Intermediates (Now Open)

It will be as follows: Gamblerobacter koinos —> Gamblerobacter koinos archenea —> Gamblerobacter koinos mesonea —> Gamblerobacter koinos neonara —> Gamblerobacter neotia

I will change the genus after 5 species changes.

Edit: These are just bacteria, right? I’m just hoping I’m not entirely wrong.

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For the sake of my sanity, I am thinking that when the fourth change occur, species will split off. When I tried to simulate each mutation step, I got something like 35 plus unique splits, and I did not even get to the fourth species-splitting step! :man_facepalming: What have I gotten myself into…

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How long do you want the FG to last?

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I am not sure. As long it remain manageable.

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When would it become unmanagable?

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When it takes me several days to mutate everything, but even then, it also depends on how much time I will have to continue it.

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Right, as basing off that one FG you based this one on, you’d need to write a bunch of descriptions for the many species which’d evolve in this world…

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Yup. I am thinking of pasting the description of the stats, since I will be using the actual game to make these microorganisms.

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Oh, so we will start off as single-cytoplasms, right?

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Yes. However, due to the random nature of the mutations, there is no guarantee that the next organism created will be viable. This is why I am thinking of branching off organisms so that players can choose another organism in the same descendant clade should their organism go extinct.

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So if I was to register a species, I would initially just be a cytoplasm and when “the next round” comes, you’d give me a few possible mutations to the cytoplasm, out of which I can choose one to control from this point on, right?

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This is the basic idea. I might change the number of times I mutate things per round to make it more manageable for me.

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How important are the species names we give to them, especially now that all players who join will pretty much have the same organisms?

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It is your organism. They all start out of the same, but they will diverge. Plus, it would get boring pretty fast if everything was named with a number. I am planning to include some extra organelles that can be mutated to make things more interesting.

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How will you simulate the organelles so that it still account to the ingame rules?

I will just subsitute those as the nearest closing-looking in-game organelles. Also, fudging numbers a little bit. The rules for determining best-fit might change.
Also, I had to make an entire different ruleset for me to use when playing as the AI. Like, actually behaving as the AI with using the organelles.

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All the stats of the forum game’s beginning will be the same as the real game’s beginning, right?

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Yes. It will. I am thinking of including an additional behavior (not gregariousness). I will see how it turns out.

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There are already 5 behaviour sliders, are you sure more are needed at the moment when we are just cells?

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Considering Players can decide to ignore the behavior slides for their species when playing a regular game, it is more important for the AI cells. This new behavior will be especially important for intraspecific competition, assuming the conditions are met. But again, I might change/scrape the additional behavior later on.

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