- 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 donât 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 isnât 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 wasnât really worth it since it could increase the amount of editor sessions needed before reaching your desired design.
Once you get to the eukaryotic stage, itâs not that much trouble to get to the editor again unless you have a really bad cell. The only time I can think of where it might get difficult would be when youâre playing with any MP-cost % where standard part prices are >50, since that halves your evo speed.
I always go to the effort when I first become a eukaryote to clear out all my old proteins and replace them with new ones. Itâs not difficult, and is raw buffs with no downside, AFAIK.
Hmm, will have to test this strategy out once 0.8.0 RC is releasedâŚ
Also, why would the player ever place prokaryotic parts when theyâre already an eukaryote?
the idea of an making auto-evo biased is very good from two prepective:
1-game play: it makes the game more challenging
2-pure theoratical evolution: the existance apparence of a nucleus is an inevetable course of evolution as the only one rule is the âones that lives and reproduce(pass their genes) are the ones to exists and thriveâ,and a nucleus protect the genes and this allows near perfect coping of the gene when the reproduction is done, so if radiation events or just a big period of extreme thriving(big numbers) the neclues will present a big advantage leading to a bias toword eukaryotes just as mentioned.
At the same time, there is only one known nucleus acquirement event we know from Earth Lifeâs history, so perhaps it shouldnât be so commonâŚ
The event might be rare but once it happens , the reproduction take place and as I have said they have 1 particular thing that make it very successful which is the protection of the DNA and the loss of mutation rate(the genes will be copied more perfectly) which is a must once the genetic material become big enough so if you want a logical -chronological plan it will be like this :
1- more DNA means more adaptation (drawback=high chance of mutation while coping and more vulnerable to external factors:heat and radiation)
2-by cheer luck of random mutation (any mutation that goes into protecting the genetic material will be favorable) a nucleus was born
3- having this extreme ability to conserve DNA across generations it was the biggest factor of creating complex life (no one want his celles to mutate randomly quite often because this is what we call cancer)
So you say eukaryotes should get more MP?
To be safe, I donât know what mp is if itâs evolution points then itâs the opposite, if you mean Miche points then yes at least when there are a lot of organisms who have a lot of organels (letâs say more then 5) the probability of the eucariotes appearance should grow exponentially moreover I want to create a mutability variable which will make the population lose fitness when it is too big(have a lot of genetic material)making a valid reason for the appearance and existence of a nucleus.( Thatâs of course when I learn enough Godot and C#)
MP stands for âMutation Pointsâ, they are used ingame.
No, mutation point should decrease at least theoratically since nucleus serves as good way to protect and pass genes thought generations (way better then without it) if you want a better way to make the context more ingame , think of it like this if you want to become multicellular you will need to decrease your mutation rate under a certain threshold so when you form a multicellular organism it wonât be very likely to become cancerous and once you become multicellular the mutation rate will be the sum of all the mutation rates of each of your cells , so on a cell level the mutation rate of the cell is disadvantageous but having a lot of cells will enhance you ability to adapt and mutate.this could even be confirmed through a info(I know it you could search for it if you want) the bigger the animal the bigger his cancer tumor and the less likely it is to kill it what is really dangerous in tumor is masse(tumor)/masse(body) so 1-gram tumor in an elephant is not dangerous but 1-gram tumor in a mouse is lethal in most cases.
Conclusion : if you want to become multicellular you will need a nucleus that will make you have less mp yet this only temporary since theoratically the more cells you will have the more mp you will gain
Giving even less MP to the player when theyâre an eukaryote is no good, since that would limit their options in each editor cycle even more.
(Also pretty sure MPs are always supposed to be 100/Editor Cycle as of the current game design)
I understand the issue but Iâm not trying to make change in the current Auto-evolution, I am just saying the theoratical part, if you want a playable implementation I could absolutely suggest the time frame , while we could let the mp points constant we could influence the time of evolution process (currently the time frame is constant 100million years) we could adjust the duration needed for evolution based on the mutation rate , so it will work like this:
1-you play a turn
2-when you come to the rapport part , you will see a
message âyour evolution took {number} of million yearsâ, and the number of million years is influenced by the mutation rate of you organism
Technical note: the evolution rate depend on 4 factors:
1-the size of the organism (the gene pool size) the more size the more chance to mutate
2-the existence of nucleus: decrease the mutation rate massively
3-heat: at a microscopic level heat is proportional to the average velocity of atoms so the bigger the number the more itâs likely to provoke a mutation
4-radiation level :I think this is obvious the higher the radiation level the more likely for a mutation to occure
You mean the population of the species?
let me make some formulas that might be used:
-the mutation rate:the chance of mutation occurence when an individual reproduce
mutation probability =mutation rate x the number of new individuals(the number of time reproduction process have been made)
So when I say the size of the organism I mean his actual size or at least the number of organels he have