Planet genesis

Far from Earth, and the confines of its system, a glistening green planet is under flux. The surface coated with flora, the oceans full of coral and kelp. But something is missing. In orbit, the last stage of terraforming is underway. The first animals are being released, their DNA altered, rapidly mutating, ready to spread across this new frontier…

The world

87% Complete…

Final Stage Initialised

Planet Genesis is an Earth like planet, with 1.1 bars of pressure, Earth-like atmospheric composition, and 0.84 Gs of gravity. It is currently being terraformed, in order to provide food and space for humans to thrive. It is in the final stage, the establishment of Fauna on a planet. In order to speed up the process, the creatures have been tailored to suit this planet, and modified to mutate and adapt at a rapid rate. Only time will tell what will happen…

The game
Mutations:

You get two mutations a round. These can be used to upgrade stats, change size/diet, adapt to new environments, or many other things. You can also use mutations to undo past mutations.

Actions

Until Brain Tier 1, there are no actions. Mutations cannot be used to perform organized actions or change instincts beyond the basic level.

Population:

Your species has a population from 1 to 20. If your species’ population is 0, it is extinct. In order to sustain a population, you need food. You can sustain a population equal to your food minus one for each unit of meat that creatures get from hunting you… Certain events such as diseases and droughts may lower your sustainable population.

Population grows by 2 each round until it reaches the sustainable limit. If it’s over the limit, it declines by 3 per round until balanced. If your sustainable population is 0 or fewer, you have 2 rounds to increase it above 0. If you fail to do so, your species goes extinct. I will warn you if your sustainable population is below 0, and I’ll tell you how long until you go extinct.

Stats:

There are 4 stats: Movement, Strength, Stealth, and Intelligence.

All stats require mutations to increase.

Movement is required to outrun predators and catch prey.

Strength allows you to attack other creatures, and defend yourself.

Stealth allows you to hide from other creatures, and ambush them.

Intelligence allows you to communicate, strategize, use tools, lay traps, and eventually achieve sapience.

Upgrading intelligence:

To increase intelligence, you must upgrade your brain tier. At Brain Tier 0, your intelligence can reach a maximum of 5. Each new tier increases this maximum by 5 (e.g., Tier 1 allows up to 10 intelligence, Tier 2 up to 15, and so on).

To upgrade your brain tier, you must first reach the intelligence cap for your current tier. Once at the cap, you can spend 2 mutations to advance to the next tier (except for the first upgrade, which only requires 1 mutation).

Tier 0 Intelligence is just a central nervous system, with little-to-no awareness and only basic instincts.

Tier 1 Intelligence is basic communication, around the levels of most animals, allowing more complex relationships, such as basic agriculture, eusociality, and basic social interactions.

Tier 2 Intelligence is Corvid and Nomadic Hunter-Gatherer level, with basic tools use, but no settlements or technology.

Tier 3 Intelligence is Civilisations, Metalworking and Technology.

Tier 4 Intelligence is the Industrial revolution.

Tier 5 Intelligence is Human-level.

Size:

Size changes your stats, increasing or decreasing strength and movement. There are 5 sizes:

Tiny: 0.5X Strength, 1.5X Movement, Large Insect size

Small: 0.75X Strength, 1.25X Movement, Large Rat size

Medium: 1X Strength, 1X Movement, Dog or Large Cat size

Large: 1.25X Strength, 0.75X Movement, Big Pig or Small Horse size

Massive: 1.5X Strength, 0.5X Movement, Big Horse, Large cow, or Small Elephant size

Hunting, Grazing/Foraging, and Diets:
Hunting:

In order to hunt, you need to be a carnivore or omnivore. Your stats are compared to those of the prey. Each stat that you are better at them by is a third of the available units of meat from that creature, which is their population (ignoring predation) halved. The minimum amount of meat is 3. Each unit of meat is 1 food for Omnivores and 1.5 food for Carnivores.

If multiple creatures feed on the same prey and consume more than three units of meat from it, the food is split proportionally based on how many stats the predators are better than the prey at.

Grazing/Foraging:

Grazing and foraging are the same thing.

Foraging is another way of gathering food. Carnivores cannot forage, as foraging uses vegetation as a food source.

There is vegetation in all patches, in accordance to it’s patch type. Each provide 1 food for Herbivores, and 0.75 food for Omnivores that can consume it. Creatures eat all the available vegetation in a patch, unless there is competition.

If multiple species compete for vegetation, the amount is split proportionately based on Foraging Level.

Other foods are specific to patches and can only be harvested by creatures suited to that environment that have the necessary diet or adaptations to access them.

Diet

There are three diets, Herbivore, Omnivore, and Carnivore.

Herbivores can only consume Vegetation. They gain 1 food for each vegetation they consume.

Carnivores can only consume Units of Meat. They gain 1.5 food for each Unit of Meat they consume.

Omnivores can eat both. However, they only get 0.75 food for each vegetation they consume, and 1 food for each Unit of Meat they consume.

Habitats/areas/biomes/patches:

These are all different words for the same thing, a distinct area where creatures live. To live in a patch, you need to be suited to that environment/patch type. You cannot live there if it is uninhabitable for you. For an area to be habitable, you need certain adaptions.

Creatures automatically spread to bordering patches if they are habitable and provide food.

Your population is distributed across several patches, with the population in each patch equal to the amount of food produced there. There is an amount of vegetation in each patch, specified in each patch type. There may also be other food sources in each patch.

Currently there are 6 known patch types: Swamp, Forest, River, Lake, Cliffs, Plains:

Swamp

Lush wetlands.

Adaptions Needed: Mud walking, swimming

Unexplored

Forest

A temperate rainforest.

Needed: Climbing or long neck 2, Temperate climate resistance.

Unexplored

River

A winding stream.

Needed: Swimming, speed 3

Unexplored

Lake

A vast expanse of water.

Needed: Swimming

Unexplored

Cliffs

Mountains of stone, hundreds of meters high.

Unexplored

Needed: Climbing, Cold Weather resistance

Plains

A vast open field.

Needed: Temperate climate resistance

Food: 4 Vegetation

Map

Key

Pale Green-Yellow: Plains

Light Grey: Cliffs

Light Green: Forest

Lime Green: Swamp

Light Blue: River

Blue: Lake

White: Unknown

Explored Patches
Plains

Food: 4 Vegetation

Creatures: 4 Ompard

How to join

The creature:
This the creature you will branch of from:

Pecuarius Terra - Ompard

A medium reptilian grazer, designed for this planet, equipped with powerful tusks. Introduced to fertilize fields with their manure.

Medium Herbivore (Foraging Level 1)

Stats:

  • Movement: 1*1=1

  • Strength: 1*1=1

  • Stealth: 1

  • Intelligence: 1 (Tier 0)

Feeds on: Vegetation
Hunted by:

Suited for: Plains

Population: 4
Sustainable population: 4 (+4 from food (Vegetation))

Distribution:
Plains A = 4

Mutations:
Stats:
  • Tusks (+1 Strength)
  • Nervous system (+1 Intelligence)
  • Legs (+1 Movement)
  • Eyes (+1 Stealth)
Size
  • Medium Size
Diet
  • Herbivorous Diet
  • Longer Intestines (+1 Foraging)
Environmental Adaptions
  • Temperate Climate Adaption

Mutations:
You have 4 mutations for Round 0. This is your chance to create a new creature. You could create a bird of prey, or a powerful reptilian hunter, or a burrowing behemoth. The possibilities are endless!

Credit to aah31415 and his game Survival in the Forum for a lot of inspiration for the rules.

If you have any questions about the rules @ me, I’ll try to respond as soon as I can.

Round Links:
Round 1
Round 2
Round 3
Round 4
Round 5
Round 6

1 Like

Seeing as we’ll just be controlling “pawns” in a human game, how long will the FG last roughly?

Are the mutations only LAWKI?

Nice FG!

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I have a rough end goal, but depending on the actions of the players the amount of rounds would vary massively.

Not necessarily Lawk, but they have to be possible and probable, so mostly Lawk.

Thanks!

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For how many players will you be waiting for before starting?

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Either three or four.

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So we all start from the lizard or we plop our own little boy and give them mutation? That is the only part which I confused myself on.

Otherwise I’ll be happy to join this

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You all start from the lizard, but get 4 mutations for the first round. You also need to submit a scientific and non-scientific name.

Also, thanks for joining!

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Quick question are they sprawling in their posture or semi erect or even erect (walking style)

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I think semi erect, according to this website: GEOL431 - Vertebrate Paleobiology. Like a crocodile basically. But you can change it WITHOUT a mutation.

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Scientific name: Megapsammos Terra
Normal name: Greater Ompard

Mutation uno: Fermentation stomach
Mutation dos: airsacs in the throat
Mutation tres: slight sight into the ultraviolet spectrum to spot possible danger ahead of time or see others of its species.
Mutation cuatro: “white” feathers around the throat which in ultralight spectrum is much more colourful to attract mates.

Did I do this right?

2 Likes

I just want to know, what’s the purpose of the throat sac? If it’s for mating, it wouldn’t require a mutation (as it has no impact on the creature), and you could use it for something else. The same also applies to the feathers. Other than that, it’s all fine.

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Airsacs allow for more efficient breathing, and lightens creatures but it’s the start of a airsacs within the body so rn just serve efficient storage of air when they run. Unrelated note though I suppose they could also produce a loud noise when threatened allowing them to “stun” predators by just shock of the noise to then run but that’s just speculations and I doubt experaniced hunters would fall for it.

But alright for the feathers gotcha, I guess bigger size?

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Bigger size and faster movement, got it.

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I will also post my species stuff later today

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Oh yeah, are bigger creatures like twice the size of a predator immune to predation or does it become like how some creatures sheared off pieces of meat of their prey?

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Right, I don’t recall this being explained too…

No, sizes only effect stats.

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When did you first come up with this FG?

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About a week ago I think.

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Alright just asking cause of the image of seeing a insect take down a small elephant is very funny to imagine for an example lol

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