Uncivilized 2: I think that uncivilized creatures are simply spawned wholecloth when they walk onto your fortress map or you see them, and genetics are not tracked for them as a population, but that when they are on your map, you can do your little eugenics programs.
No wonder it seems so limited! While it does allow dwarves to experiment with animal husbandry, that method is not very dynamic or realistic.
I assume that Toady eventually plans on having the genetics of uncivilized creatures tracked as a population during Worldgen. But on the other hand, that seems to
imply a need for Natural Selection of the fittest, which (unless
greatly simplified) could be way too complex to simulate in a game. While the inheritance of stats such as higher than normal strength and endurance could contribute to inheritance by giving said creatures a better
in-game chance at survival, it would be much more difficult to have a Natural Selection preference for, say, certain color genes.
In real life, certain color traits contribute greatly to survivability through certain schemes, such as camouflage with their native habitat (and nocturnal creatures might tend to have a darker coloration), the mimicking of other dangerous or harmless creatures (such as a harmless garden snake sharing identical color markings with a poisonous snake), or for the selection of healthy mates that were able to maintain a healthy diet. But in DF those things would be difficult, if not impossible to simulate.
Also, there would need to be enough evolutionary pressure to maintain certain attributes. For example, I'm thinking creatures may need to have a high enough disease resistance to survive an encounter with disease-carrying undead or enough disease or poison resistance to survive an encounter the body fluids of a poisonous or disease carrying FB (with exposure to said fluids
not being a certain death sentence).
Finally, additional constraints would be needed to prevent all creatures from having the maximum in each attribute. For instance, in DF the body size and height/broadness/length contribute to combat potential, making larger creatures much more likely to survive in a fight. So what's stopping Natural Selection from forcing all creatures into a "growth explosion" to equal the dinosaurs, given enough worldgen years of simulation? There would have to be consequences for a larger body size - with an increased need for food intake being the most obvious. (Being able to move swiftly and hide with camouflage might also be problematic.) And what's stopping the inheritance of attributes like strength and endurance from growing out of control? Again, there'd have to be consequences and limits for increased attributes.
I believe that the way it works is that every creature has a "genetic" value for each attribute, and a "current" value. The current value can't be more than double the genetic value a creature is born with. Then, the genetic value is averaged out with the other parent and then randomized slightly to find the child's genetic value on birth.
The "randomized slightly" part could be viewed as genetic mutation. But it definitely sounds like there is room for improvement.
What I find to be the weakest part of the current genetics system, with respect to uncivilized creatures, is that it is not only limited to the Fortress Mode map, but that no matter how good the player is at Fortress Mode and no matter what the player does, those pets and other creatures never get to pass on their genes to future generations. In terms of evolution and natural selection, they are failures just for appearing on your game map. Dwarves could breed the
perfect specimens of dogs, giant leopards, rocs, or what have you and it does not matter in the long term, because their Fortress will eventually either die or be forgotten on their hard drive.
The only solution that I can see is what I like to call a "Successive Embark", or the option to continue the existence of a Fortress after the player tires of it or reaches a certain FPS breakpoint. What I mean is that instead of abandoning the Fortress, the player can instead choose to select from among their current dwarves and resources to build a new embark party to strike the earth elsewhere, leaving the old Fortress more or less intact. I'd like to eventually be able to play a generated world from year 0 to year 500+ through successive fortress embarks and successive adventure embarks.
In terms of creature genetics, this could be a lot more interesting because the player could choose to bring along their prized breed of super-sized llamas, war-grizzly bears and/or hunter-giant lions to continue breeding them on their next site.