I got ur new species agenttine and immortal. Still need to wait for everyone elses tho
So here is a plan of the upcoming game
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Evolution game Plan
1. Unicellular stage: This is where you start
Mutations
-Cell (flagellum, chloroplasts, engulfment) Mutations
-Cell Colony (Facultative Colony, Tube shape, Cell communication) mutations ----- lead to multicellular
New features
-Migration between tiles (most tedious part of the game. Need to find a way to make it faster)
-Natural disasters (so for there is only meteors and volcanic eruptions on tectonic edges) I would like to add a couple more.
-Base Tile Bonuses
2. Multicellular Stage: Must evolve cell differentiation
Mutations
-skin (outer layer) mutations
-organ (heart, stomach, lungs, mouth, eyes) mutations
-Nervous (Neural Network, Brain) mutations
-shape (limbs, neck, tail, body sections) mutations
-skeletal (exo-skeleton, skeletal (spine, bones), shell) mutations
-Plant (flowers, stem, roots) mutations
-Animal Society (ant colony, penguins, wolf pack) mutations
*Add more Cell mutations (now they can be parasites to multicellular organisms)
New features
-different biomes. Example: if a tile has lakes there will be a Lake Bottom, deep lake, lake surface biomes. Species will be able to interact with biomes touching theirs. Species in Lake Surface and sky biomes can interact but species in sky and deep water cannot. Species may have multiple biomes. Another example: if the temperature is cold ice can form over water creating a new biome. But if it gets warm and the ice melts that biome disappears. The biomes will be unique to their tile, example: arid low elevation tiles will have different biomes than arid low elevation tiles with a river.
-Base Tile Bonuses change (not sure how yet) (traits from the previous stage may still come into factor. Example: if you had compound sphere system you will still have + 1 in water)
-Prey specialization- if your species has been hunting a certain organism for a long time it adapts to it. It becomes a more stable food source so there is less sides to the dice. If it stops hunting it it slowly unspecializes but never fully.
3. Sapient Stage: must evolve Self Awareness
Start with < 100 pop
*Big changes to gameplay*
You can now choose the direction your species migrates
The game happens a lot faster now evolution isn’t really seen as much
******Mutations are no longer the only action (however you can still mutate your species every 10 turns)
Technologies
Every 0.1 turn you will be able to try and discover a new technology and your population grows
-Transportation (riding animals, boats) research
-shelter (huts, wood houses) research
-metal (smelting alloys) research
-weapons (stone club, iron tipped spears, arrows) research
-language (words, writing, humor) research
-farming (domesticate vegetation, animals) research
Research Specialization: your species will become increasingly specialized in a field of technology every time it researches it. Makes the dice has less sides and increases their chances for success. Specialization is divided by 2 every 1 turn because that represents 1 generation for a normal life span. When a generation dies specialization is lost.
Actions
Every 0.01 turn you will be able to give your species actions an action to complete. Example: build shelter
You may also loose population
-Build (shelter, weapons/tools, crafting/art) actions
-Fighting (attack another tribe in the area, go hunting) actions
-diplomacy/Trade (
-spreading your influence
-worshiping gods. Sacrifice! Sacrifice!
New features
Action Specialization: you can specialize part of your population to a certain task by getting them to do it all the time. Makes the dice has less sides and increases their chances for success. Example: Ooga Tribe population = 85 total, 20 spear fighters, 4 stone chippers, 10 house builders, 1 tribal priest, 20 interloping socialists, 30 crafters
You tribe will have an items count. Example: Ooga tribe = 40 sharpened wood spears, 5 stone clubs, 5 stone tipped spears, 20 food gathering grass baskets, 25 clay huts, 10 clay pottery bowls
Stealing other organisms stuff. Why make your own stuff when you can take someone else’s
4. Society Stage: tribe must have over 10000 population
Your tribe is getting a lot bigger
– it’s basically just an extension of the sapient stage
You can integrate tribes into your society
Technologies
Government
Religion
Law/policies
Settlements
Fortifications
Knowledge
Actions
No new actions
New features
If a tribe is enveloped/integrated into a society the previous player keeps control of it. This can make inner fighting within a society or an uprising. They are kind of like vassals under the greater society.
Other cool features I have thought of:
Plate tectonics – evolution on earth has been greatly influenced by the movement of its tectonic plates and constant change in the landscape. Think of drained ancient seas or continents splitting. Therefore, I think to make the game as realistic as possible this should be implemented but I can think of a feasible way of doing it.
The idea for flight: flying organisms will want to have huge migration (like 10 a turn) however they won’t necessarily go onto every tile. Instead they will skip over water tiles to the nearest land.
Using the developments of other creatures to your advantage – examples in real life: hermit crab living in snail shells, humans using other organisms to make things like string, bone knives, wood (we need trees to get wood). You can use the creatures around you to your advantage in real life so you should be able to in the game.
Area specialization- if a species/tribe stays in an area for a long time it naturally adapts to the areas unique features. If it leaves this bonus starts to depreciate for when it comes back. Also make it more stable in that environment. Less dice sides
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and a way that you guys can help me with the turns is by entering species
you don't have to but if you want to chip in here is how you can make the turns faster
below in red, yellow,green, and blue is how a species is entered in to the program for the game (the example species is mine)
///////////////////////////////////////////Species 4////////////////////////////////////////////////
all of the green values need to be changed to the species number
_SpeciesNames[4] = "Eukaryotus vaculus(blue)";
to change a species name all you have to do is change inside the brackets (blue part)
_SpeciesPopPerTile[4, 132] = 19092773;
this is the population of Eukaryotus vaculus on tile 133. sorry if its a bit confusing because the tiles in the program are 1 less than in the game since the array started from 0. to change the tile that it is on just change the blue number to one less than the tile you want and the yellow number to the population on that tile.
you can add more tiles when it migrates by copying and pasting the line of code. i will add a labeled map to make it easier to see what tiles your species is migrating to.
example:here are all the tiles for Eukaryotus incrementa
_SpeciesPopPerTile[5, 111] = 4348754;
_SpeciesPopPerTile[5, 112] = 18692014687;
_SpeciesPopPerTile[5, 131] = 21743772;
_SpeciesPopPerTile[5, 132] = 86105347;
_SpeciesPopPerTile[5, 133] = 7553099;
_SpeciesPopPerTile[5, 151] = 68664543;
_SpeciesPopPerTile[5, 152] = 181198101;
_SpeciesUnicellularTraits[4, 6] = true;//more vacuoles
_SpeciesUnicellularTraits[4, 13] = true;// it get its nutrient from engulfing other cells
_SpeciesUnicellularTraits[4, 51] = true;//unicellular
This is the mutations your species has. the traits correspond with the numbers on the traits list at the intro. to add a trait you simply copy another trait and then change the blue value to the trait you want. if you lose a trait then just delete the whole line of code.
_SpeciesSize[4] = 0.0005; // size = 0.5um
the blue part will change the size of your organism. 1.0 in blue = 1 meter
here (in orange) is the template. just copy this and then make your changes based on the instructions above and post
///////////////////////////////////////////Species 1////////////////////////////////////////////////
_SpeciesNames[1] = "Eukaryotus originalus";
_SpeciesPopPerTile[1, 132] = 888398437;
_SpeciesUnicellularTraits[1, 13] = true;// it get its nutrient from engulfing other cells. it has no traits other than the basic ... RIP
_SpeciesUnicellularTraits[1, 51] = true;//unicellular
_SpeciesSize[1] = 0.0005;// size = 0.5um
_SpeciesEatingBehaviour[1] = 2;//heterotroph
for anyone who helps me out with this it is greatly appreciated.
if you have some spare time and can help then let me know and i can work out a species for you to change
I'm also working on a way to get the program to do the migration but it hasn't been easy.
anyway... if you guys want to help or have and ideas for the game let me know
once everyone submits their new species i will start the next 10 turns
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edit: and also here is how you calculate migration:
start by dividing the original tiles population by 16 to get the migration number (the number of species that will migrate to the next tile). then all the tiles around it that it can migrate to get the migration number for their population. the migration number x the number of tiles that were migrated to are subtracted from the original tiles population.
once the species are on a bunch of tiles it will be a lot of work to find all the migration values
currently in my program i am working on a save file so i/we don't have to constantly re-enter the species new populations. and then i can work on automating migration between tiles. i think once i get these two problems fixed it will make the game run a lot smoother:) then i will start to add more stages
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edit2: good news! i have made the save feature for the game. the game takes the population values for all the species and stores them in a text file. then when i rerun the program it it accesses the text file and sets all the population values stored in the text file to their proper place in the program so it can calculate the population for the next turn without me having to do a thing (except for adding new species and migration)
!!!!. I will now try to build in migration to the program and then it will do it automatically and then save it.
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edit3: ok guys really good news. i have programmed migration into the game. i can start doing the turns really fast. everyone pls post your new species so i can do the next turn. (agenttine and immortal u guys r good
Thx everyone, blue:)