- 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.
- 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).
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.
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?
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.
That could work, but would probably require some balancing.
You think so? I do always do that. It lets me become more efficient with resources without increasing the reproduction time.
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.