smaller cell turns into a eukaryotic organelle equivalent of its most frequent part, and gives a bonus to whatever process you are seeking to boost equivalent to the cell’s net production of said process. So if a cell minimized to just oxy-toxy produces the equivalent of 2 oxy-toxy proteins itself, you get that added onto your existing oxy-toxy production. If the cell is minimized to metabolosomes and produces a net ATP of 5, you get 5 ATP production added. If the cell is minimized to thylakoids and produces a net glucose of 5, you get +5 passive glucose production (my understanding of the mathematics of what is going on is probably wrong, but you get the general idea). So you are generally motivated to find either the simplest or most efficient microbes to maximize net production and minimize additional costs added on.

You keep that organelle equivalent for your cell’s entire lifespan. If you die, that microbe also dies, and you respawn without that organelle equivalent. If you reproduce, that microbe also reproduces, but you don’t have it in your next of kin yet. This allows to implicitly signal to auto-evo that a certain microbe is benefiting from being the endosymbiont.

You get one endosymbiosis “slot” as a prokaryote. You can choose from one of the last 5 (or whatever) microbes you’ve integrated into your cell to focus specialization/finetuning on, which is basically a new upgrade path available to the player. This upgrade path is applied to the function of endosymbiosis which basically reduces whatever “cost” the endosymbiont cell has in the process you are seeking to fully integrate into your host cell. A few upgrades can be offered which further minimize this cost until the final upgrade, in which you unlock the eukaryotic equivalent of the prokaryotic components.

This is a bit confusing, so let me explain with an example, and I think this is best explained with a metabolosome endosymbiont. Let’s go back to the 5 net ATP endosymbiont I mentioned before. Say that this cell actually produces 10 ATP through its existing metabolosomes, but maintenance results in the loss of 5 ATP, resulting in the net gain of 5. The first upgrade in this endosymbiont slot reduces the net cost within the endosymbiont cell by 25%, meaning you now gain + 6.25 ATP instead of +5 ATP the next time you integrate this cell. Another update increases this reduction by another 25%, meaning +7.5 ATP the next time. Another upgrade results in +8.75 ATP the next time. And the final upgrade represents the complete trimming down of the cell to its completely minimized form, unlocking the mitochondria. This represents the streamlining of the endosymbiont to become the hyper-specialized organelle seen in eukaryotes. Adopting and upgrading the nucleus can add more endosymbiosis slots, but I don’t think there should be an excessive amount. Maybe three at most?

I think the mitochondria being the first endosymbiont an average player achieves, just like in real-life, is implicitly incentivized since I think it serves the most benefits. You get the most versatile and ubiquitous benefit – more energy production to support more stuff/upgrades – so it’ll probably emerge as the best tactic since the entire game is about getting more energy. Players with a specific playstyle in mind are still able to do what they want, however; there’s a wealth of other metabolic strategies available, and you will still be able to upgrade until you reach the mitochondria anyways. I think endosymbiosis just serves as an easy way to simplify longer upgrade paths for parts you know you want. I assume there will be enough things to unlock that saving your MP will become important, so endosymbiosis helps you spend comparatively less MP to allow you to save it for other stuff you want.

I think this is easy to implement with the other metabolic pathway parts – just iteratively reduce the costs a thylakoid/rust endosymbiont would incur initially – but it’s a bit more interesting for things like toxin parts. Of course, you generally shouldn’t be eating toxin producing organisms (unless immunity concepts see that as good gameplay), but what would the benefit be in streamlining toxin cells? Reduced ATP costs?

Also as a general note, I might be incredibly wrong in my understanding of how the game calculates inputs and outputs with processes. But I think the general thing I am getting at can be understood.

There’s clear interest shown in the ability to have endosymbiosis be the ability to customize and create your own organelles by combining various parts, kind of like a mini-cell-editor for specific organelles. This would be really cool, but I wonder if it’s a Pandora’s Box in that it can release all sorts of balance issues, could make really bloated cells, could create an endless amount of organelles that will be difficult to keep track of in AI cells, etc. Such a system would need proper conceptualizing and stringent testing, which is why I think having a baseline endosymbiosis concept that can be added onto is a good idea.

Would the above baseline concept be a cool interpretation? Or am I neglecting something here? I am sure this idea has been thought of or brought up before, but this post still helps in that it organizes a lot of thoughts.

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A wonderful and thorough concept you have laid out here.

I do like the idea of the nucleus granting increased control and customization to endosymbionts rather than just a simple gate blocking off access to them. Such an idea meshes well with our current idea on the customizable process panel, and how evolving the nucleus will grant you the means to control your cell’s internal workings in ways prokaryotes would be incapable.

However, I do feel that things like endosymbiosis slots and requiring an upgrade to engulfment as a prerequisite might be just a hair too much.

I imagine that we could potentially streamline this process so that it requires less additional elements and features to work, so I figure I’ll go ahead and think of a way to condense it down a bit.

  1. The player, as a prokaryote, engulfs another notably smaller prokaryote and by some (variable, perhaps impacted by behavior?) chance fails to digest it. By surviving and successfully reproducing with this passenger in tow, they will then be able to incorporate it as a newly unlocked pre-made part in the editor. (The type of which might either be random or decided by the sum of the origin cell’s components.)
    This proto-organelle would be less efficient and effective than a proper organelle, but would still serve as a step up in progression. (Perhaps it would even have two seperate processes to reflect a lack of specialization and optimization).

  2. Having perhaps obtained a couple of proto-organelles by this point, the player will need to evolve the nucleus to assert further control and integration of it’s endosymbionts. The nucleus would permit the player to upgrade their proto-organelles into proper true organelles. (EX: By turning a chemosynthesizing and energy producing proto-organelle into either a chemoplast or mitochondrion.)
    Perhaps the maximum amount of proto-organelles in a prokaryote could be limited, but I am unsure if that would be necessary.

  3. Now with the nucleus, the player would be able to focus efforts on phasing out the inefficient proto-organelles with specialized true organelles. And of course, the player might be able to “buy” their way to these organelles should they for whatever reason need to.

I must admit that even despite my attempts to simplify the concept, I still feel that it’s rather involved (If I even managed to simplify it at all). Not only would it basically be a total rework of the current progression of Thrive (Not saying I’m opposed to this, mind you), it would also require either the creation of a large amount of proto-organelles that could potentially fill the editor with unwanted clutter, or the addition of too many different features tied to progression for comfort.
Still; I really like the idea, and perhaps we could go even further and make it perfect.

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I appreciate the response, and I really like the sound of your concept; I think it does streamline a lot of what my post discussed in ways that are beneficial, and I do think that it generally is a logical step-up.

Overall, I really like the idea behind what you’re proposing, which is basically a much more organic and smooth-lined version of the upgrade-heavy pathway I proposed. It is rather true to whatever established science there is of endosymbiosis and yet makes things fun for the player. Some kinks need to be pointed out and flattened for it to be perfect.

The “variable characteristic increasing/decreasing chance of endosymbiosis” is a cool idea. I worry about it taking a bit of control out of the player as to which cell they want to initiate this process with. If a player wants to initiate endosymbiosis, they would increase this variable to increase their chance of retaining a cell within them. But if they have a specific cell in mind to initiate this process with, how can they ensure that it is that cell they pick up instead of a random one they engulf without planning to carry it? If I have my eye after a specific cell with a lot of metabolosomes, I’d be annoyed if I picked up a random ironophilic cell with a less than ideal number of metabolosomes before I could find one of those cells.

While I do agree that endosymbiosis is generally better without them, that was the point of my concept having the idea of specific endosymbiosis slots. It allows the player a way to specifically choose a candidate for endosymbiosis so they could pick the best blank slate. So I think there needs to be a way to let the player have some say in choosing a specific cell to initiate the whole process with in this newer concept.

I think your proposal to have upgrades focused on finetuning various processes in the endosymbiont you acquire could help present a small bit of the solution. So your example of having upgrades influence the cell to become either a chemoplast or a mitochondria helps, where upgrades emphasize one function of the cell to become more efficient at the cost of another. That could also present a cool dynamic of having some variability in organelles; perhaps a species stops short of fully becoming a metabolosome and instead sticks with a microcomponent that has various functions. This could add a unique element of worldbuilding to each playthrough of Thrive, where one planet’s eukaryotes have mitochondria descendant from iron-eating cells while others from nitrogen-fixating cells. I wonder if this will unleash that Pandora’s Box of cell-parts discussed where there might be many forms of cells with many forms of metabolic parts which could screw up balancing. I think auto-evo can help thin the crowd, but perhaps the final upgrade representing the transition to an specialized organelle can be a rather significant leap so that parts with specific and specialized functions are emphasized. And also perhaps further upgrades can be unlocked through specialization.

But there still has to be a method of control to allow the player to pick a specific endosymbiont to begin this process with, as the above is more concerned with finetuning (the second step). Or atleast, have it so that this aspect isn’t that consequential. I guess one possible solution is just having it so that every engulfed cell has the capability to become a mitochondria/toxin vacuole/whatever if it has the prerequisite processes, but endosymbionts with much more of a distance between the organelle and them require more upgrades to get to a point of becoming an organelle. So if the threshold to becoming a mitochondria is +8 ATP generation potential, you need less upgrades to get a prokaryote with +4 ATP generation potential there than a prokaryote with 1+ ATP generation potential, but both can get there as long as they have a metabolosome. It’s just the latter requires more points. This strays a bit away from variability and “realism”, but it offers a much more controlled and balanced experience. Still though, if a player knows they want a specific endosymbiont, they should have some capacity to target that species that isn’t just them exclusively eating that species.

Sounds good. I do think that prokaryotes should generally be limited to one “type” of endosymbiotic organelle, with the nucleus offering the chance to have multiple of these types, but a prokaryote should be able to have multiple copies of an endosymbiont in their cell once they get to that point. I think this would make things more realistic and further distinguish eukaryotes from prokaryotes (for example eukaryotes are much bigger because of a greater capacity to have different types of organelles), but it would also be easier for a new player to grapple with. If the ability to have numerous types of endosymbionts was offered, I fear that a new player might focus on just getting as many of these endosymbionts as possible as opposed to specializing what they have to be more effective. Of course, the former should be allowed, but I think this capability to experiment should be offered to eukaryotes instead of prokaryotes to be more accurate and more linear in progression. I also agree that the nucleus should offer better upgrades.

Overall, I think something solid is present.

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I’m against the idea of thylakoids producing glucose, because that’s not what a thylakoid does in real life. Nowhere in the thylakoid is a carbon fixing protein present; not in the lumen, not on the membrane. What a thylakoid does is produce ATP and NADPH - fuels for carbon fixation, particularly the Calvin cycle.

Not all photosynthesizing bacteria produce glucose either, because not all carbon fixation is glucogenic. And not all glucogenic bacteria are photosynthetic, remember that there’s also chemosynthesis. The Calvin cycle isn’t the only process that assimilates carbon, another example is the Reverse Citric Acid cycle. And, of course, the source of energy (ATP) for all these different types of carbon fixation is not limited to thylakoids.

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Fair point. I was just using glucose-producing thylakoids for this concept because that’s how thylakoids work in game, serving essentially as the prokaryote version of chloroplasts.

I think you touch on organelle upgrades in this post, where various forms of light-based autotrophism existed (and still exist) before our contemporarily dominant /familiar form of photosynthesis dominates. I would hope such autotrophic parts will eventually be introduced in the “upgrade path” for chloroplasts, as it would introduce variety and realism to the game while providing a balance for autotrophism (making it much more of a commitment). You know better than me it seems when it comes to this topic, but I think with proper upgrades introduced and the underlying endosymbiosis concept proposed, I think your point is addressed.

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Many aspects of the game are simplified from reality to make the gameplay more understandable. It used to be that in the past cells had to make amino acids and spend time feeding that into organelles in order to grow. This system was scrapped to make the game easier to understand to players. So perhaps it is not the best idea to expose the player to even further complexity. Even right now reading through reviews on Steam many people say that they don’t know enough about biology to really understand the game, even though it’s already pretty simplified.
Just wanted to point this out.

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I think problem here is that people get the impression that they should know more about biology, when really it’s just the gameplay/mechanics that are still rough that’s causing them trouble. I mean, Thrive (as it is right now) doesn’t seem to be that complicated, and in my opinion, it’s already as dumbed down as can be.

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I think you are getting at something in that the gameplay can sometimes be unclear. I think even more tutorials can be implemented to further help explain to players how things work. Perhaps there should be something akin to a tutorial “level” like in Civilization, with a “New to Biology” level explaining the mechanisms of life more in depth and a “New to Thrive” level explaining only how you do things in Thrive and not so much of the theory.

But I do think we should still have in mind complexity for future references. Even I sometimes find myself a slight bit confused as to why my species isn’t generating enough energy or taking major hits in auto-evo, and I’d say I’m pretty well versed in general evolutionary history and biology. I anticipate that certain features like endosymbiosis and fluctuating-environmental conditions (the oxygenation event is definitely going to throw some people in for a loop) will add more uncertainty for players new to biology.

Of course, I think a certain minuscule amount of learning is good, as I think the best simulators are the ones where you learn more through playing. But to leave the mechanics rather unclear wouldn’t be that smart of a move.

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you said somewhere in here something along the lines of a pandora’s box of complicated cell parts, which I assume would be resulting from them being pre-created in the games code. If I am incorrect on that assumption, then that means that the proto-organelles would be each privately saved to the user, which I don’t see much of a problem with. However, if you are in fact suggesting that the organelles would be pre-created, I think the problem could be stopped by having them be created and then saved to the save file. They would only take up more space if they were added to the museum.

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Endosymbiosis can even be nested


Endosymbiosis as a basis for becoming eukaryotic would be great. It wouldn’t have to be especially complicated. Having an initial part upgrade to allow trapping another cell inside yours would be fine, especially if there are eventually tutorials or hints for doing this. Having the trapping occur by chance is reasonable, but if it hasn’t occurred after a while, there should be another option for achieving it. If the player has trapped multiple cells, they could choose one as a symbiont when entering the editor, for instance.

I think it would be better done such that within a few generations of starting the process, the symbiont can be there as a permanent fixture in the cell. Although, depending on how it would be done, the player might not have managed it. You could make it so that if the player traps a cell when they already have an endosymbiont, they could choose to expel one of them, and have the other continue as their endosymbiont.

Before the symbiont has developed into a full organelle, the only part that would be needed to represent it would be ‘endosymbiont’. This could be edited in a separate tab. There could also be auto-editing of the symbiont - removing pili, cylia and flagella, for instance. I think there should definitely not be a requirement to find a cell fitting all the specifications for developing into a specific organelle - e.g. a mitochondrion.

Another point to add is that if, once the player has trapped a cell they can’t digest - even if not permanently - the player can still get something from it, then that makes up for some of the frustration of not having all the different enzymes for digesting every type of cell.

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endosymbiosis should also be a way to get the powers of organelles you have not yet unlocked(for example: you want to be a ciliate but you can’t remember how to get cilia and you are big enough to eat a eukaryote that has the cilia or you just want a flagellum that runs on iron or glucose or even hydrogen sulfide, or you want a mucilage jet that runs on H2S or just the sun or even a toxin factory that runs on silica and oxygen)

That’s more like species predating and gaining genes from other organisms.