Hopefully posting in the right place, but my suggestion:
Economy in the editor feels somewhat punishing when trying to re-tool or expand when gaining a nucleus.
It would be nice to trade in 3x proteins for a discounted organelle (e,g, trade in 3 thylakoids for a ‘free’ chloroplast, or trade in 2 metabolosomes for a ‘free’ mitochondrion) rather than having to spend to remove proteins AND spend to add organelles.
Would also be nice to place a protein or organelle over a cytoplasm hex for a discounted price, again rather than spending to remove the cytoplasm and spending to purchase the protein/organelle.
Would also be nice to have a free chance to rearrange organelles and proteins when upgrading to nucleus - feels weird/wrong to just have my big fat nucleus hanging off the side all unprotected-like.
Outside of the editor/overall I feel mutation or specialization rates for AI should be more diverse and specific. If I add a feature (e.g. spikes) that feature tends to persist across many mutations, but if AI adds a mutation, there isn’t an apparent ongoing iteration of that random mutation (e.g. AI adds a thermoplast, but there’s never another iteration with even more thermoplasts, and then another iteration with more thermoplasts and something else new, etc, etc … If it occurs it is too subtle/not obvious in the gameplay environment). I don’t feel like I’m really competing against other lifeforms which are specializing into niches, I’m only competing against myself.
You can place anything so that it overlaps cytoplasm and that removes the cytoplasm for free. So at least this cost doesn’t exist. Or shouldn’t not counting any bugs.
aah31415
(The maker of SitF, Radiostrocity, The Lifenote and TGBing; The Second Ascended...; And just maybe a security warning come alive...?)
308
This is because a single-thermoplast/thermoprotein species might fare better than a multi-theroplast/thermoprotein species per the miche system (used to simulate evolution in the game).
First of all thank you for the great game! Thrive evolved quite something the last years.
Feedback / Suggestions:
Give a way / sensor to not fully kill your pray species (currently my species always finishes the other species that my species eats, which makes specializing impossible)
Give more ways to upgrade the tentacles (the one that help turning) like pulling food to you, make them larger for more distant, allow to use them to grip some prey, allow to grip the ground to not move with the water, allow to use them to out away others
Allow more environment stuff: Let resources drift in the water with the currents (allow to use the tentacles to stick to the ground or walls or something), provide more environmental unique spots in a given patch, so that species can specialize and fight for the space
Instead of selecting one species in the receptor, allow to set requirements, like eatable, no toxin, no spike and so on.
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aah31415
(The maker of SitF, Radiostrocity, The Lifenote and TGBing; The Second Ascended...; And just maybe a security warning come alive...?)
310
Welcome to the forum Arcurus!
Cilia can already pull stuff to them, both microbes and chunks. They already are powerful enough as they are so I don’t think they need opportunities for more buffs. Do you mean large chunks by “ground”?
Pretty sure this already is the case.
Patches are already that in relation to the full might of the hydrosphere, more specialized biomes will come with further stages.
You can already check for the traits of a species you selected chemoreceptor for.
Thx for welcoming and the feedback to my feedback.
Maybe add bigger Cilias, that need two or three spaces and have more reach.
There is a board game called Uhrsuppe simulating early life.
They show there a nice way how Cilias can be used in different ways.
For example mechanic wise there is a current in the game, you move by default with the current, but with Cilias you can decide to attach to the ground and not move.
I think this would give other gameplays then just run for the food (or do nothing if you are sun based). Instead of wasting energy for movement you could drift with currents, or use the Cilias to stay where you are and let the food drift with the currents to you.
And with pulling in chunks i meant pulling in chunks of food like phosphate or something. Right now i think they only pull in chunks of dead or living cells or do they already pull in chunks of food that was not in a living cell before?
If the resources drift, i did not see it, it felt always like i have to move to them with zero chance they move to me in some kind of current. Generally the hole patch is just open everywhere with no spots where you can specialize in.
Yea patches simulate this on a world base, but it would be interesting to have different spots in a patch, so that different species can specialize in, even if there would just be some spaces where smaller creatures could hide from predators.
You can already check for the traits of a species you selected chemoreceptor for
oh did not see that
Currently you cant design a pure predator since it kills everything, so there is no food anymore…
Buy the way, it would be nice if you could save some of the left over evolvement points for the next edit. Also some negative effect for the tolerances would be interesting, so you would need to decide if you want to go for.
By the way, is there a way to play as the other offspring species?
2 Likes
aah31415
(The maker of SitF, Radiostrocity, The Lifenote and TGBing; The Second Ascended...; And just maybe a security warning come alive...?)
312
I don’t think it would be worth spending time on developing
What do you mean by ground again? There is no terrain in the microbe stage.
They can pull iron chunks so this should be working fine.
They can take a while before they suddenly start moving
That would massively increase the load on the autoevo/miche system, so I doubt we’d commit to that especially in our current condition.
That’s now how MP is supposed to work, 100 MP represents the maximum degree of change within a timescale (for microbes, 100 myrs)
Well there is the switch-to-related-species option that can be turned on in the advanced world creation settings.
Welcome to the forum, @Arcurus! You can technically play as the AI species if you have the “Switch species upon extinction” feature enabled in the settings before starting a playthrough. This allows you to play as an AI species only after you go extinct, and it chooses the closest species to you. Be aware that there is a bug I found with the clade diagram when using the “Switch speices upon extinction” feature enabled, where the clade diagram does not recognize any species you previously played as being extinct.
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aah31415
(The maker of SitF, Radiostrocity, The Lifenote and TGBing; The Second Ascended...; And just maybe a security warning come alive...?)
314
Wouldn’t that sort of mean you can never get a proper game over if you switched just once?
It depends on whether AI species continue to split off from you; if you don’t have any more AI species splitting off from you after switching to another species, then you still get the “Extinction” screen.
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aah31415
(The maker of SitF, Radiostrocity, The Lifenote and TGBing; The Second Ascended...; And just maybe a security warning come alive...?)
316
I recall there was a survey sometime ago in which most said they play on normal difficulty. I wonder if some people currently playing Thrive have never witnessed switching to an another species…
Maybe most people don’t use the custom difficulty settings, since you can use all the settings for Normal or Hard, and then additionally use the switching species feature under “Custom Difficulty Settings”.
1 Like
aah31415
(The maker of SitF, Radiostrocity, The Lifenote and TGBing; The Second Ascended...; And just maybe a security warning come alive...?)
318
Also I wonder if you could eventually evolve into an unicellular hunter of multicellular creatures due to their cells not growing as the organism matures…
Currently my species kills all other species and splits so i fight constantly against myself which is not much fun.
With this evolving does not help much, since others just split off and again im busy fighting against myself..
I think by default you should play as your closest offspring if you die, since so or so often its just a recent split of. Evolution wise this sounds also more logic.
Also why not allow to switch to any offspring at anytime? At least as a setting?
And please, an option that you dont kill of certain species that fill certain criteria would be great, so that you can really feed on them.
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aah31415
(The maker of SitF, Radiostrocity, The Lifenote and TGBing; The Second Ascended...; And just maybe a security warning come alive...?)
320
By “if you die” you mean go extinct right? If you want to, you can just enable species-switching in the advanced settings.
I think that could mess up stuff with how switching works.
That’s more of an autoevo/miche issue to be solved with the player acting as an agent of mass extinction.
I think they might mean that by dying just once they would have to swap species.
In Thrive we model evolution as evolution of species rather than individuals with unique DNA variations. That level of simulation would be way harder to compute so in Thrive we make the assumption that a species is the smallest unit that experiences evolution / DNA changes.
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aah31415
(The maker of SitF, Radiostrocity, The Lifenote and TGBing; The Second Ascended...; And just maybe a security warning come alive...?)
322
Isn’t more intra-special variation planned for the aware stage and beyond?
It is planned, but it still won’t impact the actual evolution simulation. The variations will be part of the same species and simulated as a part of it.
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aah31415
(The maker of SitF, Radiostrocity, The Lifenote and TGBing; The Second Ascended...; And just maybe a security warning come alive...?)
324
It might be just be but I always thought it would be better if the signalling agent was also required to progress to the multicellular stage alongside the binding agent.