Two auto-evo eukaryotic proposals

  1. If possible, have auto-evo try to replace proteins with organelles when the nucleus is unlocked. (For instance, if the cell has a bunch of random rusticyanin, auto-evo should try removing the rusticyanin and replacing it with ferroplasts.) This would make auto-evo eukaryotes that are independent of the player species more effective.
  2. Auto-evo should be biased in some way to try to generate eukaryotes more aggressively, either when the player becomes a eukaryote (to catch up) or when a certain amount of time has passed (thus enabling the player to play middle-of-the-food-chain, which is pretty hard to build towards in my experience - then again, I find the fastest way to reach editor is playing an aggressive predator, which means I tend towards the top of the food chain).
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I don’t think this part is really necessary or desirable as long as different branches of eukaryotes can effectively split off from the first.

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For a player (atleast my experience) it isn’t really worth removing old organelles and then replacing them with eukaryotic ones. I can guess the same is true for the auto-evo.
Perhaps you could exchange your prokaryotic proteins for eukaryotic organelles, which would yield a price decrease for the later?

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I have been thinking for some time that converting 2 1 slot prokaryotic pieces into 1 2 slot eukaryotic of the same category (like 2 Rusticyanin for 1 Ferroplast) should be cheaper than just deleting and adding. You are basically fusing 2 pieces into 1 for a higher cost than evolving new. Not sure how hard that would be to program, just seems weirdly cost inefficient now.

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That could work, but would probably require some balancing.

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You think so? I do always do that. It lets me become more efficient with resources without increasing the reproduction time.

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Oh, I always thought that it wasn’t really worth it since it could increase the amount of editor sessions needed before reaching your desired design.