I think I am not the only one, who is particulary excited for this feature and the opportunities it presents. After all, what could be greater than watching your beautiful abomination’s struggle against an unforgiving world? Watching a bunch of them struggling together to show said world who owns this place, of course! But since the dynamic between organisms of an eusocial species is so vastly different from the more “normal” types of behaviour, I think it would make sense to discuss everything related to them in this thread.
One question I have about this, is if each visit in the Organism Editor grants you the same amount of Mutation points it usually does, how should it be distributed? To be spend and divided between the evolution of different castes as you see fit, or if each caste gains their mutation points individually (You get the same standard amount of MP per Editor-session for each caste), without the possibility of redistributing leftover MP from one caste to another. I think the second option might be more enjoyable, since it would otherwise drastically slow down the evolution and specializing of the species, especially in the early stages of their evolution, where the different castes are still quite unspecialized and unprepared for their tasks. The first option would essentially force the player to spend as many MP to adapt all their castes, as would be needed to adapt multiple species, and since they all descend from one queen/breeding pair, it would biologically make more sense to enable the player to make small, general adjustements to all castes at once.
Speaking of the editor, reproducing is neccessary to use the Editor, correct? Now what would happen, if the player chooses to play in Organism Mode as one of the castes, which does not reproduce? If I had the choice between playing as a soldier termite, or as termite queen, I know which one I would choose. But then how do we access the Editor and evolve our species further? When interacting with an hatching egg perhaps?
And one last group of questions (which is more a call for useful suggestions) is how eusociality should impact the Gameplay after the Aware stage. An eusocial species whose individual organisms are already adapted to a complex web of interactions between each other should obviously have a different start into tribal and civilization phase, as a more solitary one, maybe with “Castes” already set as default social system in the nation editor and specialists bound to castes. Would it also be allowed to use certain castes, maybe designed to be stronger and bigger at the cost of intelligence, to be used as beasts of burden or mounts by their smaller and smarter brethren, similar to domesticated species? Oh, and what about research? Some eusocial species on our own planet already show behaviour similar to some of the accomplishments we would have reserved for the Awakening and later stages (Cooperation obviously, but also agriculture for leafcutter ants and advanced shelter for … basically all of them. Would the player be able to dig his own burrows before reaching the Awakening stage, if he chooses an eusocial playstyle? If so, how to teach the AI to use it correctly?)
Okay, that was … a lot. But I guess that only shows how much potential this path of evolution has. I’m looking forward to your input.