Two auto-evo eukaryotic proposals

You are aware that if we made the player have such a mutation rate over such a long period, the game would extend to unreasonable lenghts?

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I understand and I have already thought of a reasonable solution:mp
The duration could be fixed but the mp will change depending on the mutation rate and the number of genome(for our case let’s say they represent the number of equipped organels)
This will at least capture one of the most important traits of life: an exponential growth rate

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MP system as it is now has already been set in stone. It’s doubtful that it would be changed even to such an extent.

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It’s not problem everything is relative if the mp is fixed then the mp cost of organels could change depending on the mutation rate

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The only problem is if the developers will find this feature good enough to be put into the game. It would require things like radiation and changes to parts’ prices.

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I don’t know how hard This is , I mean the price scaler is already in place what we need is a mutation rate calculator and afficher (most likely to be showed near the auto-evo section) and a little calculation in each turn:
price = base_priceXseted_scaleXconstantXmutation_rate_ per_orgnel( 0.003 realistically)Xnumber_of_orgnel
For the mutation rate calculator the equation will be:
Mutation_rate_per_orgnelXnumber_of_orgnels

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Mutation rate per organelle should still be high enough that if the player is a single cytoplasm, they can atleast add an another cytoplasm to their cell.

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There is a constant in the equation this made to create balanced, and now that you mentioned I have remaked a mistake in my calculation it should be

price = base_priceXseted_scaleX(1-constantXmutation_rate_ per_orgnel( 0.003 realistically)Xnumber_of_orgnel)
And with this the price could not be more than the base_priceXseted_scale and the constant should insure that realistically we could not have a negative price

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Right…

Do you plan to get this coded into the game once you learn coding?

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Absolutely,even now if I get a good documentation of the code base like , where do I find the variable that gives me the number of organels the player have and where do I find each of the base price and the mutation price multiplier, I could have some C# tutorial about variables and code this, however anything related to game engines is beyond me, so it’s more like I have the variables but how will this be update each time the player change an organel and each time the player have access to the editor? This what I don’t know

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Remember that even small changes can end up bringing about many bugs… Not to mention changes like recoding the MP system.

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It has been suggested in the past that the used MP would determine how big the time leap is that the editor represents. So this kind of change is not entirely out of the question but it would be a major change that would have a lot of impact and would be pretty complicated to program.

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And that’s why it’s highly unlikely to ever come to fruition…

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Could ask about the complicated part is it about the game engine? If yes then this absolutely beyond me if it’s about theoratical impact then I could try to help, even if it’s about making a module or function to calculate those factors, but representation and game loop is something I could not help much in it

It’s a problem of time. When you enter the editor auto-evo has ran for like 2 minutes, but that time is all wasted if the player only uses like 50 MP so auto-evo would need to be restarted from scratch. So that’s a problem that can only really be improved on by changing when auto-evo phases happen. So yeah it’s not really anything engine related but just sorting out our simulation code.

For that reason it was discussed that it would be a lot more doable to give other bonuses for not using all MP. For example there could be a population bonus for being a stable species that isn’t changing much over time.

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That’s good start, then how about this , the 100 will not change but the prices will change more over I need some guidance into this , and further more, the cost multiplier is there so that the player set his difficulty bar, so we just need so that the easy and normal and hard mode functions correctly as extended. So I want some guidance into the code base and I’ll probably be able at least to make a decent addition of mutation rate and price setting depending on the mutation rate and the performance of the speciy, however those are just variable change I don’t know how will this be shown to the players

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Perhaps ā€œevolutionary pressureā€ could become the name of this price-changing variable?

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It’s more like mutation driven rather than pressure driven and if I can implemented good enough the player now will have a good reason to care about his population, since more population means the prices will go down more

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And what if the player is stuck at a bad population because autoevo doesn’t like their species for example?

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the worst case senario will be the base price (the current prices) so that’s that and this is this

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