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Development of the evolution game Thrive.
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 Splitting/ intertwining Specias

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PostSubject: Splitting/ intertwining Specias   Sat Feb 14, 2015 1:39 pm

i apologize if this has been mention but i was looking for about 45 min didn't find anything except for splitting of you species but i couldn't Write in it but from what i read about splitting id think it be cool if your species did get will INTERTWINED with maybe another Npc Species and receive a random trait or even physical deformity that could possibly cause an uprise in your original species and at that point window pops and you decide which to play as and the other becomes another Npc
and for others to mate with you must be allies and even then its still not guaranteed. also, maybe if your species is known to be aggressive other aggressive Species would want to mate and vice versa to keep their traits strong (sorta like the Spartans)

idk this game just seems so freakin cool i just cant
thanks for taking time to read this whoever does
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PostSubject: Re: Splitting/ intertwining Specias   Sat Feb 14, 2015 3:19 pm

Sounds interesting. Now are you talking about your species and an NPC species mating? Or something else?
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PostSubject: Re: Splitting/ intertwining Specias   Sat Feb 14, 2015 6:12 pm

Remember that these types of questions work best in the Misc Bugs and Questions thread. Also, I had issues understanding what you wrote. Not to offend.

Anyway, well, there's first the consideration of deciding whether two species are reproductively compatible. Lions and tigers have produced ligers, which you've probably heard about, as well as grolar bears by grizzly and polar bears. Sterility is a common consequence in hybrids. However, the two species must be closely related for the process to work.

So, since it's highly unlikely for two species in the wild to converge into one, the developers shouldn't have to worry about the Multicellular and Aware Tages; just the occasional hybrid.

Onward however, things get difficult. I assume an alien species is waaay too genetically distant for them to breed (having evolved on different planets), so the process is limited to two closely-related intelligent species on the same planet. If things went in a different direction on Earth, then we'd be sharing apartments with Neanderthauls, and maybe even producing hybrids. This could also happen in Thrive.

However, there's one very important issue; it might be too hard for the developers to code, not to mention they might not consider it worth the effort. However, a blended society is still possible between intelligent races. Granted, I have no idea what you mean by "uprise," so I assume that you asked what would happen if tensions emerge within such a society. It all comes down to what the developers choose to define a player's civilization; by its founder species, or by its existence as a civilization. If determined by its founder species, then the player will stick with the species they played from Cell to whatever current stage. However, if as a civilization outrigh, then there'll just be the two split parties that may have more fractions of one species or the other, not outright one species or the other. Again, this might be too complex, although it's probably not as bad as the other issue.
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PostSubject: Re: Splitting/ intertwining Specias   Sat Feb 14, 2015 9:22 pm

i apologize i thought i did post it inside the thread this is my first time actually posting in a forum but yea it would be pretty complex to code and would be a be risk cause anything could happen and go wrong and its back to square one
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PostSubject: Re: Splitting/ intertwining Specias   Sun Feb 15, 2015 12:21 am

Latre57 wrote:
i apologize i thought i did post it inside the thread this is my first time actually posting in a forum but yea it would be pretty complex to code and would be a be risk cause anything could happen and go wrong and its back to square one

Dont feel bad about that! Just remember to use "reply" or "quote" the next time.

Onto the idea, according to the concept behind auto-evo (which you can read here)

species will be able to split, but it makes no reference to interbreeding, the reason is that we are not using true Darwinian evolution for our auto-evolution, but an approximation of it.

As demonstrated by some earlier prototypes and other attempts at such a thing in the past, having all this happen in real time would kill the processor, so we use a "turn based" version of it.

The "turn based" approximation of evolution that we have planned, will not have interbreeding between species, it would be very time consuming and not good for the processor if we were to attempt something like this. We have been , however, batting around the idea of being thrown back into earlier generations of your species if you die enough however, and when your species splits they can keep splitting (yes, splitting into another species will be possible), so under certain, very rare conditions you could have a variety of (in-story) closely related species competing with each other for domination.

Opinion here:
Another reason for avoiding interbreading, is because the game needs to keep a good level of challenge while playing to keep game play interesting, if a species were to "mix genes" with another at least under the current concept, it could lead to some very unexpected, and frankly quite possibly very boring and strange, changes in the species you are competing and interacting with, especially because this would be a VERY dramatic change.

It would be as if you were playing a game with characters you were familiar with, then suddenly one of them mutates into  a weirdly-mutated-strange-monstrous-monstrosity-of-a-creature-that-makes-no-sense-to-begin-with-and-has-no-reason-for-existing-other-then-to-surprise-you-with-weirdness . <- that
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