# Long Simulation Time Worlds

**URL:** <https://community.revolutionarygamesstudio.com/t/long-simulation-time-worlds/8806>\
**Category:** Current Game\
**Created:** [December 18, 2025, 9:15pm UTC](https://community.revolutionarygamesstudio.com/t/long-simulation-time-worlds/8806 "2025-12-18T21:15:28Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![aah31415](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/aah31415/32/16247_2.png) [@aah31415](https://community.revolutionarygamesstudio.com/u/aah31415)\
**Post date:** [December 18, 2025, 9:15pm UTC](https://community.revolutionarygamesstudio.com/t/long-simulation-time-worlds/8806/1 "2025-12-18T21:15:28Z")

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I have recently been running auto-evo for Thrive worlds for hundreds of generations at a time. Those worlds had all the regular settings except for being the small size. So, how does a Thrive world play out over such a long timescale?  
Fortunately or not, all the three long time runs, of which each was in a different version (0.9.1, 0.9.2, 1.0.0), seem to give similar results which is expected since auto-evo stayed relatively similar across those releases, but at the same time points to the biospheres turning similar to a certain scheme over time. For what can be said about these worlds:

- The oxygen level stabilizes at around 50-65% after a few dozen generations and stays roughly in this range onwards. This applies to the depth as well beyond areas next to underwater caves and vents where their compounds eat away at Oxygen, causing it to fall, especially in vents (down to ~30%). Nitrogen is generally at 30% for most places and CO2 makes up the rest.

- While Phosphate stays relatively abundant, ammonia can fall much lower at times and even run out completely in singular patches

- Glucose as expected is virtually gone, iron is only ever above the concentration level of two in underwater caves. H2S is widespread but usually in low amounts beyond the vicinities of caves and vents. Radiation stays stable.

Now for their biospheres:

- Most producers are either 1 hex of their defining organelle (chemo proteins, thylkakoids, rustycyanin) or that coupled with a metabolosome/chemoreceptor/nitrogenase (staying at the size of 2 hexes).

- Predators meanwhile seem to exclusively use the injectosome with any signs of other weaponry nearly nonexistent, alongside metabolosome(s). They also frequently have slime jet(s) and more rarely producer (autotroph) organelles.

- Flagella and hydrogenases are extinct organelles. Slime Jets and Pili are found in 50% of all species, Metabolosomes clock at 2/3rds, Producer Organelles and Nitrogenase stabilized at around 10-15%.

- For the Eukaryotes, they seem to mainly focus on the radiation miche but signs of fitting into other miches are very visible, they frequently evolve various eukaryotic organelles, with nitroplast and chloroplast being on the rarer side. Themselves Eukaryotes generally make up no more than 5% of all species, though it might jump up at times (though never permanently).

- Eukaryotes seem to be the only stable toxin users left, with other toxin using species seemingly not making it far. They also appear to only ever develop bioluminescent valuoles and never regular ones. Cilia (including pulling) may also evolve. They seem to also add the binding agent onto themselves commonly but signalling agent has remained unseen.

For the other things noteworthy:

- After generation 100 evolution for most lineages seems to slow down dramatically, with many species living dozens of billions of years with no changes to them. The exception appear to be some specific predator lineages, chemolithoautotrophs and most importantly Eukaryotes, which evolve nearly every round.

- There are times when a species with just one food source (most commonly a chemolithoautotroph) appears to be surviving in a patch with it’s sole foodsource nonpresent. I have also noticed on an older run of this kind that some patches can become completely devoid of life but this, along with the aforementioned specialists, looks like a highly temporary state.

What are your thoughts?

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**Author:** ![Animalia](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/animalia/32/14398_2.png) [@Animalia](https://community.revolutionarygamesstudio.com/u/Animalia)\
**Post date:** [December 19, 2025, 12:30am UTC](https://community.revolutionarygamesstudio.com/t/long-simulation-time-worlds/8806/2 "2025-12-19T00:30:52Z")

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Interesting. I wonder what would happen if you were to leave it running for even longer?

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**Author:** ![Deus](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/deus/32/923_2.png) [@Deus](https://community.revolutionarygamesstudio.com/u/Deus)\
**Post date:** [December 19, 2025, 4:20am UTC](https://community.revolutionarygamesstudio.com/t/long-simulation-time-worlds/8806/3 "2025-12-19T04:20:14Z")

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Very interesting stuff to see. I will note that in regards to oxygen, amounts tend to be much higher in the explorer tool than in a real playthrough since player intervention occurs with the environment. That’s something I experienced when balancing oxygenation, where the explorer tool didn’t fully represent progression of oxygen in a live playthrough.

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**Author:** ![aah31415](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/aah31415/32/16247_2.png) [@aah31415](https://community.revolutionarygamesstudio.com/u/aah31415)\
**Post date:** [October 17, 2026, 8:43am UTC](https://community.revolutionarygamesstudio.com/t/long-simulation-time-worlds/8806/5 "2026-10-17T08:43:52Z")

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I know I am RATHER late with this one, but it is better to be late than to never do it?

Anyhow, I ran similar tests in 1.1.0 and 1.6.0 and they got interesting and similar (between these new runs) results that I’d like to share below:

- Oxygen generally fits into the range of 15-35% overall, though more usually in the lower part of this range in the later part of the runs, the percentages are roughly equal to the amount of species with choloroplasts too. N takes up around 50% of atmosphere after that and then CO2, whatever remains from the gap left by the other 2 major gasses.

- Oxygen reversal is back, where regions of deep seas with no caves or vents can have more oxygen on the bottom than on the surface.

- Other compounds, except glucose, have their concentrations distributed somewhat more abundandly than in the older experiments, especially those that correlate negatively with oxygen.

Biosphere was heavily impacted as now the eukaryotes are due to take over it unlike before, this drastically changed what sort of organelles are around too:

-Prokaryotes generally are on the losing side, of the good few runs I did, only in one did they manage to not all die out by gen 100. After gen 30 they generally have less than half of all species and by gen 50 they were on the brink of extinction in all runs. Because the player species is semi-immortal in the autoevo explo tool though, new prokaryote species can arise from it even after all other died out, and somewhat explode in popularity, though seemingly never above a third of all species, before eventually declining and going extinct again.

Eukaryotes seemingly evolve to split into two different builds that coexist in nearly all patches that I shall call:

-The Compacts, relatively small to medium sized cells that are seemingly specialized for predation, most usually with injectosomes, flagella, and other sort of various generative organelles and lysosomes, though nearly never any vacuoles. They would predate either on eachother, or the other build, that being:

-The Vacuolers, generally large cells that evolve an insane amount of vacuoles on themselves, and besides that most usually only some generative organelles. Though most species/lineages just continue to grow larger as time goes on, some stay medium-sized cells instead, a sub-build of sorts.

- Toxic organelles are relatively popular early on, but unlike before they continue to exist later, having usually some 10-20% of share across the biosphere in the eukaryote age.

- Mitochondria and Ferroplasts are locked in a dance between 70-90% of all of the population, where when the one declines, the other increases, until the trend reverses.

- Both agents are around and quite popular at around 50-80%, fluctuating.

- Vacuoles increase steadily over the sim time, both in share across the biosphere and per cell, by gen 100 being able to contend in share with the agents and mitochondria/ferroplasts

- After eukaryote dominance begins, prokaryote organelles dwindle in popularity, only receiving brief and short lived revivals later on

- Nitroplasts and melanosomes exist, but are on the lower side in terms of share of the species.

- Injectosomes still dominate over regular pili.

- Membranes have a preference for regular and double over the walled types, though no membrane type seems to be all irrelevant.

Other stuff:

- Patches seem less likely to ever become devoid of life again

- Despite the recent performance upgrades, autoevo times still tank a lot in the higher gens, so for these runs I stopped on gen 100 instead of going further.

What are your thoughts?

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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:** [October 17, 2026, 10:00am UTC](https://community.revolutionarygamesstudio.com/t/long-simulation-time-worlds/8806/6 "2026-10-17T10:00:19Z")

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In the 1.7 beta it seems to take up to generation 30 for AI species to go multicellular (if anyone wants to test that).

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**Author:** ![aah31415](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/aah31415/32/16247_2.png) [@aah31415](https://community.revolutionarygamesstudio.com/u/aah31415)\
**Post date:** [October 17, 2026, 10:01am UTC](https://community.revolutionarygamesstudio.com/t/long-simulation-time-worlds/8806/7 "2026-10-17T10:01:12Z")

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I will test exactly that once I get back home, expect an update here regarding beta-1.7 later today
